{"id":238036,"date":"2016-03-01T00:00:00","date_gmt":"2016-03-01T08:00:00","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/msr-research-item\/room2room-enabling-life-size-telepresence-in-a-projected-augmented-reality-environment\/"},"modified":"2021-07-07T09:42:53","modified_gmt":"2021-07-07T16:42:53","slug":"room2room-enabling-life-size-telepresence-in-a-projected-augmented-reality-environment","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/room2room-enabling-life-size-telepresence-in-a-projected-augmented-reality-environment\/","title":{"rendered":"Room2Room: Enabling Life-Size Telepresence in a Projected Augmented Reality Environment"},"content":{"rendered":"<div class=\"asset-content\">\n<p><strong>Best Paper CSCW 2016<\/strong><\/p>\n<p>Room2Room is a telepresence system that leverages projected augmented reality to enable life-size, co-present interaction between two remote participants. Our solution recreates the experience of a face-to-face conversation by performing 3D capture of the local user with color + depth cameras and projecting their life-size <em>virtual copy<\/em> into the remote space. This creates an illusion of the remote person\u2019s physical presence in the local space, as well as a shared understanding of verbal and non-verbal cues (e.g., gaze, pointing.) In addition to the technical details of two prototype implementations, we contribute strategies for projecting remote participants onto physically plausible locations, such that they form a natural and consistent conversational formation with the local participant. We also present observations and feedback from an evaluation with 7 pairs of participants on the usability of our solution for solving a collaborative, physical task.<\/p>\n<p><iframe loading=\"lazy\" title=\"Room2Room: Life-Size Telepresence in a Projected Augmented Reality Environment\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube-nocookie.com\/embed\/2o6krhxpUGk?feature=oembed&rel=0\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<\/div>\n<p><!-- .asset-content --><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Best Paper CSCW 2016 Room2Room is a telepresence system that leverages projected augmented reality to enable life-size, co-present interaction between two remote participants. Our solution recreates the experience of a face-to-face conversation by performing 3D capture of the local user with color + depth cameras and projecting their life-size virtual copy into the remote space. [&hellip;]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","msr-author-ordering":null,"msr_publishername":"ACM","msr_publisher_other":"","msr_booktitle":"","msr_chapter":"","msr_edition":"","msr_editors":"","msr_how_published":"","msr_isbn":"","msr_issue":"","msr_journal":"","msr_number":"","msr_organization":"","msr_pages_string":"","msr_page_range_start":"1716","msr_page_range_end":"1725","msr_series":"","msr_volume":"","msr_copyright":"","msr_conference_name":"CSCW '16 Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing","msr_doi":"","msr_arxiv_id":"","msr_s2_paper_id":"","msr_mag_id":"","msr_pubmed_id":"","msr_other_authors":"Tomislav Pejsa, Julian Kantor, Andrew Wilson","msr_other_contributors":"","msr_speaker":"","msr_award":"","msr_affiliation":"","msr_institution":"","msr_host":"","msr_version":"","msr_duration":"","msr_original_fields_of_study":"","msr_release_tracker_id":"","msr_s2_match_type":"","msr_citation_count_updated":"","msr_published_date":"2016-2-27","msr_highlight_text":"Best Paper","msr_notes":"","msr_longbiography":"","msr_publicationurl":"","msr_external_url":"","msr_secondary_video_url":"","msr_conference_url":"","msr_journal_url":"","msr_s2_pdf_url":"","msr_year":0,"msr_citation_count":0,"msr_influential_citations":0,"msr_reference_count":0,"msr_s2_match_confidence":0,"msr_microsoftintellectualproperty":true,"msr_s2_open_access":false,"msr_s2_author_ids":[],"msr_pub_ids":[],"msr_hide_image_in_river":0,"footnotes":""},"msr-research-highlight":[246574],"research-area":[13551,13554],"msr-publication-type":[193716],"msr-publisher":[],"msr-focus-area":[],"msr-locale":[268875],"msr-post-option":[],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-238036","msr-research-item","type-msr-research-item","status-publish","hentry","msr-research-highlight-award","msr-research-area-graphics-and-multimedia","msr-research-area-human-computer-interaction","msr-locale-en_us"],"msr_publishername":"ACM","msr_edition":"","msr_affiliation":"","msr_published_date":"2016-2-27","msr_host":"","msr_duration":"","msr_version":"","msr_speaker":"","msr_other_contributors":"","msr_booktitle":"","msr_pages_string":"","msr_chapter":"","msr_isbn":"","msr_journal":"","msr_volume":"","msr_number":"","msr_editors":"","msr_series":"","msr_issue":"","msr_organization":"","msr_how_published":"","msr_notes":"","msr_highlight_text":"Best Paper","msr_release_tracker_id":"","msr_original_fields_of_study":"","msr_download_urls":"","msr_external_url":"","msr_secondary_video_url":"","msr_longbiography":"","msr_microsoftintellectualproperty":1,"msr_main_download":"238389","msr_publicationurl":"","msr_doi":"","msr_publication_uploader":[{"type":"file","viewUrl":"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2016\/06\/Room2Room_CSCW2016-2.pdf","id":"238389","title":"Room2Room_CSCW2016.pdf","label_id":"243109","label":0},{"type":"doi","viewUrl":"false","id":"false","title":"10.1145\/2818048.2819965","label_id":"243106","label":0}],"msr_related_uploader":"","msr_citation_count":0,"msr_citation_count_updated":"","msr_s2_paper_id":"","msr_influential_citations":0,"msr_reference_count":0,"msr_arxiv_id":"","msr_s2_author_ids":[],"msr_s2_open_access":false,"msr_s2_pdf_url":null,"msr_attachments":[{"id":238389,"url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2016\/06\/Room2Room_CSCW2016-2.pdf"}],"msr-author-ordering":[{"type":"text","value":"Tomislav Pejsa","user_id":0,"rest_url":false},{"type":"text","value":"Julian Kantor","user_id":0,"rest_url":false},{"type":"text","value":"Hrvoje Benko","user_id":0,"rest_url":false},{"type":"user_nicename","value":"Eyal Ofek","user_id":31772,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=Eyal Ofek"},{"type":"edited_text","value":"Andrew D. 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RoomAlive presents a unified, scalable approach for interactive projection mapping that dynamically adapts content to any room. Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment.","_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project\/171406"}]}},{"ID":171462,"post_title":"RoomAlive Toolkit","post_name":"roomalive-toolkit","post_type":"msr-project","post_date":"2015-05-08 09:09:21","post_modified":"2020-03-13 17:43:29","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/roomalive-toolkit\/","post_excerpt":"The RoomAlive Toolkit is an open source SDK that enables developers to calibrate a network of multiple Kinect sensors and video projectors.","_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project\/171462"}]}},{"ID":171078,"post_title":"IllumiRoom: Peripheral Projected Illusions for Interactive Experiences (2013)","post_name":"illumiroom-peripheral-projected-illusions-for-interactive-experiences","post_type":"msr-project","post_date":"2013-01-04 11:48:49","post_modified":"2021-03-15 15:00:30","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/illumiroom-peripheral-projected-illusions-for-interactive-experiences\/","post_excerpt":"IllumiRoom is a proof-of-concept system from Microsoft Research. 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