8.5MB movie
Smart Rooms act like invisible butlers. They have cameras,
microphones, and other sensors, and use these inputs to try to
interpret what people are doing in order to help them. We have
already built smart rooms that can recognize who is in the room and
can interpret their hand gestures, and smart car interiors that know
when drivers are trying to turn, stop, pass, etc., without being told.
Smart Rooms share many philosophical similarities with our Smart Desks and
Smart Clothes projects.
Application Environments
The Smart Room can provide an unencumbered user-interface to a virtual
environment. It utilizes vision-based tracking
built by Christopher R. Wren,
Trevor Darrell ,
Ali J. Azarbayejani, (and others) and a large projection
screen to eliminate the need for invasive sensors, head mounted displays
and the annoying umbilicus of wires that come with them.
- Information Spaces
-
City of News
is an immersive 3D web browser City of News is a dynamically
growing urban landscape of information. It is an immersive, interactive, web
browser that takes advantage of people's strength remembering the surrounding
three-dimensional spatial layout. Starting from a chosen "home page", where home
is associated with a physical space, our browser fetches and displays URLs so
as to form skyscrapers and alleys of text and images through
which the user can "fly".
Real-Time gesture and speech recognition allow natural interaction with
information shown on a large screen.
- Virtual Studio: Digital Circus
-
Digital Circus
is a 3D virtual circus in which people can meet and
interact among themselves or with circus performers. As in a magic
mirror , advanced computer vision techniques allow participants to see
their full body video image composited in 3D space - without the need
for a blue screen background . Hence such setup can be used
at home for
collaborative storytelling, visual communication from remote
locations, or game playing.
The participant's image is subjected to all graphics
transformations that can apply to graphical objects, including
scaling.
According to the participant's position in the space, his/her image occlude or are
occluded by virtual objects in respect to the 3D perspective of the
virtual scene. Multiple people can connect from remote locations,
therefore turning the magic mirror into a magic space .
- ALIVE
- The
Aritificial Life Interactive Video Environment (ALIVE) uses a
magic mirror idiom to create an enhanced world for the user on the
other side of the looking glass. The IVE environment allows the user
to remain unencumbered, and therefore increases the immersive aspect
of the interface. The use of autonomous agents
allows the enhanced world to be believable. Video compositing is used to place the user and agents
into a single virtual space.
ALIVE
is a joint project between the the Vision and Modeling
Group and the Autonomous
Agents Group at the MIT
Media Lab.
- Telepresence
- For
SigGraph '95, the idiom was extended to allow two (or more) ALIVE
spaces to share common alternate realities. Instead of just seeing
video of themselves, users are now represented, locally and remotely,
by avatars: sometimes human, sometimes realistic video, often not.
Since the virtual world contains model-based representations of the
agents and the users, the communication bandwidth between stations is
very low: much less than 56Kbps. We have successfully shared virtual
spaces not only within the building, but also across the continent
(Boston to LA for Siggraph 95), and even across the World (Boston to
London (BT) for the Media Lab's 10th Anniversary).
- Performance Spaces
- Flavia Sparacino
is developing systems
that explore the usefulness of Smart Rooms in artistic and
expressive applications including
dance and theatrical performances.
- American Sign Language
- Machine Vision Recognition of
American Sign Language Using Hidden Markov Models demonstrates
a high accuracy (up to 99.2%), automatic system for recognizing ASL
in the Smart Room.
- SmartCars
- Work at Nissan Cambridge Basic
Research Lab has extended the idea of the Smart Room to include
Smart Cars . Automobile drivers' intended action (e.g., to turn,
change lanes, brake, etc.) can be inferred by observing their control
inputs (steering and acceleration) as they prepare to execute the
action. Actions are modeled as a sequence of internal mental states,
each with a characteristic pattern of driver control behavior; this
is similar to the hidden Markov modeling used in speech
recognition. By observing the temporal pattern of the drivers'
control inputs and comparing to the action models, we can determine
which action the drivers are beginning to execute.
- Hyperplex
- Flavia Sparacino
and others are working on a system that uses IVE to navigate virtual
spaces populated by not only information, but information that reacts
to you and your interests (driven by the same technology that powers
Silas).
- SURVIVE
- Ken Russell and others used the IVE
system to create an interface to the game Doom . Called SURVIVE
(for Simulated Urban Recreational Violence IVE), it provides a much
more compelling interface than the standard "bang on the keyboard"
approach.
References
-
Christopher R. Wren, Flavia Sparacino, et al. (1995)
TR#372: Perceptive Spaces for Performance and Entertainment: Untethered Interaction using Computer Vision and Audition
(Submitted to Applied Artificial Intelligence (AAI) Journal, March 1996)
-
Christopher R. Wren, Ali Azarbayejani, Trevor Darrell, Alex Pentland (1995)
TR#353: Pfinder: Real-Time Tracking of the Human Body
(Appears in: SPIE Photonics East 1995, Vol. 2615 pp. 89-98)
-
Michael A. Casey, William G. Gardner, and Sumit Basu (1995)
TR#352: Vision Steered Beam-forming and Transaural Rendering for the
Artificial Life Interactive Video Environment (ALIVE)
-
A. Pentland (1995)
TR#350: Machine Understanding of Human Action
(7th Int'l Forum on Frontier of Telecom Technology Tokyo, Japan)
-
Flavia Sparacino, Christopher Wren, Alex Pentland, Glorianna Davenport (1995)
HyperPlex: a World of 3D Interactive Digital Movies
(Appears in: Proc. of IJCAI'95 Workshop on Entertainment and
AI/Alife. Montreal, Quebec. pp. 77-81. August 1995. )
-
Thad Starner (1995)
TR#316: Visual Recognition of American Sign Language Using Hidden Markov Models (S.M. Thesis)
-
K. Russell, T. Starner, and A. Pentland (1995)
TR#305: Unencumbered Virtual Environments
(Appears in: Proc. of IJCAI'95 Workshop on Entertainment and
AI/Alife. Montreal, Quebec. August 1995. )
-
Trevor Darrell, Pattie Maes, Bruce Blumberg, Alex P. Pentland (1994)
TR#261: A Novel Environment for Situated Vision and Behavior.
Contributors
A list of contributors is available for
the SigGraph '95 demo.
Back up to the Demos menu
Wed Oct 18 09:01:12 1995