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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gerhard Sprung, Andreas Egger, Alexander Nischelwitzer, Robert Strohmaier, Sandra Schadenbauer</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dep. Information Management</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>FH JOANNEUM</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Austria Email: [first].[last]@fh-joanneum.at</string-name>
        </contrib>
      </contrib-group>
      <fpage>54</fpage>
      <lpage>59</lpage>
      <abstract>
        <p>The aim of the project ViReSt is to explore the extent to which virtual reality, volumetric video and binaural audio can be utilized to create an immersive experience for museum visitors. Museum curators should be able to develop, test and create the story themselves without programming skills. Therefore, a workflow was developed and tested by creating a small prototype. This prototype was then tested with a group of 10 participants to assess immersion, reception of volumetric video and binaural audio.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>VR</kwd>
        <kwd>volumetric video</kwd>
        <kwd>storytelling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I.INTRODUCTION</title>
      <p>In the near future Virtual Reality (VR) will be mature enough
to be widely used in museums. The project ViReSt (VIrtual
REality StoryTelling) addresses the question of how to create
compelling content for such projects. With our prototype, we
explored what tools are or would be needed to give museum
designers without programming knowledge the ability to create
interactive stories that are immersive, emotionally engage
visitors and provide a level of interactivity.</p>
      <p>
        The “wow-effect”, which is usually sufficient to attract the
visitors’ attention to an exhibit that is presented with VR, will
no longer suffice as soon as the visitors will already have
experience with VR-devices. In the same way as in the advent
of film and again in the early stages of the computer game
industry, traditional methods and approaches for creating
immersive experiences have to be rethought, reworked,
redefined or even created from scratch [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>II.</p>
    </sec>
    <sec id="sec-2">
      <title>STATE OF ART</title>
      <p>
        To offer immersive experiences in museums, several
technologies are currently to be considered. Audio guides with
radio plays and spoken stories are already widely used [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
although interactivity is mostly limited to starting and stopping
the recording. There are also approaches where the contents are
location-dependent [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] or the visitors can select a role from
whose perspective the story is told [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Films are often used,
sometimes presented with methods that increase immersion like
the Pepper’s Ghost Effect1, projection mapping, projections on
spheres and dome projection.
      </p>
      <p>
        Museums try to personalize the visitor’s experience, make it
interactive and adapt it to interests and needs. The
personalization of the experience during a museum visit is
1 The Pepper’s Ghost effect is an optical illusion that utilizes large pieces
of glass to partly reflect a scene which cannot be directly observed by the
audience. The viewers see the reflections as “ghosts”.
possible but brings along various technical and content-related
problems: in many museums, it not feasible for the exhibit to be
viewed by only one person at a time [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This raises the problem
that everyone sees and hears the same thing. Even if the acoustic
information can be perceived independently with the help of
headphones or sound domes [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], the obstacle still arises that the
playing system must be aware of the identity of the visitor,
including their previously chosen role [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], the information
already received and the path through the exhibition so far. This
data has then to be used to calculate and coordinate the trajectory
and distinct information that is presented [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
However, if the information should also be optically adapted to
the role and trajectory of every particular visitor, this can only
be done by spatial separation like using separate rooms, booths
or head mounted displays.
      </p>
      <sec id="sec-2-1">
        <title>B. Characters in VR</title>
        <p>If a museum uses storytelling to touch visitors emotionally,
they have to provide them with believable and convincing
protagonists to interact with.</p>
        <p>
          Several researchers found that high behavioral realism and
realistic visualization of the characters in a movie increase the
believability [9]–[
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. But on the other hand, artists [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] and
other researcher stress the problem of the “Uncanny
ValleyEffect” [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. This effect describes the phenomenon that the
audience find small discrepancies in the behavior or the realistic
visualization of extremely realistic characters very disturbing
(often described as “eerie”) [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ][
          <xref ref-type="bibr" rid="ref15">15</xref>
          ][
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] whereas a cartoony
stylization is very forgiving and can concentrate on the
personality of a character [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ][
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
        </p>
        <p>Concerning the creation and digital representation of the
virtual actors there are several technical possibilities.
1)</p>
      </sec>
      <sec id="sec-2-2">
        <title>Mesh and Bones</title>
        <p>The surface of a digital character is stored digitally and, with
the help of shaders (instructions how to calculate the color of
each pixel) and light simulations, an image is rendered. Game
engines are capable of creating very realistic scenes in real-time.</p>
        <p>To create such so called “meshes” artists can use Computer
Graphics (CG) programs to construct and sculpt the surface.
Alternatively, real-life persons can be measured and digitized.
These values can be used to reconstruct the person as a mesh.
