=Paper= {{Paper |id=Vol-1516/p3 |storemode=property |title=Web-Powered Virtual Site Exploration Based on Augmented 360 Degree Video via Gesture-Based Interaction |pdfUrl=https://ceur-ws.org/Vol-1516/p3.pdf |volume=Vol-1516 |dblpUrl=https://dblp.org/rec/conf/tvx/WijnantsRDQLL15 }} ==Web-Powered Virtual Site Exploration Based on Augmented 360 Degree Video via Gesture-Based Interaction== https://ceur-ws.org/Vol-1516/p3.pdf
Web-Powered Virtual Site Exploration Based on Augmented
     360 Degree Video via Gesture-Based Interaction
                               Maarten Wijnants Gustavo Rovelo Ruiz Donald Degraen
                                         Peter Quax Kris Luyten Wim Lamotte
                             Hasselt University – tUL – iMinds, Expertise Centre for Digital Media
                                       Wetenschapspark 2, 3590 Diepenbeek, Belgium
                                                firstname.lastname@uhasselt.be
ABSTRACT                                                                             The last few years, technological advances in divergent research
Physically attending an event or visiting a venue might not always                   disciplines have emerged that hold great promise to increase the
be practically feasible (e.g., due to travel overhead). This article                 persuasiveness of interactive video-driven virtual explorations.
presents a system that enables users to remotely navigate in and                     A first important example is situated in the video capturing field,
interact with a real-world site using 360° video as primary content                  in the form of 360° video authoring. 360° video cameras produce
format. To showcase the system, a demonstrator has been built                        video footage that has an omni-directional (i.e., cylindrical or
that affords virtual exploration of a Belgian museum. The system                     spherical) Field of View. Compared to classical video, 360° video
blends contributions from multiple research disciplines into a holis-                content unlocks options for increased user immersion and
tic solution. Constituting technological building blocks include                     engagement. Secondly, the traditional keyboard/mouse inter-
360° video, the Augmented Video Viewing (AVV) methodology                            action technique is recently witnessing increasing competition
that allows for Web-driven annotation of video content, a walk-                      from more natural alternatives like, for example, touch- or
up-and-use mid-air gesture tracking system to enable natural user                    gesture-based schemes. In this context, an exploratory study
interaction with the system, Non-Linear Video (NLV) constructs                       performed by Bleumers et al. has found mid-air gesture-based
to unlock semi-free visitation of the physical site, and the MPEG-                   interaction to be the preferred input method for the consumption
DASH (Dynamic Adaptive Streaming over HTTP) standard for                             of the 360° video content format [1]. A final notable evolution
adaptive media delivery purposes. The system’s feature list will                     is the increasing maturity of the Web as a platform for media
be enumerated and a high-level discussion of its technological                       dissemination and consumption. The HTML5 specification
foundations will be provided. The resulting solution is completely                   for instance covers all necessary tools to develop a 360° video
HTML5-compliant and therefore portable to a gamut of devices.                        player that affords typical Pan-Tilt-Zoom (PTZ) adaptation of the
                                                                                     viewing angle inside the omni-directionally captured video scene.
Author Keywords
Virtual exploration; HTML5; 360° video; Non-Linear Video;                            SYSTEM OVERVIEW AND USE CASE DESCRIPTION
gestural interaction; MPEG-DASH; Augmented Video Viewing.                            The work described in this article can best be summarized as of-
ACM Classification Keywords
                                                                                     fering an interactive multimedia content consumption experience
                                                                                     akin to Google Street View, yet hereby relying on 360° video
C.2.5 Computer-Communication Networks: Local and Wide-
                                                                                     instead of static imagery, and at the same time offering advanced
Area Networks—Internet; H.5.1 Information Interfaces and Pre-
                                                                                     interaction opportunities that go beyond basic “on rails” virtual
sentation: Multimedia Information Systems—Artificial, aug-
                                                                                     navigation. The specific use case that will be focused on in this
mented, and virtual realities; H.5.2 Information Interfaces and
                                                                                     manuscript, is the virtual visitation of a particular Belgian museum.
Presentation: User Interfaces—Input devices and strategies, In-
                                                                                     Users can move along predefined paths that have been video cap-
teraction styles; H.5.4 Information Interfaces and Presentation:
                                                                                     tured in 360 degrees. When reaching the end of such a path, users
Hypertext/Hypermedia
                                                                                     are offered the choice between a number of alternative contiguous
INTRODUCTION AND MOTIVATION                                                          traveling directions, very much like choosing a direction at a cross-
There is an increasing tendency to disclose real-world events and                    road. As such, a NLV scenario arises in which the user is granted
spaces in the virtual realm, to enable hindered people to participate                a considerable amount of freedom to tour the museum at his per-
from a remote location. Systems that allow for cyber presence at                     sonal discretion. While navigating along the predetermined paths,
physically distant sites hold value for heterogeneous application                    users can play/pause the video sequence, dynamically change
domains, including tourism, entertainment and education.                             their viewing direction, and perform zoom operations.
