Online Audio Spaces Update: New Features for Virtual Event Organizers
It’s been about 8 weeks since we launched High Fidelity’s new audio spaces in beta. We really appreciate all the support, particularly if you have ...
We built a system to explore the question of just how well conventional video conferencing can be made. Using a two-way mirror, we mounted a high-quality camera behind the glass surface on which you see projected the image from an LCD monitor (laying flat on the table). By connecting two of these boxes together, you are able to make normal eye contact while video conferencing: because the camera sits right ‘behind’ the image of the other person, you are able to look right at them.
The Problem
Using Skype or FaceTime is never quite right, because you can’t make eye contact — the camera is above the edge of the screen, but the image you are looking at is below it. We also used HDMI 1080p cameras and monitors to create a very high resolution, low latency connection.
Our findings upon using this system were that although real eye contact is very compelling, you still don’t enjoy using the system as much as you’d expect… in a manner similar to typical video conferencing, it still feels very far from ‘being there’.
Digging into this, a few problems stand out:
Looking Ahead
These observations support the idea that it could be better to optimize the technology that can turn us into highly realistic avatars, rather than improving on the state of the art in video conferencing. If we don’t try to capture the photons reflecting off your poorly-lit human face, and instead try to capture sensor data that tells us about your movement, gaze, and facial cues at high resolution, using that data to animate an avatar. Once we have you as an avatar, of course, we can do any lighting we’d like. Also we can put you on a beach or in a huge boardroom filled with monitors, but that’s a story for another day.
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by Ashleigh Harris
Chief Marketing Officer
It’s been about 8 weeks since we launched High Fidelity’s new audio spaces in beta. We really appreciate all the support, particularly if you have ...
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