The Trillion Dollar 3D Telepresence Goldmine

We decided to find out if what Microsoft says is true: remote volumetric telepresence and collaboration can and will be done, sooner than people think and–despite obvious technical hurdles–it will be the killer app of Augmented and Virtual Reality.
 
Rewind. It took the personal computer roughly 15 years to hit an inflection point and become a consumer product everyone had to have. At first its killer app, email, which most people first got at work, didn’t seem so revolutionary. Hardly anyone outside the company was using it. The network effect, a phenomenon whereby a service becomes more valuable when more people use it, hadn’t kicked in. New technology always penetrates the enterprise before the home. Once people started getting Internet online services with a personal email address, it made the PC something everyone had to have at home. The telephone is another great example. The more people who got one, the more people had to have one.

,

,

A still taken from the 2016 video of the demonstration of Telepresence, or Holoportation, with the Microsoft HoloLens.
 
Similarly, messaging and social media are the killer apps of smartphones. Our need to connect with other people follows us, no matter where technology takes us. New technology succeeds when it makes what we are already doing better, cheaper, and faster. It naturally follows that Telepresence should likewise be one of the killer apps for both AR and VR. A video of Microsoft Research’s 2016 Holoportation experiment suggests Microsoft must have been working on this internally for some time, maybe even before the launch of the HoloLens itself.
 
Telepresence, meaning to be electronically present elsewhere, is not a new idea. As a result, the term describes a broad range of approaches to virtual presence.  It breaks down into six main types:
 
1)   2D video conference systems. These have gotten incredibly sophisticated and include eye tracking to help create presence for colleagues who are still seen on a monitor. Cisco’s Spark System dominates the billion-dollar teleconferencing industry.
 
2)   Robotic telepresence. Describes any remotely operated vehicle with a driver’s view such as Remote Underwater Vehicles (ROVs) and Unmanned Aerial Vehicles (UAVs), or RPAs (Remotely Piloted Aircraft). NASA has long dreamed of true, real-time robotic telepresence, which was, in fact, one of the initial purposes of their VR research in the 80s. However, due to the time-delay lag of signals to travel from Earth to Mars and back, NASA scientists can’t directly tele-operate a robotic explorer like the Curiosity Mars rover. However, it’s possible astronauts aboard a spacecraft orbiting Mars may be able to.

,

,

CREECH AIR FORCE BASE, NV – AUGUST 08: United States Air Force Senior
 
3)   Remote experts. They use AR to see what you’re seeing, although they cannot see you. They can even draw on the live feed you are sharing with them, interacting with real objects in your field of view in real time. Remote experts turn low-skilled employees into higher skilled ones.
 
4)   VR telepresence. This allows us to share a virtual world like Oculus Rooms or AltSpace VR where we are represented by an avatar. Today most avatars are cartoon-like, but they will soon be able to use 3D volumetric captures taken on a cellphone to skin avatars that are eerily accurate. Lip sync (more precisely real-time lip animation) and eye contact introduced by Sansar and High Fidelity, already make you can feel very, very present.
 
5)   AR telepresence. This allows two or more remote people to have volumetric presence in the same room, which Microsoft calls Holoportation, because it uses their HoloLens. This has been convincingly demonstrated, and now companies are seeking to bring that technology to business conferencing. However, not all the technical and practical issues around this have been solved. Several companies are working on solutions that could disrupt the teleconferencing business Cisco dominates. Cisco itself recently added a VR Collaboration feature to Spark.

,

,

Microsoft Research’s Room2Room is a life-size telepresence system that uses projected augmented reality to enable co-present interaction between two remote participants without using a HoloLens. This solution recreates the experience of a face-to-face conversation by performing 3D capture of the local user with 3D cameras and then projecting the volumetric copy into the remote space at life-size scale, instead of using the HoloLens. This creates an illusion of the remote person’s physical presence in the local space, as well as a shared understanding of verbal and non-verbal cues (e.g., gaze, pointing) as if they were there.

,

,

“Penny” is an extraordinarily well-produced science fiction video dramatization of a telepresence use case, starring a retail designer (Penny) and her client in Asia. There’s more than just telepresence going on. The client also has a floating, visible, seemingly sentient digital assistant, one of Cortana’s fantasy offspring. Setting Cortana aside, and the subtle but ambitious scale of the simulated use case in the demo, this isn’t crazy, far off,  or impossible. BUT remember the network effect. It needs scale to reach that magic inflection point, where rooms are scanned in real time by 3D cameras, awaiting Penny and the rest of us.
 
