TERENA NETWORKING CONFERENCE 2002 03. - 06.2002., Limerick Ireland 1 Design and Evaluation of a...

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TERENA NETWORKING CONFERENCE 2002 03. - 06.2002., Limerick Ireland 1

Design and Evaluation of a Multi-User Virtual Audio Chat

Lea Skorin-Kapov

R&D Center, Ericsson Nikola Tesla,

Zagreb, Croatia

Maja Matijašević

FER, University of Zagreb, Croatia

TERENA NETWORKING CONFERENCE 2002 03. - 06.2002., Limerick Ireland 2

Presentation Outline

• Introduction

• Research issues

• Development of Virtual Audio Chat (VAC)

• Performance evaluation

• Conclusions

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Introduction

• Virtual Reality (VR): interactive, immersive, multisensory, 3D synthetic environment

• VR service issues that dictate QoS requirements:– Rich VR/multimedia content– Perceived “real-time” interactivity– Multiple users

• Problem: different representations of QoS at user/application level and at communication level

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• Research has mainly progressed in two complementary directions:– Performance of virtual reality end systems– Virtual reality communications

• Limited research on relating user perceived system performance with quantitative network parameters in distributed VEs

• Our Goal: address relationship between network and application level parameters

• Interconnection model used for reference

Research issues

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• Attempts to present common issues in different VR

applications• User view: seamless virtual world, composed of shared

virtual objects and media streams (“trans(ient) objects”),

and modified by simulation and/or user interactions• Spatial composition: objects’ media components• Distribution/synchronisation: replication of distributed

objects and synchronisation for streams• Media connectivity: different media profiles - mapping to

transport level QoS parameters

NVR Interconnection Model (1)

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NVR Interconnection Model (2)ObjectUV

Replicationprofile

a v

MC Media profile Media profile

(QoS) Media connectivity (best effort)

Stream mapping

SharedObject

Audiocont.

Videocont.

Textcont.

Media containerGeometry3D graphics2D graphics

audio video textcombined

SC

TransObject

Data,graphics

Replication Stream synchronization (inter-stream)

Media synchronization (intra-stream)DS

TERENA NETWORKING CONFERENCE 2002 03. - 06.2002., Limerick Ireland 7

Development of Virtual Audio Chat

• Audio conference with (desktop) virtual reality interface

Three basic components:

• VRML mobile phone model

• Java applet opening RTP based audio conference

– Java Media Framework (JMF) API used

• Modified Session Directory (sdr) tool – enables user to

schedule and announce multimedia session

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VRML mobile phone model

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Virtual bufferInteraction with mobile keys

Animation

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Real-time data transfer using RTP/RTCP

Application A Application B

Decoding Encoding

RTP RTCP

UDP/IP (multicast)

Figure adapted from “Internet Protocols for Multimedia Communications”, T. Braun , IEEE MultiMedia, 1997

DecodingEncoding

RTPRTCP

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Modified session directory (sdr) tool• Sdr – scheduling/announcing multimedia sessions on the

MBone

• Modified by enabling new media type: vrml_audio

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VAC interconnection model

graphics

ReplicationDS

MCMedia connectivity

SharedObject

Geometry3D graphicsSC

Profile 1

Stream synchronization (inter-stream)

Profile 2

TransObject

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Performance Evaluation

• RTP/RTCP packet throughput

• Interactivity

– quantitative interactivity parameters

• Immersion

– quantitative immersion parameters

– jitter and packet loss

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RTP/RTCP packet throughput

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Interactivity

• Relating to scope and extend of user interactions in a VE

• Empirical approach using a questionnaire used to obtain user evaluation

• Can be quantified as combination of sensory support, navigation, and user representation

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Object selection and manipulation

Interactions

None (viewer)User appearance (avatar quality)

Examine, fly, walkNavigation technique

Pointer (2D) recognitionCommand input

Mouse trackingVirtual controls

Tracking

ValueParameter

Quantitative interactivity parameters

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Immersion

• Presentation quality of (multi) sensory information that user perceives as a 3D synthetic environment

• Quantified as combination of visual, auditory, and haptic immersion

No spatializationSound spatialization

Phone quality    (8000 Hz, 8 bit/sample)

Sound quality

ValueParameter

Quantitative immersion parameters

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• Measurements of jitter and packet loss using rtpmon tool – reads RTCP packets generated by users

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Conclusions

• A simple multi-user interactive VR/Web application has

been designed and developed

• The overall approach, from model to implementation, is

general and may be applied to a wide range of virtual

reality applications

• Performance results may be used for application

improvements (as perceived by the user) as well as for

resource reservation

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DEMO!