One wide-spread approach to achieve this is by scanning with a
laser, infrared (IR) or structured light. Another approach is the
calculation of the mesh with the help of Photographs and
Structure from Motion (SfM) or other photogrammetry
techniques.</p>
        <p>To animate these meshes usually digital bones are
constructed to provide an underlying structure which is utilized
to deform the skin. The movement of these bones either can be
animated by an animator (this is known as “keyframe
animation”) or is acquired from human motion with the help of
motion capture techniques.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2) Images and Movies (Billboards)</title>
        <p>A second approach is to use 360° movies, often called
spherical or 360/180 movies. In this approach, real-life scenes
are filmed with a special camera to record a panoramic view.
Therefore, creating an interactive application with this technique
requires recording all possible versions. If the user makes a
decision, the movie has to switch to the corresponding variation.</p>
        <p>It is possible to combine spherical movies with
3Drepresentation. Here the spherical movie is projected onto the
background and the characters are placed in 3-D around the
virtual camera. Characters can be represented as 3-D-meshes as
described above or as 2-dimensional objects showing a movie
(this is called a “billboard”). In this case, the shown characters
can be life-action footage or stylized representations.</p>
        <p>Such films can then be viewed with Head Mounted Displays
(HMDs) but, apart from the head rotation, they do not allow
much interaction and are accordingly rarely immersive
experiences.</p>
      </sec>
      <sec id="sec-2-4">
        <title>3) Volumetric Video</title>
        <p>
          In order to facilitate Free Viewpoint Video (FVV),
techniques are developed to store video in a way that the viewer
can choose his viewpoint arbitrarily. Volumetric Video allows
the recording of people and their movement utilizing the depth
information of depth-cameras (“RGBD-camera”) [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ][
          <xref ref-type="bibr" rid="ref20">20</xref>
          ],
photogrammetry or lasers. To store the results, the surface is
either represented as a point cloud2 [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ][
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] for each frame of
an animation, a dynamic mesh including all movement of the
vertices3 or the depth information can be stored separately as an
image. In this way it is possible to store animations without
using bones and skin deformations [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ][
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>C. Story Planning for VR</title>
      </sec>
      <sec id="sec-2-6">
        <title>1) Planning</title>
        <p>
          In the film industry, the description of a film in form of a
movie script is highly standardized. To prevent ambiguities and
enable effective cooperation scripts are expected to have a
special form and structure. Another tool for planning a film,
Storyboards, are visualizations of each shot of the movie.
Storyboards and the predecessor of the modern movie script
(Continuity Scripts) have been used since 1928 [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ][
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. With
the help of storyboards, one can virtually watch the movie by
looking on the images in the right order.
        </p>
        <p>
          Neither of these methods is applicable for 360° video, VR or
interactive storytelling. Since the viewer can choose their
2 A point cloud is a set of points in space
3 A vertex is a point in space used to define a mesh
4 http://twinery.org/2
perspective and their position in the scene as well as influence
the story new techniques to plan the experience are needed [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]
[
          <xref ref-type="bibr" rid="ref28">28</xref>
          ].
        </p>
        <p>
          Because of the many different ways a non-linear story can
unfold, a system to previsualize an interactive story has to be
capable of using variables, conditions and user input. Also it is
necessary to deal with the distance to the viewer, their possible
positions and what the viewer sees [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ].
        </p>
        <p>
          Interactive story editors like Twine4 are designed to create
text-based stories. Tools like articy:draft5 (Figure 1) are already
used to create and organize interactive and non-linear game
content. Programs that allow drawing, modeling and animation
directly in VR [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ][
          <xref ref-type="bibr" rid="ref30">30</xref>
          ][
          <xref ref-type="bibr" rid="ref31">31</xref>
          ], as well as manipulation of the flow
of an interactive application [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] help to position and control
visual cues. This prevents situations where the viewers oversee
important clues for the understanding of the story.
        </p>
        <p>Although there are tools to support the development of
interactive content, real interactive utilities are still missing in
order to clearly present and manipulate the complex processes
as well as provide visual aids and automatically check for weak
points and dead ends.</p>
      </sec>
      <sec id="sec-2-7">
        <title>2) Directing</title>
        <p>
          In traditional movies the director guides the attention of the
audience by choosing an appropriate frame and therefore
restricts the perceptional boundary. The director can decide
upon the position of the camera (Point of View), the focus,
movement of camera and actors and so forth. In 360°-movies
and VR-applications the viewer himself to a high extent is
choosing the point of view. Although there is important research
being done concerning the use of focus and depth of field in VR,
these possibilities are not yet widely available [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ].
