VR-Together

A Horizon 2020 project developing photorealistic social VR for shared immersive experiences.

Project Info

Start date

October 2017

End date

December 2020

Funding

European Commission – Horizon 2020 (Grant Agreement No. 762111)

Website

CORDIS project page

Coordinator

Fundació i2CAT

Summary

VR-Together explores how photorealistic immersive content can enable compelling social virtual reality experiences. The project develops an end-to-end pipeline combining capture, encoding, network delivery and rendering technologies to bring remote participants together in shared virtual environments.

A key objective is to make high-quality social VR practical and scalable using a combination of advanced technologies and commercially available components. The platform supports both live and interactive immersive content and is evaluated through three pilot applications covering different production and usage scenarios.

The project also develops methods for evaluating social presence and user experience, together with quantitative benchmarks for assessing the performance of immersive media production and delivery pipelines.

Within VR-Together, Artanim contributed to content production for the three pilots, combining VR with offline and real-time motion capture. Artanim also developed tools for immersive media production and participated in the evaluation of the resulting social VR experiences.

Partners

Fundació i2CAT (Spain)

Netherlands Organisation for Applied Scientific Research – TNO (The Netherlands)

Centrum Wiskunde & Informatica – CWI (The Netherlands)

Centre for Research and Technology Hellas – CERTH (Greece)

Viaccess-Orca (France)

Entropy Studio (Spain)

Motion Spell (France)

Artanim (Switzerland)

Related Publications

Galvan Debarba H, Montagud M, Chagué S, Lajara J, Lacosta I, Fernandez Langa S, Charbonnier C. Content Format and Quality of Experience in Virtual Reality, Multimed Tools Appl, 83:46481–46506, 2024.
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Galvan Debarba H, Chagué S, Charbonnier C. On the Plausibility of Virtual Body Animation Features in Virtual Reality, IEEE Trans Vis Comput Graph, 28(4):1880–1893, 2022.
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Revilla A, Zamarvide S, Lacosta I, Perez F, Lajara J, Kevelham B, Juillard V, Rochat B, Drocco M, Devaud N, Barbeau O, Charbonnier C, de Lange P, Li J, Mei Y, Lawicka K, Jansen J, Reimat N, Subramanyam S, Cesar P. A Collaborative VR Murder Mystery using Photorealistic User Representations, Proc. IEEE Conf. on Virtual Reality and 3D User Interfaces (VRW 2021), IEEE, pp. 766, March, 2021.
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Chatzitofis A, Saroglou L, Boutis P, Drakoulis P, Zioulis N, Subramanyam S, Kevelham B, Charbonnier C, Cesar P, Zarpalas D, Kollias S, Daras P. HUMAN4D: A Human-Centric Multimodal Dataset for Motions & Immersive Media, IEEE Access, 8:176241–176262, 2020.
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De Simone F, Li J, Galvan Debarba H, El Ali A, Gunkel S, Cesar P. Watching videos together in social Virtual Reality: an experimental study on user’s QoE, Proc. 2019 IEEE Virtual Reality, IEEE, 890–891, March, 2019.
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