Collaborative Visualisation
Submitting Institution
University of SalfordUnit of Assessment
Computer Science and InformaticsSummary Impact Type
SocietalResearch Subject Area(s)
Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Built Environment and Design: Design Practice and Management
Summary of the impact
Collaborative visualisation at the University of Salford focuses
on how people communicate through and around shared simulation, whether
co-located or telepresent in remote collaboration, demonstrating the
following impact:
- Developing information rich spaces and making the teamwork within
them intelligible, flexible, productive and environmentally and
economically advantageous for a range of organisational settings with a
broad focus on;
- Developing enhancements in distributed visualisation telepresent
technology with the aim of offering environmental, economic and social
benefit in reducing the need for travel, by supporting holistic
non-verbal communication.
- And significant impact through;
- Establishing the implementation of exponentially enhanced
co-located visualisation in the automobile industry by fitting
visualisation to the diverse needs of design teams and bringing step
changes in vehicle design processes, leading to significant economic
growth in the industry, internationally.
Underpinning research
The key researchers and positions they held at the institution at the
time of the research are as follows: David Roberts, Professor of
Telepresence, School of Computing, Science and Engineering (from 2004).
Research in Virtual Environments at Salford is a leading contributor to
the development and application of Virtual Reality (VR). Roberts' research
focuses on building and studying the use of systems that support an
ever-growing range of non-verbal communication, remote collaboration and
shared simulation. In particular he has focused on understanding the
balance between the visual and spatial qualities of shared simulations and
the teamwork around them. His approach has been to iteratively increase
the quality of each through technology intervention. The impact of this
case study is underpinned by the following research and research
infrastructure:
- 2003-2008: Virtual Reality Telepresence: In the late
90's the principle of using 3D tele- immersion to overcome the 2D
limitations of video conferencing was demonstrated in the States in
projects like the tele-immersive initiative and office of the future.
While these demonstrated the principle of communicating both visual and
spatial aspects of non-verbal communication, the quality of either was
insufficient for general use or meaningful study. In 2003 Roberts was
the first to allow motion-tracked avatars to share the manipulation of
virtual objects. [1]
- 2005: Roberts showed that the efficiency of teamwork and
conversation was related to the spatial match of the task and the
display [2]. He led the EPSRC eye-catching project,
partnering Salford with UCL, and Universities of Reading and Roehampton
[8]. This project produced the first communication system capable
of communicating eye gaze between moving people [4]. The
international importance of Eyecatching was marked by a keynote by
Roberts at ACM MultiMedia. In 2007 he also linked the fit of task to
both shape and resolution of the display, not only to efficiency of
collaboration but also to creativity [3].
- 2007-2013 Virtuality telepresence: While Eye-catching
had managed to do what any other technology had not; faithful
communication of attention between moving people, it could not
faithfully communicate what they looked like. Thus Roberts changed the
emphasis of his technical approach to develop 3D video based
telepresence. Prototypes were available which did not sufficient visual
and spatial quality to support meaningful behavioural experiments.
Roberts led research that brought this technology to a point where
natural non-verbal communication and thus meaningful user studies could
be supported [5]. This work began with a `seedcorn' project with
the BBC, which led to three EPSRC studentships. Roberts was the first to
provide empirical evidence that eye gaze can be robustly supported in a
medium that also attempts to faithfully reproduce appearance [9].
