Poster: A virtual body for augmented virtuality by chroma-keying of egocentric videos.
ABSTRACT A fully-articulated visual representation of oneself in an immersive virtual environment has considerable impact on the subjective sense of presence in the virtual world. Therefore, many approaches address this challenge and incorporate a virtual model of the user's body in the VE. Such a "virtual body" (VB) is manipulated according to user motions which are defined by feature points detected by a tracking system. The required tracking devices are unsuitable in scenarios which involve multiple persons simultaneously or in which participants frequently change. Furthermore, individual characteristics such as skin pigmentation, hairiness or clothes are not considered by this procedure. In this paper we present a software-based approach that allows to incorporate a realistic visual representation of oneself in the VE. The idea is to make use of images captured by cameras that are attached to video-see-through head-mounted displays. These egocentric frames can be segmented into foreground showing parts of the human body and background. Then the extremities can be overlayed with the user's current view of the virtual world, and thus a high-fidelity virtual body can be visualized.
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ABSTRACT: This paper discusses the problem of simulating the artificial life of realistic synthetic actors. It first presents the development of the general concept of autonomous actors reacting to their environment and taking decisions based on perception systems, memory and reasoning. An example of vision-based animation with an individualized walking model is detailed. Then, we discuss facial animation techniques for synthetic actors. Finally, we show how to improve the appearance of synthetic actors by dressing them and designing hairstyles for them05/2002;
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ABSTRACT: We describe an experiment to assess the influence of body movements on presence in a virtual environment. In the experiment 20 participants were to walk through a virtual field of trees and count the trees with diseased leaves. A 2 x 2 between subjects design was used to assess the influence of two factors on presence: tree height variation and task complexity. The field with greater variation in tree height required participants to bend down and look up more than in the lower variation tree height field. In the higher complexity task participants were told to remember the distribution of diseased trees in the field as well as to count them. The results showed a significant positive association between reported presence and the amount of body movement in particular, head yaw--and the extent to which participants bent down and stood up. There was also a strong interaction effect between task complexity and gender: Women in the more-complex task reported a much lower sense of presence than in the simpler task. For applications in which presence is an important requirement, the research in this paper suggests that presence will be increased when interaction techniques are employed that permit the user to engage in whole-body movement.Human Factors The Journal of the Human Factors and Ergonomics Society 10/1998; 40(3):469-77. · 1.18 Impact Factor
- IEICE Trans. Information Systems. 01/1994; vol. E77-D, no. 12:1321-1329.
Poster: A Virtual Body for Augmented Virtuality
by Chroma-Keying of Egocentric Videos
Department of Computer Science
University of M¨ unster
Einsteinstr. 62, 48149 M¨ unster, Germany
Figure 1: Virtual body in an augmented virtuality scenario: (a) A user in an immersive virtual environment with a video-see-through HMD mockup.
(b) The user’s view in the virtual world with visualization of his virtual hands in an indoor museum environment and (c) with virtual lower part of
the body on the glass bridge of a virtual model of the Grand Canyon Skywalk.
A fully-articulated visual representation of oneself in an immersive
virtual environment has considerable impact on the subjective sense
of presence in the virtual world. Therefore, many approaches ad-
dress this challenge and incorporate a virtual model of the user’s
body in the VE. Such a “virtual body” (VB) is manipulated accord-
ing to user motions which are defined by feature points detected
by a tracking system. The required tracking devices are unsuit-
able in scenarios which involve multiple persons simultaneously or
in which participants frequently change. Furthermore, individual
characteristics such as skin pigmentation, hairiness or clothes are
not considered by this procedure.
In this paper we present a software-based approach that allows
to incorporate a realistic visual representation of oneself in the VE.
The idea is to make use of images captured by cameras that are
attached to video-see-through head-mounted displays. These ego-
centric frames can be segmented into foreground showing parts of
the human body and background. Then the extremities can be over-
layed with the user’s current view of the virtual world, and thus a
high-fidelity virtual body can be visualized.
Keywords: augmented virtuality, virtual body
Digital representations of the user, so-called avatars, are in com-
mon use in video and multi-player on-line games, but are usually
INTRODUCTION & MOTIVATION
controlled only by keyboard or mouse. Only few current-state VR
setups incorporate fully-articulated virtual bodies. This lack of dig-
ital body representations in VEs may be due to the fact that today’s
tracking systems require a considerable instrumentation of the user
in order to provide a fully articulated VB. It is nevertheless highly
recommended to provide a realistic and naturally articulated virtual
body in an HMD environment that can be controlled in real-time
by the viewer’s own movements and viewed from a first-person
perspective. Virtual human models for VR applications have been
presented and analyzed for their impact on social interaction .