                                                                                     The use case furthermore includes a gamification component in
                                                                                     the form of simple “treasure hunting” gameplay. In particular,
                                                                                     users are encouraged to look for salient museum items that have
                                                                                     been transparently annotated to increase user engagement with the
                                                                                     content. Finally, both mouse-based and gestural interaction is sup-
                                                                                     ported by the use case demonstrator. The two control interfaces
                                                                                     are identical expressive-wise, in the sense that they grant access
3rd International Workshop on Interactive Content Consumption at TVX’15, June 3rd,
2015, Brussels, Belgium.                                                             to the exact same set of functionality (i.e., direct manipulation
Copyright is held by the author(s)/owner(s).
of the user’s viewport into the 360° video content, making
navigational decisions and performing gamification interaction
through pointing and selection, video playback control).

IMPLEMENTATION
Except for its gesture-related functionality, the demonstrator
has exclusively been realized using platform independent Web
standards. The typical execution environment of the player
component of the demonstrator is therefore a Web browser.
The involved media content was recorded using an omni-                        Figure 1. Gesture-based interaction with the demonstrator.
directional sensor setup consisting of 7 GoPro Hero3+ Black
cameras mounted in a 360Heros rig (http://www.360heros.com/).
The resulting video material was temporally segmented according
to the physical layout of the museum in order to yield individual
clips for each of the traversable paths. The collection of paths
(and their mutual relationships) is encoded as a directed graph.
This graph dictates the branching options in the NLV playback.
Media streaming is implemented by means of MPEG-DASH.
The separate video clips from the content authoring phase were
each transcoded into multiple qualities, temporally split into         Figure 2. Three applications of the AVV methodology in the demonstrator.
consecutive media segments of identical duration (e.g., 2 seconds),
and described by means of a MPD. The resulting content was pub-        methodology [2]. This methodology (and its Web-compliant
lished by hosting it on an off-the-shelf HTTP server. The W3C          implementation) is intended to transform video consumption
Media Source Extensions specification is exploited to allow for        from a passive into a more lean-forward type of experience by
the HTML5-powered decoding and rendering of media segments             providing the ability to superimpose (potentially interactive)
that are downloaded in an adaptive fashion using JavaScript code.      overlays on top of the media content. The navigation options
While the playback of a path is active, the initial media segments     are represented as arrows indicating the direction of potential
that pertain to each of the potential follow-up routes (as derived     follow-up paths; their visualization is toggled when the playback
from the NLV graph representation) are pre-fetched from the            of the current path is about to end. The treasure hunt objects on
HTTP server. The total number of media segments to pre-fetch is        the other hand are (invisibly) annotated by means of a transparent
dictated by the corresponding path’s minBufferTime MPD                 overlay. When the user points to such an object, the visual style
attribute. By making initial media data locally available ahead of     of the associated AVV annotation is on-the-fly transformed
time, the startup delay of the selected follow-up path is minimized.   (through CSS operations) into a semi-transparent one. If the item
                                                                       is subsequently selected, an informative AVV-managed call-out
The gesture set that was defined for the demonstrator consists         widget is visualized. Finally, the AVV methodology is also
of composite gestures in the sense that they involve performing        exploited to present visual feedback of the user’s current pointing
a sequence of discrete, gradually refining postures. As such, it       location. This is realized by dynamically instantiating an overlay
becomes feasible to organize the available gestures in a tree-like     (carrying a green hand icon) as soon as the user enters pointing
topology, where intermediate layers represent necessary steps          mode and by continuously updating its coordinates as the pointing
towards reaching a leaf node, at which point the gesture (and          operation is being performed. When pointing offscreen (only
its corresponding action) is actually actuated. It also allows         possible with the gestural interface), the hand icon is clamped to
gesture clustering and organization on the basis of their respective   the nearest on-screen position and turns red. Figure 2 illustrates
sequence of encompassed postures. Two gestures whose posture           the three applications of the AVV approach in the demonstrator.
series are identical up to some intermediate level, share a branch
in the tree up to that level and only then diverge topologically.      ACKNOWLEDGMENTS
                                                                       The research leading to these results has received funding
The gestural interface is implemented by means of a mid-air            from the European Union’s Seventh Framework Programme
gesture recognizer (which currently relies on a Kinect 2.0 for         (FP7/2007-2013) under grant agreement n° 610370, ICoSOLE
skeleton tracking purposes). It adheres to a walk-up-and-use           (“Immersive Coverage of Spatially Outspread Live Events”,
design, which implies that it provides supportive measures that        http://www.icosole.eu).
empower users to leverage the system without requiring training.
The supportive measures take the form of a hierarchical gesture        REFERENCES
guidance system that exploits the tree-like organization of the        1. Bleumers, L., Van den Broeck, W., Lievens, B.,
gesture set to visually walk the user through the subsequent steps        and Pierson, J. Seeing the Bigger Picture: A User Perspective
needed to perform a particular gesture (see Figure 1).                    on 360◦ TV. In Proc. EuroITV 2012, ACM (2012), 115–124.
To encode and present the navigation options at NLV decision           2. Wijnants, M., Leën, J., Quax, P., and Lamotte, W. Augmented
points and to add interactivity to the treasure hunt objects that         Video Viewing: Transforming Video Consumption into an Ac-
appear in the video footage, the demonstrator resorts to the AVV          tive Experience. In Proc. MMSys 2014, ACM (2014), 164–167.