{"title":"Props Alive: A Framework for Augmented Reality Stop Motion Animation","authors":"Llogari Casas, Maggie Kosek, Kenny Mitchell","doi":"10.1109/SEARIS41720.2017.9183487","DOIUrl":"https://doi.org/10.1109/SEARIS41720.2017.9183487","url":null,"abstract":"Stop motion animation evolved in the early days of cinema with the aim to create an illusion of movement with static puppets posed manually each frame. Current stop motion movies introduced 3D printing processes in order to acquire animations more accurately and rapidly. However, due to the nature of this technique, every frame needs to be computer-generated, 3D printed and post-processed before it can be recorded. Therefore, a typical stop motion film could require many thousands of props to be created, resulting in a laborious and expensive production. We address this with a real-time interactive Augmented Reality system which generates virtual in-between poses according to a reduced number of key frame physical props. We perform deformation of the surface camera samples to accomplish smooth animations with retained visual appearance and incorporate a diminished reality method to allow virtual deformations that would, otherwise, reveal undesired background behind the animated mesh.Underpinning this solution is a principled interaction and system design which forms our Props Alive framework. We apply established models of interactive system design, drawing from an information visualisation framework which, appropriately for Augmented Reality, includes consideration of the user, interaction, data and presentation elements necessary for real-time. The rapid development framework and high performance architecture is detailed with an analysis of resulting performance.","PeriodicalId":141532,"journal":{"name":"2017 IEEE 10th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"165 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121614626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Dennis Wiebusch, C. Zimmerer, Marc Erich Latoschik
{"title":"Cherry-Picking RIS Functionality – Integration of Game and VR Engine Sub-Systems based on Entities and Events","authors":"Dennis Wiebusch, C. Zimmerer, Marc Erich Latoschik","doi":"10.1109/SEARIS41720.2017.9183669","DOIUrl":"https://doi.org/10.1109/SEARIS41720.2017.9183669","url":null,"abstract":"Modern game engines provide a variety of high-end features and sub-systems which have made them increasingly interesting for AR/VR research. Here, it often is necessary to combine features from different sources. This paper presents an approach based on entity-event state decoupling and exchange. The approach targets the combination of sub-systems from different sources which simulate functionally coherent aspects of the virtual objects like physics, graphics, AI, or developer services like state editing. The approach decouples specific internal representations using a semantic description layer for identifiers, data types, and potential relations between them. We illustrate the main concepts using examples from the combination of the Unreal Engine 4, the Unity engine, and own research software and illustrate performance related aspects as a guideline for the choice of an appropriate transport layer.","PeriodicalId":141532,"journal":{"name":"2017 IEEE 10th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"405 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113998930","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Latency and Latency Jitter Simulation Framework with OSVR","authors":"Jan-Philipp Stauffert, Marc Erich Latoschik","doi":"10.1109/SEARIS41720.2017.9183433","DOIUrl":"https://doi.org/10.1109/SEARIS41720.2017.9183433","url":null,"abstract":"Latency is a pressing problem in Virtual Reality (VR) applications. Low latencies are required for VR to reduce perceptual artifacts and cyber sickness. Latency jitter, i.e. variance in the pattern of latency, prevent coping mechanisms as users can’t adapt.Low latency is a fundamental timeliness requirement to reduce the potential risks of cyber sickness and to increase effectiveness, efficiency, and user experience of Virtual Reality Systems. The effects of uniform latency degradation based on mean or worst-case values are well researched. In contrast, the effects of latency jitter, the distribution pattern of latency changes over time has largely been ignored so far, although today’s consumer VR systems are extremely vulnerable in this respect.In this paper, we propose to create a model of latency and latency jitter with empirical distributions as well as a method of using those models to inject latency. The process of creating a latency model is demonstrated with an example of gathering and converting latency samples from an example application. We show how to simulate latency and motivate to use it in middleware to allow for less intrusive latency effect evaluations.","PeriodicalId":141532,"journal":{"name":"2017 IEEE 10th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114217821","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Philipp Frericks, T. Roth, André Hinkenjann, E. Kruijff
