For physics-based collaboration in a shared virtual
environment both architectural and implementative extensions are scheduled as
maintenance activities of the Laboratory’s virtual reality simulator that will
allow more users to immersively interact, including interfacing with the rich
stream of multi-person tracking data. First implementation aims at local
operation of participants co-located in the Laboratory, while the next one is
designed to test and demonstrate the possibility for people to collaborate
remotely in properly equipped laboratories networked with CIRA Laboratory. The
geographical distribution version will also dealt with the issues of latency
between the input and output (the effect visually perceived by each concurrent
user) to minimize the annoying and inhibitory simulator sickness. A large-area multi-person tracking system
will enable the implementation of a new, advanced contactless optical skeleton
tracking of collaborative immersive experience participants (2+ people). It
will consist of four Microsoft Kinect v2 units - a modern RGB + Depth camera that provides
real-time tracking of the main parts of the body (skeleton) of a maximum of 6
people at once. Each Kinect unit will cover a single tracking quadrant and it’s
data, after initial co-registration, will be "fused" to create a
single set of data used to determine the motion of the virtual mannequins in
the common virtual environment that constitute the avatars of each party in the
immersive collaborative simulation. The possibility to see the other
participants through their mannequin-avatar activated in real time by
corresponding tracking data is decisive in the collaborative environment. It is
important that it be as realistic and life-like as possible, and to achieve
that one has to attend to in real time to all the main sources of the Kinect v2
data: the depth map, the skeleton data at a high level and the color HD video
stream.