Metaverse Lab – volumetric / motion capturing and streaming

I’ve led a successful Research Capital Fund at UON to help the university invest in key areas that can extend its research and innovation impact leading to the next REF submission. The Fund will support the first-phase development of a Metaverse Lab for health services, education, training, and industrial innovations.

The Metaverse Lab will address the single biggest challenge of VR/XR work at the university: many colleagues who wanted to experiment with immersive technologies for teaching and research simply didn’t have the resources and technical know-how to set up the technology for their work. We’ve witnessed how this technical barrier has blocked many great ideas from further development. My aim is to build an environment where researchers can simply walk into the Lab and start experimenting with the technologies, conducting user experiments, and collecting research-grade data.

Volumetric capturing using multiple Kinect DK (k4a) RGB-D cameras

The Lab includes an end-to-end solution, from content generation to distribution and consumption. At the centre of the Metaverse Lab sits an audio-visual volumetric capturing system with 8 RGB-depth cameras and microphones. This will allow us to seamlessly link virtual and physical environments for complex interactive tasks. The capturing system will link up with our content processing and network emulation toolkit to prepare the raw data for different use scenarios such as online multiparty interaction. Needless to say, artificial intelligence will be an important part of the system for optimisation and data-driven designs. There will be dedicated VR/XR headsets added to our arsenal to close the loop.

The two screen recordings below show the 3D volumetric capturing of human subjects using 4 calibrated cameras. This particular demo was developed based on cwipc – CWI Point Clouds software suite. The cameras are diagonally placed to cover all viewing angles of the subjects. This means that you can change your view by moving around the subject. The cameras complement each other while the view from one camera is obstructed. One of the main advantages of such live capturing systems is its flexibility. No objects need to be scanned in advance and you can simply walk into the recording area and bring any object with you.

Single-subject volumetric capturing using 4 camera feeds.
Volumetric capturing of 2 subjects using 4 camera feeds.
Depth camera view

The system can be used for motion capturing using the Kinect’s Body Tracking SDK. With 32 tracked joints, human activities and social behaviour can be analysed. The following two demos show two scenes that I created based on live tracking of human activities. The first one shows two children playing. The blue child tickles the red child while the red child holds her arms together, turns her body and moves away. The second scene is an adult doing pull-ups. The triangle on the subject’s face marks their eyes and nose. The two isolated marker points near the eyes are the ears.

“Two children playing”
“Pull ups”

We envisage multiple impact areas including computational psychiatry (VR health assessment and therapies), professional training (policing, nursing, engineering, etc.), arts and performance, social science (e.g., ethical challenges in Metaverse), esports (video gaming industry), etc. We also look forward to expanding our external partnerships with industrial collaborations, business applications, etc.

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