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I. I NTRODUCTION
NTRINSICALLY, human communication can be broken
down into verbal and non-verbal communication components. Face to face communication (Fig. 1) is considered to
be one of the most effective forms of communication as it
propagates both components without restrictions[1]. When it
comes to long distance communication, traditional channels
like letters and telephones lack the latter component .
This gave birth to telepresence systems. These systems ensure non-verbal communication between individuals do not get
hindered due to the limitations of the channel between them
(Fig. 1). Different implementations of telepresence systems
have approached this problem in multiple fashions.
Companies like Cisco Systems have tackled this problem
by launching products like the Cisco TelePresence in the
year 2006[2]. Many more companies like Anybots[3], VGo
Communications[4], Gostai[5] have ventured the path of teleoperated robots in order to add an element of user interactivity
to telepresence.
Figure 2.
Figure 3.
Anatomy of PRATHAM
human gestures.
c) Navigation Stack: The navigation stack handles control aspects of the humanoid robot. There are two modes of
Experiential Telepresence - manual and autonomous. The two
modes are explained in detail in the following section.
C. Experience Centre:
As mentioned earlier, a user of this system logs on to the
Experience Centre in order to experience a remote location.
Fig. 6 shows a user at our Experience Centre. The Experience
Centre fuses the data from various perception primitives of the
robot and, currently, displays it using augmented reality[11].
It consists of specific external aids and a neat visual user
interface.
Figure 5.
PRATHAMs Architecture
Figure 6.
Figure 7.
Figure 9.
A. Methodology of Measurement:
Conventionally most of the systems benchmarks and measurements were done by subject matter experts from engineering and in variably they were concerned with network
performance, Quality of Service (system uptime, MTBF, jitter,
packet loss, BERR etc., were some of the key measurements).
Business executives starting talking about average revenue
per user and customer addition and attrition parameters by
implementing some service systems such as SLA etc., in
communication information management systems they used
to manage. Today, more analysis is sought from the user
B. Performance Analysis:
1) PRATHAMs Benchmark Specifications: Table 1 shows
the benchmark specifications that have emerged after approximately 200 hours of testing.
2) Comparison Against Peers: In order to help position
our system with respect to similar systems, Table 2 shows
a comparison of PRATHAM against three popular commercial telepresence systems- QB by Anybot[3], VGo by VGo
Communications[4] and Jazz by Gostai[5].
Figure 8.
Table II
COMPARISON OF PRATHAM AGAINST QB,
Pratham
Battery Life
4 hours
4-6 hours
Top Speed
Height
3.6 km/h
5' 9"
No (planned
feature)
1 speaker, 6
microphone
Yes
3-axis
Keyboard or
Joystick
Yes
5.6km/h
6' 3"
VGo
Windows
7NistaIXP
6 or 12 hour
battery option
3.3km/h
4'
Yes
Yes
Yes
1 speaker, 3
microphones
No
No
No
2 speakers, 4
microphones
No
No
Keyboard or
Mouse
No
2 speakers, 1
microphone
No
2-axis
Keyboard or
Mouse
Yes
Yes
No
No
No
Yes
Yes
Yes (Work in
progress)
Yes
No
No
No
No
Yes
No
No
No
No
No
No
Yes
Depth Cameras
Video Camera Tilt
Navigation Control
Autonomous Path
Planning and
Navigation
Augmented Reality
Fusion
Emotion Synthesis
Affective Interfaces
Cognitive Intelligence
Table I
PRATHAM's BENCHMARK SPECIFICATIONS
Context Awareness
Keyboard
10
5 hours
4km/h
3' 4"
Table III
Battery Life
"'3 hrs
"'4.5hrs
+6hrs
Group
13
38cm
Lecturers
24cm
Professors
Developers
Face Recognition
4
5
!:}.
17
Field Professionals
170
Business Executives
Persons in dataset
Images in dataset
Size
College Students
Braking distance
99.2%
Recognition Performance
<Is
Recognition Time
Head Tilt
Yaw
-30deg to +30deg
Pitch
-2Odeg to +4Odeg
Roll
Jazz
Any with Flash
Ubuntu
Sound
Figure 10.
system
JAZZ ROBOTS
OS
Web Interface
QB
MacOSwith
Firefox
VGO,
-35deg to +35deg
Smile
100%
Table IV
Anger
62%
SURVEY RESULTS
Fear
53%
Disgust
55%
Question
Overall Mean
Std. Deviation
Surprise
100%
6.14
1.84
0.042
Conversation as
compared to
conversing with a
person
4.43
1.67
0.083
Attention paid to
driving task
4.87
1.12
0.062
0.073
87%
Sadness
Gesture Recognition (for 25 persons)
Recognition Accuracy
c.
82%
0.82
Distraction
3.92
1.28
0.038
Control Sensitivity
5.62
1.44
0.044
Response Latency
2.48
1.18
0.052
0.43
0.036
Clarity of information
on Ul
5.73
1.76
0.024
Overall Engagement
Level
5.88
1.66
0.028
Overall Experience
6.28
1.58
0.008
Table V
Experiential
Telepresence
8.5
1&3
1~2
The above data indicates that the user perception on experience and acceptance of an Experiential Telepresence System is
far higher over a conventional telepresence systems. Few users
felt greater focus was required in the driving task initially,
but were able to adjust to the controls in a short amount of
time. The UI provided information on the obstacles present
in the scene, and the navigation assistance meant for obstacle
avoidance proved to be of great help when steering in indoor
environments. Users were happy with the overall experience
and found the activity quite engaging.
Please note, since the number of people surveyed is small,
the results are only indicative and do not necessarily prove
that our system is better than the other systems mentioned.
As we receive feedback from more users the statistics will be
more accurate.
IV. CONCLUSION
In this paper, we have described the overall architecture and
implementation of our Experiential Telepresence System. Our
research was aimed at improving the user's experience of a
remote location through addition of context - aware visual data
over a standard telepresence system.
Our immediate focus, now, is on the implementation of
variable bit rate video transmission. The current system uses
H.264 compression of constant bitrate (250kbps). Seamless
streaming of video requires high available bandwidth and low
traffic on the network. Under scenarios where network quality
has been poor, frame loss and temporary freezing of the video
feed has been observed. Such issues are not desirable in a good
telepresence system, and can be improved by changing the
current compression technique from constant to variable which
alters the compression ratio of the video stream keeping in
mind a maximum bit rate (limited by the available bandwidth)
so that it smoothly plays over the network without frame loss
or freezes.
In our current implementation of the Experiential Telepresence System, we have only touched upon the auditory
and visual senses of a user. In order to immerse the user
further, we need to tap into other senses like olfactory, touch
and gustatory as well. Thus, concepts like haptics[16], mixed
reality are some of the future additions to our Experiential
Telepresence Stack. This shall allow the user to feel the real
physical environment at the remote location through touch and
at the same time interact with virtual elements perceived by
the robot.
Experiential Telepresence Systems have a wide variety of
application areas. At India Innovation Labs, our primary
study is in the area of digital tourism. The concept allows
tourists to remotely experience a tourism site through our
experiential system. In addition to digital tourism, Experiential
Telepresence may be used for distance education, hospitality
at large office campuses[17] and at retail outlets.