Furthermore, as mentioned above, the existence of a VB has been
shown to increase a participant’s sense of presence measurably. The
reasoning is as follows: if a body is in a certain location and if a
person has a certain association with that body, it is likely that this
person will believe that she is in that location .
Camera images from real users in order to incorporate avatars in
VR environments has been used in video conferencing systems and
3D model reconstruction. In conferencing systems videos of real
users are added to virtual surroundings and allow users to interact
face-to-face . The blue-c system  uses visual hull based ap-
proaches to reconstruct 3D models from video streams. Steinicke
et al. have presented the concept of virtual reflection where users
were able to see their own reflection captured by an external web
camera in a semi-immersive environment . However, for most of
these approaches several cameras are required in order to diminish
reconstruction errors. Furthermore, these approaches are focussed
on 3D reconstruction by means of several static perspectives rather
than using a dynamic egocentric camera perspectives to present a
In contrast to augmented reality, our augmented virtuality en-
vironment refers to predominantly virtual spaces, where physical
elements are dynamically integrated to support interaction with the
virtual world in real-time .
Figure 2: Process to obtain a virtual body: (a) back of the right and left hand covered by a white, square training regions, (b) centralized empirical
observation set, (c) region confidence map representing plausibility of pixels to be part of the skin, and (d) segmented skin pixels.
We use a customized video-see-through HMD version based on a
3DVisor Z800 (800x600@60 Hz, 40◦diagonal FoV) for the visual
presentation, and attached a camera setup consisting of one USB
camera with a resolution of 640×480 pixels and update rate of 30
frames per second (see Figure 1(a)). On top of the HMD an infrared
LED is fixed. We track the position of this LED within the room
with an active optical tracking system (Precise Position Tracking
of World Viz), which provides sub-millimeter precision and sub-
centimeter accuracy. The update rate is 60 Hz providing real-time
positional data of the active markers. For three degrees of freedom
(DoF) orientation tracking we use an InertiaCube 2 (InterSense)
with an update rate of 180 Hz. The InertiaCube is also fixed on top
of the HMD.
OBTAINING A VIRTUAL BODY
Video-see-through Augmented Virtuality
As mentioned above, this camera shows the real world from the po-
sition and orientation of the user in the VR laboratory space, while
head movements are used to render the VE according to tracked
motions. In the following we describe how to realize an efficient al-
detection, we transform the captured images into hue H, saturation
S and intensity valueV. As usual in supervised pattern recognition,
the task is divided in two phases, a training phase and a classifica-
tion task. To account for different skin colors, the first phase of our
approach is to train the skin classifier. The user is asked to move the
hands, so that the backs of the right and left hand cover the white,
square training regions (see Figure 2 (a)). The hue values of the
pixels within these regions are taken as observation set to compute
the mean skin color µ and the standard deviation σ. Figure 2(b)
shows the centralized empirical observation set. The classification
phase is realized in three main steps. First the hue values are com-
puted and centralized by H?= H −µ. A slight smoothing using a
Gaussian filter kernel completes the preprocessing step. Secondly,
for each pixel we estimate a value which represents the plausibility
of the pixel to be part of a skin region (see confidence map in Fig-
ure 2(c)). The plausibility value P(p) of a pixel p depends on the
centralized hue value H?(p) and the hue contrastC(P), which is the
difference of the minimal and maximal H?in a 21×21 neighbor-
hood of p:
the pixel is part of the skin, a black-colored pixel corresponds to
a low plausibility. The third step is the segmentation of the skin
pixel. Therefore, we first smooth the plausibility map P. All pixels
with a plausibility value higher than 1−25σ are taken as skin pixel
candidates. The resulting binary image contains some holes in skin
regions and some wrong classified skin regions in the background.
Classification and Segmentation
Hence, a white-colored pixel corresponds to a high plausibility that
Both failures are reduced by using an extension of the median filter
technique, i.e., by counting the number of skin pixel candidates
in a 7×7 neighborhood of p. A pixel is redefined as skin pixel
candidate if and only if there are at least 13 skin pixel candidates in
its neighborhood. We repeat this procedure by increasing the lower
bound to 17, 21, and 25.
We define the background in the foreground image to be a particu-
lar color, which ideally does not appear in the displayed VE. During
the composition step these background pixels from the foreground
image are neglected, and only those pixels with a different color,
i.e., regions showing the virtual body, replace the corresponding
pixels from the image showing the virtual world. This procedure is
implemented in a fragment shader and requires only one compari-
son, and therefore it can be realized in real-time.
We have shown how the human’s extremities can be segmented
from these egocentric videos, and we have presented how we merge
such foreground images with the user’s current view of the virtual
We plan to extend our approach by a stereo-based setup in or-
der to derive a three-dimensional representation of the virtual hand.
This can be used for global effects, but also interaction, for instance
grabbing can be supported with such information.
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