{"title":"A Framework for Cluster-based Rendering and Postprocessing","authors":"Philipp Frericks, T. Roth, André Hinkenjann, E. Kruijff","doi":"10.1109/SEARIS41720.2017.9183510","DOIUrl":"https://doi.org/10.1109/SEARIS41720.2017.9183510","url":null,"abstract":"Despite the ever increasing performance of computer hardware, single machines are not always capable of processing complex tasks in reasonable time, if at all. At the same time, the amount of data to be generated or processed by computer systems increases at a similar rate. Generating images using algorithms from computer graphics is a good example for such scenarios. Because visual analysis of data can greatly benefit from the usage of large, tiled display systems, and techniques to render images become more and more complex in order to generate visually pleasing results, using a single machine is often not sufficient to enable reasonable workflows.In this paper, we introduce a framework for cluster-based rendering and postprocessing. Distributing the generation and postprocessing of images to a cluster of machines allows to speed up these tasks. In particular, we aim at rendering images at high resolutions, e.g. for large display walls. To our knowledge, no other framework for distributed rendering is capable of postprocessing images in a distributed fashion without being limited to frame tiles.We present a software design that provides a simple interface for creating render sessions, enabling arbitrary applications to delegate the generation of images to a cluster. In addition to a simple configuration process, we intend to support platform interoperability. We focus on the design of a flexible and modular architecture in order to make the framework independent of rendering techniques and scheduling algorithms. Thus, these components should be interchangeable to enable a variety of use cases. The same applies to the integration of postprocessing methods.","PeriodicalId":141532,"journal":{"name":"2017 IEEE 10th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125171108","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Ten Years of SEARIS. An Overview","authors":"P. Figueroa","doi":"10.1109/SEARIS41720.2017.9183652","DOIUrl":"https://doi.org/10.1109/SEARIS41720.2017.9183652","url":null,"abstract":"This paper presents an overview of the research topics and interests that have been reported in the SEARIS workshop throughout the past ten years. This overview shows the wide variety of interests related to software engineering and architectures in our field, and brings to light potential areas for future research.","PeriodicalId":141532,"journal":{"name":"2017 IEEE 10th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124738606","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
P. Figueroa, Timofey Grechkin, Yuanyuan Jiang, Evan Suma Rosenberg
{"title":"An Architecture for Full Body Collaborative VR Applications","authors":"P. Figueroa, Timofey Grechkin, Yuanyuan Jiang, Evan Suma Rosenberg","doi":"10.1109/SEARIS41720.2017.9183477","DOIUrl":"https://doi.org/10.1109/SEARIS41720.2017.9183477","url":null,"abstract":"This paper presents an open infrastructure for the development of collaborative VR applications, where full body posture and gaze information is shared among participants over secured firewalls. We describe how to leverage current technologies to handle novel requirements related to logging and replay, high refresh rates, and mobile based VR environments. Furthermore, we discuss the rationale behind the proposed solution, some limitations of this implementation, and how to compare this software architecture to similar future implementations.","PeriodicalId":141532,"journal":{"name":"2017 IEEE 10th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"92 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122395072","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alexander Schiewe, Andreas Ruck, Gordon Duffley, C. Butson, J. Krüger
{"title":"VisAnalyticsKit: User Logging for Mobile Visualization Applications","authors":"Alexander Schiewe, Andreas Ruck, Gordon Duffley, C. Butson, J. Krüger","doi":"10.1109/SEARIS41720.2017.9183509","DOIUrl":"https://doi.org/10.1109/SEARIS41720.2017.9183509","url":null,"abstract":"This paper introduces a full-stack self-hosted user logging system for mobile devices, available to the open-source community. It excels through minimal integration and administration efforts for developers or researchers who use our system. VisAnalyticsKit features a W3C conform provenance data model and two-way data replication, rarely found among other analytics services. It facilitates pushing data from mobile devices to back-end servers and pulling data from data centers to the users’ or analysts’ devices. This allows replaying and reviewing previously captured log sessions in the sense of What You See Now, Is What I Saw Then (WYSNIWIST). Further, we evaluate our system by instrumenting a mobile visualization application, publicly available on the App Store.","PeriodicalId":141532,"journal":{"name":"2017 IEEE 10th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"198 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133411725","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}