- Although beginning beyond the impact assessment period for this
exercise, the expertise and leadership demonstrated by Roberts in the
field is demonstrated in the University of Salford's success in winning
funding for the collaborative CROSS-DRIVE project which starts in Jan
2014, which will link European space scientists across Europe by giving
them the impression of being teleported to Mars to stand side by side
while surrounded by their simulations. [12]
- Roberts' current standing in the field is also demonstrated by being
asked to lead a telepresence demo session that will link major VR
conferences in Europe and Japan in Dec 2013. Much of this research has
been underpinned by the HEFCE SRIF III, IV AND V funded OCTAVE display
and capture space, designed by Roberts. This is the only large immersive
display to incorporate 3D video capture. It is also the world's most
reconfigurable large immersive display allowing the fit of display shape
to application to be undertaken. [11]
References to the research
Key outputs
1. Roberts, D J, Wolff, R, Otto O, and Steed A, Constructing a
Gazebo: Supporting Teamwork in a Tightly Coupled, Distributed Task in
Virtual Reality, Presence: Teleoperators and Virtual Environments,
December 2003, Vol. 12, No. 6 , Pages 644- DOI
Roberts, D, J, Al-Liabi, M, Wolff, R, Otto, O & Al-Khalifah, A, 2005,
Reducing Fragmentation in Telecollaboration by Using IPT Interfaces, In
proceeding of: Proceedings of the 9th Int. Workshop on Immersive
Projection Technology, 11th Eurographics Workshop on Virtual
Environments, IPT/EGVE 2005, Aalborg, Denmark, 2005. pp 211- 216, DOI
2. Roberts, D J & I, H & Otto, O & Wolff, R 2007, Factors
influencing flow of object focussed collaboration in collaborative
virtual environments, Virtual Reality, Springer, 10(2), pp.119- 133
DOI
3. Roberts, DJ, Wolff, R, Rea, J, Steed, A, Aspin, R, McIntyre, M, Pena,
A, Oyekoya, O and Steptoe, W 2009, Communicating eye-gaze across a
distance: Comparing an eye-gaze enabled immersive collaborative virtual
environment, aligned video conferencing, and being together, in:
IEEE Virtual Reality, 14-15 March 2009, Lafayette, Louisiana USA. DOI
(REF 2)
4. Duckworth, T & Roberts, D J, 2012, Parallel Processing for
Real-Time 3D Reconstruction from Video Streams, Springer Journal of
Real Time Image Processing. DOI
(REF 2)
5. Roberts, D J & Rae, J & Duckworth, T & Moore, C &
Aspin, R 2013, Estimating the Gaze of a Virtuality Human, IEEE
Transactions on Visualization and Computer Graphics, 19(4), pp.681-690. DOI (REF 2)
Key grants
6. 2005: Advanced
Virtual Agents — AVATARS EC (Framework), £27,772.00. Investigator: D Roberts
(100%).
7. 2006: EYE-CATCHING,
EPSRC, £232,507.00 Salford, of total £1.4M, Investigators: D
Roberts (75%), N
Murray (25%).(Grant EP/E007406/1) INTUITION
8. 2007: Development
of a 3D prototype system providing immersive collaborative techniques,
BBC, £15,000.00. Investigator: D
Roberts (100%).
9. 2007-2010:
Industrial CASE Studentship (Real-time distributed processing for motion
capture from video). Financed by EPSRC and OMG Vicon, EPSRC CTA,
£83,064.00. Investigator: D
Roberts (100%).
10. 2011: OCTAVE, HEFCE SRIF III, IV AND V. C. £2M
11. 2013: CROSS DRIVE-Collaborative Rover Operations and
Planetary Science Analysis System based on Distributed Remote and
Interactive Virtual Environments, £497K Salford investigators T.
Fernando (UoA 16) and D. Roberts, total £312,103
Details of the impact
- Context: The shared simulation industry is estimated by Cisco
to be worth around $5B per annum and an attractive option for
businesses: "The major issue has been that of combining distant
spaces, of immersing multiple users in a shared virtual space where
the technology will effectively cease to be a barrier to
communication. The challenge for telepresence is to allow people to
move around each other while seeing who and what they are looking at."
(Digital
Studio, January 2011)
- Eye Catching and Eye Gaze and 3D video based
reconstruction for Telepresence Salford's research into
virtuality telepresence produced the first empirical evidence that eye
gaze could be reliably supported to a degree useful in social
interaction, in a medium that could also faithfully reproduce
appearance, taking communication technology from supporting particular
small ranges of non-verbal communication sufficient for specific forms
of interaction, to supporting the range of non-verbal communication
used in most everyday encounters and teamwork. The research has
informed BBC in its aim to retain team cohesion and creative critical
mass between its sites in London and Manchester and resulted in a
patent of a telepresent chair.