Microsoft’s research teams continue to explore Holoportation, along with several universities, notably Warsaw University in Technology in Poland, where Marek Kowalski and Jacek Naruniec have been developing a Holopresence app, LiveScan3D.

,

,

“This was captured real-time in HD using a depth camera to collect 3D volumetric video point cloud data consisting of color and depth information. The point cloud data is then streamed or ‘beamed’ across the internet over a customized WebRTC stream. The holographic stream is decoded by an app and rendered in real-time 3D, providing a shockingly good volumetric representation of the senders’ likeness on VR and Mixed Reality devices like the HoloLens, but also other devices are enabled by our cross-platform development approach.
 
It runs over a normal internet connection and requires 3-5 Mbits/sec bitrate that even works below 1 Mbit thanks to our adaptive, depth encoding and streaming [CF note: Adaptive Streaming is what Netflix does to adapt to your connection speed.]. It’s real-time without delay and even works if the parties are behind firewalls for example in corporate network settings. There’s no special connection or setup needed. The connection is established via a routing mechanism to connect peer-to-peer for the best transfer rates.”

,

,

HoloBeam brings volumetric conferencing to life using standard internet with normal bandwidth requirements (1-5 Mbits/sec). No delay. Real-time. Full HD volumetric video.
 
The HoloBeam system does not provide the kind of resolution we saw in the MS Holoportation videos, but we’re now told those 2016 videos were only local proof-of-concepts, not something to set up in real offices. In contrast, Valorem’s system today (12/17) produces 3D volumetric video with a simple setup, using off-the-shelf hardware.
 
The system can have varying amounts of “dust artifacts” (drop out), depending on how much the adaptive streaming has to ratchet down the bandwidth. As a result, remote participants look like victims of a Star Trek transporter accident: only 80% there. However, everyone I talked to, and everything I experienced myself researching this story has proven that 80% is enough to create deep, compelling presence.
 
The holographic point cloud will have more resolution in the future with improvements, not only with increasing depth camera resolutions and bandwidth but algorithms that fill in missing pixels in decompressed video files to reduce the broadcast dropout or dust as the HoloPortation products evolve.
 
Schulte sees bright things on the horizon. In the office of the future, multiple depth-sensing cameras could literally merge it with remote locations around the world or we could even just use our mobile phones which start to integrate depth mapping sensors and dual-lenses in consumer products. The next guy knocking on your door could literally be in China. Valorem expects to start broader trials with clients in early 2018.
 
Mimesys of Paris, and Meetingroom.io, of Dublin, are startups taking a different approach, using VR as the basis for shared collaborative meeting spaces, which can include users on multiple devices like PCs and Smartphones. At their core, these systems bring volumetric captures of remote participants into a virtual room much like we see in social VR like AltSpace and Oculus Rooms today. Mimesys allows users to log into their virtual meetings using any device, including HoloLens, tablets and smartphones.

,

,

Rousseau believes the VR-centric approach is the most flexible and easy to use. “HoloLens Teleportation doesn’t allow users to share and collaborate the way they do with Mimesys Connect. We can’t collaborate on a shared whiteboard, for example.” I asked Russeau about barriers to entry and how his small start-up, in use with perhaps a dozen pilot clients, could defend this kind of VR approach from low or no cost competitors like AltSpace and Oculus Rooms.
 
“There is a potential risk, especially regarding Facebook spaces,” he said, “which is also why we focus today on B2B rather on B2C. That being said, the communication space is huge. Platforms like WhatsApp, messenger, hangouts, facetime, co-exist today and that would probably be the same for VR and AR communication. There will be different experiences with different audiences.”
 
“We’re still at the beginning but the portability is the game changer here,” added Jonny Cosgrove, founder and CEO of Meetingroom.io. “C-suite and sales directors can meet and manage salesforces, companies can engage with more customers.”
 
OJ Winge, currently SVP of Cisco’s Video Technologies Group has been working with telepresence in one form or another for most of his career. “Cisco’s Spark system already provides a new richness of experience,” he said. “Right now quality isn’t good enough for volumetric telepresence, which we see as something different from Spark. Complementary, different, but not a replacement. For a normal meeting, the technology needs to be transparent and natural.” He is confident of Spark’s position and plans to grow the business.
 
Telepresence will happen very slowly, and then all at once, dramatically disrupting not only the conferencing business but business management and collaboration itself, to say nothing of the multi-billion dollar business travel category.
 
All the key premises of my upcoming book about AR and VR are present in this story. We consistently overestimate the present and underestimate the future. Products succeed because they make what we’re already doing better. The killer app is other people.

 

Source: Forbes

more insights