        </p>
        <p>
          In order to increase immersion and to understand the story it
is extremely important to make viewers look and move in the
right direction at specific times. Therefor the director has to use
visual [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] and acoustic [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] cues to help the audience to
understand what is happening and to guide them through the
story.
        </p>
        <p>
          If the viewers are able to move freely in the scene, their
possibilities should be restricted by obstacles (like walls or
fences) in the virtual world. In this case, the visitors have to be
provided with methods to cover larger distances. Flying and
being moved in the virtual world often leads to nausea because
5 https://www.nevigo.com/en/articydraft/
of the discrepancies between real movement and the movement
shown in the VR-Application[
          <xref ref-type="bibr" rid="ref35">35</xref>
          ][
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]. This effect seems to be
independent of the amount of immersion [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ]. One promising
approach to tackle this problem is teleporting. By pointing at the
point where one wants to be the viewer instantly changes
position [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ][
          <xref ref-type="bibr" rid="ref39">39</xref>
          ][
          <xref ref-type="bibr" rid="ref40">40</xref>
          ]. Sometimes stories need different ways of
navigating like a wheelchair[
          <xref ref-type="bibr" rid="ref41">41</xref>
          ].
        </p>
        <p>
          One important help to orient in a virtual world is binaural
audio [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. By manipulating the frequencies of an audio event,
the frequency change occurring in the outer ear (Head Related
Transfer Function HRTF) can be simulated [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ][
          <xref ref-type="bibr" rid="ref43">43</xref>
          ]. Therefor
the sound seems to be coming not only from the side but also
from above, below or behind [
          <xref ref-type="bibr" rid="ref44">44</xref>
          ]. The sound sources are placed
at the appropriate positions in the virtual space. The sound is
manipulated depending on the position of the viewer, the
direction of the head and the size and surface of the room and
obstacles, and send to the headphones. Thus the user can
recognize if a sound event is occurring e.g. behind or above him
[
          <xref ref-type="bibr" rid="ref45">45</xref>
          ].
        </p>
        <p>
          With the help of these technologies it is possible to create the
basic conditions for the so-called immersion or presence [
          <xref ref-type="bibr" rid="ref46">46</xref>
          ].
III.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>PROOF-OF-CONCEPT</title>
      <p>Based on this research we developed a workflow to create
interactive stories incorporating volumetric video, spatial sound,
interaction triggered by various sensors and events and speech
input.</p>
      <sec id="sec-3-1">
        <title>A. Planning</title>
        <p>
          For the first phase –planning- we experimented with
different tools like Twine, several script editing Tools like
celtX6, scrivener7 and Trelby8. Additionally storyboarding tools
like storyboarder9 and articity:draft were evaluated. The highly
branched structure[
          <xref ref-type="bibr" rid="ref47">47</xref>
          ][
          <xref ref-type="bibr" rid="ref48">48</xref>
          ], which is also dependent on
conditions and variables has led us to exclude all script-editors
and linear storyboarding tools. In future projects we will use
Twine, a simple Editor for interactive text stories which is
capable of visualizing the structure and the flow of the story
(Figure 2). With this software, even variables and conditions can
be defined and interactively tested.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Recording Volumetric Video</title>
        <p>The method we have chosen to employ for our proof of
concept is volumetric video. To allow a simple volumetric
representation, we restricted the representation to a 2.5-D
representation that spatially visualizes about half of the human
body. Our recording software encodes both the depth and color
information of a RGBD-Camera as two RGB-images into a
movie file. One image containing the color information and one
image the depth information are stored side-by-side (Figure 3).</p>
        <p>We used the Microsoft Kinect 2, which has 512x424-pixel
resolution for the depth information, which was sufficient for
our tests. To improve the results, we processed the images with
the post-production software Blackmagic Fusion10. We
extracted the background, improved color and contrast, softened
the edges and enhanced the depth information.</p>
      </sec>
      <sec id="sec-3-3">
        <title>C. Editor</title>
        <p>To add interactivity, we had to develop an editing application
that was capable of defining objects, events, sensors and triggers
(Figure 4).
6 https://www.celtx.com/index.html
7 https://www.literatureandlatte.com/scrivener/overview
8 https://www.trelby.org/
9 https://wonderunit.com/storyboarder/
10 https://www.blackmagicdesign.com/at/products/fusion/</p>
        <p>
          Objects can play animations and sound files if they are
triggered and all conditions are met. Therefore, features for
defining variables, timers and possibilities for user-input had to
be provided [
          <xref ref-type="bibr" rid="ref49">49</xref>
          ]. With this editor, even persons who are not used
to writing code are able to design complex interactive scenes and
branched plots. The resulting definitions of scenes can be tested
in a generic 3D-environment to detect any gaps, loops or dead
ends of the story and to test different paths through the story.