- Automobile design: Impact from a balanced emphasis on
integrating teaching, research and enterprise extending significantly
beyond the submitting HEI is demonstrated in a collaboration with Jaguar
Land Rover (JLR) with Brian Waterfield, Jaguar Land Rover's Virtual
Reality Manager, undertaking an MSc dissertation project under Roberts,
leading to the implementation of an exponentially enhanced co-located
visualisation facility in the automobile industry;
- Research that linked immersion to task performance and creativity
fed into the design of JLR's visualisation facility, leading to a
roadmap for VR visualisation at JLR, and car designs that would not
otherwise have been envisaged. Jaguar Land Rover asserts that
investment in virtual tools and technologies has transformed its
engineering and design capabilities, enabling quicker and more
efficient processes to be introduced for advanced vehicle development,
using Virtual Reality techniques to work faster and smarter, achieving
higher levels of quality, durability and reliability in its vehicles
with less reliance on expensive and time consuming prototypes.
- JLR has invested in a new Virtual Innovation Centre (VIC) that
provides a wider, more flexible and sophisticated range of functions
that are being used by more departments across the business.
- The opening of the VIC in July 2013 reinforced Jaguar Land Rover's
position as an auto industry leader in harnessing the benefits of VR
and high-end visualisation. Already it has played a crucial role in
the delivery of the Range Rover Evoque; internationally acclaimed as
one of the most exciting design concepts of its age, the new Range
Rover and Range Rover Sport, and the Jaguar F-Type sports car.
- Its design and functionality were influenced by research undertaken
at Salford University by Waterfield, who used his master's course in
virtual reality visualisation and game technology to help explore
virtual processes and understand how best they might be adapted for
use in the auto industry.
- He explained: "The work I did on that course helped me define
the right responses in terms of what we wanted to achieve at Jaguar
Land Rover, tailoring some of the activities so that we could help
shape and progress our virtual solutions."
- This included a focus on the resolution of the projector technology
used to present the 2D and 3D VR images [3]. Rather than the
low resolution typically favoured in the virtual imaging world, the
research at Salford showed the importance of achieving fine detail. "My
studies proved that in our industry, or any in which products are
manufactured, resolution is important. Gaining as much detail as
possible is a prerequisite for our directors." Jaguar Land
Rover's virtual reality `cave' comprises three screens covering three
walls and the ceiling for 3D image projection. Two projectors are used
for each screen at a resolution four times that of HD television
pictures, controlled by 16 high performance PCs. The use of the
ceiling rather than floor for image projection (relating to importance
of matching spatiality of display to task [2]) was also
confirmed by Waterfield's Salford research, where tests with students
revealed this was the best solution for creating an authentic
environment in which to assess the quality of the driving position, be
it the "command" style featured in Land Rover models, or the sports
design associated with Jaguar.
- The VR cave has quickly established its value in allowing designers
and engineers to undertake a wide range of tasks in vehicle
development, exploring and interacting with the images using 3D
glasses and hand-held controllers. In particular this has supported
vehicle development areas such as interior packaging, the lay-out of
controls, aerodynamics, crash performance and the routing of vehicle
wiring and systems, without recourse to building prototypes.
- The Evoque has won over 100 design awards and the introduction of
this and the other models coincided with substantial growth in sales.
"Range Rover Evoque tops 100,000 sales of 355,000 in 2012. The
brand's top five markets were China, the UK, United States, Russia
and Italy which accounted for 65% of sales alone. Notable product
performances were delivered by the Range Rover Evoque with 108,598
vehicles sold in its first full year of sales — more than any other
previous Land Rover model." (JLRNews
room)
- 2014-onwards: Roberts (and Fernando, submitting to UoA C16)
demonstrate further impact as partners in the
FP7-SPACE-2013-1collaborative project: CROSS DRIVE which aims to
provide Europe's critical mass of space data, a diversity of Mars data
experts to analyse these data, and tools for them to use, by linking all
parties together in distributed virtual workspaces for collaborative
scientific discovery, mission planning and operations.
- CROSS DRIVE will lay the foundations for collaborative European
workspaces for space science. Roberts et al are developing the
software infrastructure to synchornise remote simulations such as
interfaces for VR environment and equipments, and web portal.
Sources to corroborate the impact
1) Corroboration of the implementation of an exponentially enhanced
co-located visualisation facility in the automobile industry from JLR.
2) Corroboration of the success of the Evoque
JLR Newsroom story