        </p>
        <p>For future applications we will integrate visual editing. For
this purpose, screenshots will be created and displayed in the 3D
environment. The connections between events will be displayed
as lines and the corresponding conditions and variables will be
visualized.</p>
        <p>We also intend to introduce interactive story design in a
VRenvironment.</p>
      </sec>
      <sec id="sec-3-4">
        <title>D. Player</title>
        <p>Within the game-engine Unity3D11, a mesh is automatically
prepared utilizing the previously described video containing the
depth information (Figure 5). This is achieved by the help of our
vertex-shaders, which refine (“tessellate”) the mesh and displace
the vertices according to the brightness of the depth-image
stored in the movie. Thus a 3-dimensional object is created and
shown in the scene.</p>
        <p>These volumetric videos are placed in the appropriate
positions according to a file created by the editor. The
runtimemodule (player) displays, starts and ends the presentation of
these videos depending on the variables in the scene description.
It also reacts to user inputs to trigger processes and animations.
The triggers that are implemented in the application are capable
of responding to gaze (is the viewer actually seeing an object),
time events (has something already happened), and the end of
other animations. One additional experimental trigger was the
human voice. The Windows Speech API which is available in
Unity3D provides the required phrase recognition capability12.
We implemented the possibility that under certain conditions the
user can talk to the character in the scene. The engine searches
11 https://unity3d.com/
12 https://developer.microsoft.com/en-us/windows/speech
for predefined phrases in the spoken text and reacts accordingly,
e.g. by starting an animation.</p>
        <p>To implement binaural audio in our application we used the
Resonance Audio SDK by Google13. Resonance Audio allows
to apply head-related transfer functions (HRTFs) to the
soundfield to enable spatial hearing.</p>
        <p>As the space that can be detected by the trackers of the
Oculus Rift HMD is limited, the space of the story had to be
limited accordingly. This was achieved by creating a scene in a
prison cell. The walls of the cell represent the borders of the
space, which could be tracked. It would have been possible to
put real walls where the users saw walls just as it would have
been possible to put real chairs and a bed into the scene. The
downside of this approach is that it would require additional
effort for calibrating the trackers.</p>
        <p>To assess immersion, reception of volumetric video and of
binaural audio we conducted user tests on 10 participants at the
ages of 20-26. In a prequestionnaire, the former experiences of
the participants concerning VR and interactive applications in
museums were surveyed.</p>
        <p>In the user test, the participants had to explore an interactive
VR-scene. With a HMD (HTC Vive) and headphones including
a microphone they were able to experience a scene in a prison
cell as a prisoner and interact with other persons in the scene.
All actions and reactions of the participants were recorded. With
a postquestionnaire, they were questioned about their
understanding of the situation and their role in the virtual scene,
as well as their emotional involvement and satisfaction.</p>
        <p>In the second part of the test, we wanted to test the reception
of and reactions to different ways of presenting the volumetric
videos. The participants had to rate different versions of
visualizations of human characters in the VR-application
(Figure 6).
13 https://developers.google.com/resonance-audio/</p>
        <p>Ninety percent of the participants were able to identify their
role as a prisoner without problems, one participant thought to
be an uninvolved observer in the scene. All participants agreed
that they were emotionally more involved as they would be in a
traditional film. They were able to empathize with the prisoner
and understand his feelings. The use of volumetric video was
received very positively.</p>
        <p>All participants recognized the binaural sound and were
positively surprised. They reacted to the acoustic clues and
turned exactly into the right direction, often moving toward the
perceived source to explore it.</p>
        <p>The results of the second part of the test showed that 80% of
the participants favored a clear flat representation over more
three-dimensional representation. 60% preferred a version
where the virtual person automatically faces the viewer
(“billboard”). In the last test, the participants were confronted
with differently sized characters. All participants reported
feeling as intimidated or frightened by the oversized characters.
It has to be mentioned that the height of the camera in the scene
is dependent on the body height of the user because the sensors
of the HMD gauge its exact position and transfer it to the virtual
Camera.</p>
        <p>One problem, which was not unexpected, was the
participants’ hesitation to speak loudly and to be seen publicly
when wearing a HMD. These problems have to be taken into
account when creating such applications for museums. One
solution could be to provide small rooms or booths where the
visitors can explore the application in private.</p>
        <p>We were able to show one possible workflow for creating
interactive VR-applications without programming knowledge.
In spite of many technical problems that have to be solved to
achieve compelling results we were able to realize a small
project using volumetric video and an easy to use editor. The
first user tests suggest that the approach seems to be very
promising concerning the emotional involvement and therefore
supporting storytelling in museums.</p>
        <p>Available:</p>
      </sec>
    </sec>
  </body>
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