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Avatar Fusion Karaoke: Research and development on multi-user music play VR experience in the metaverse

Avatar Fusion Karaoke: Research and development on multi-user music play VR experience in the metaverse

Alexandre Berthault, Takuma Kato, Akihiko Shirai, “Avatar Fusion Karaoke: research on multi-user music play VR experience in metaverse”, IEEE MetaCom (International Conference on Metaverse Computing, Networking and Applications) June 26-28, 2023, Kyoto, Japan.


July 04, 2023

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  1. Avatar Fusion Karaoke: Research and development on multi-user music play

    VR experience in the metaverse ❏ Introduction and background ❏ Our Focus ❏ Pre production research and tools ❏ Performance benchmark ❏ Reflection on LookDev and character design ❏ QueTra ❏ AI assisted music play ❏ AI Fusion principle ❏ Challenges ❏ Proof of concepts ❏ Conclusion / Future Evaluations (IEEE MetaCom 2023) 2023/6/27 14:40 ~ 14:55 Alexandre BERTHAULT / Takuma Kato / Akihiko SHIRAI REALITY Metaverse Laboratory REALITY, Inc. 2
  2. Mr.Nakano Fourth year student in the Department of Advanced Media

    Science at Meiji University's School of Comprehensive Mathematics and Science. Joined the lab in December 2020, and has worked as an assistant director throughout the UXDev series, taking care of a wide range of tasks from storyline design to Unity engineering. Belongs to an a cappella circle. Loves movies. Mr.Yahagi Second year student in the Department of Digital Content at the College of Digital Communication at Digital Hollywood University, he is in charge of Unity engineering and various scripting for the UxDev series. A genuine resident of the Metaverse who has been in and out of the lab since high school, Plays a lot of Valorant Mr. Horibe First-year master's student in the Department of Advanced Media Science, Graduate School of Advanced Mathematical Sciences, Meiji University. Started working at GREE VR Studio Laboratory in October 2019 on voice analysis of users of the experimental voice changer service "Tensei Koe Uranai" and iOS implementation and acceleration of the voice changer. In the UXDev team, he is mainly responsible for voice and facial expressions. Level 70+ at Pikmin Bloom Members of the Laboratory 3
  3. Mr. Alexandre Berthault Graduated from ISART Digital, a French video

    game school, and became a research student at Tokyo University of Technology. Started working at GREE VR Studio Laboratory in June 2022, he is mainly responsible for UX prototyping and effect design in the UXDev series. Loves ramen. Doesn’t like Kanjis. Mr.Yamaoka Fourth-year student in the Department of Advanced Media Science, School of Integrated Mathematical Sciences at Meiji University, he joined the GREE VR Studio Laboratory in October 2022. He is researching technology that allows avatars to blend in with the real world without discomfort. He is in charge of R&D related to avatars, making use of his production experience with Meta Quest, Hololens2, Web AR, etc. Recently, he has been working on HMD devices such as Quest to work on avatar benchmarking tools for Quest and other HMD devices. Mr.Akihiko Shirai (Director) Director of GREE VR Studio Laboratory. He has over 25 years of experience in R&D and education, visual arts, VR entertainment, and scientific communication. He brings diversity to the GREE Group's development culture through his diverse talents. Outside of work, he writes for the GREE Technical Book Department and the book "Collaborate with AI to Become a Divine Artist". 4 Members of the Laboratory
  4. © REALITY, Inc.
 Over 10 million downloads worldwide by the

    end of 2022 
 Continued growth expected in the future 
 「REALITY」User Scale End of the year 2022 Plans for 202X Over 10 Millions 
 100 000 000
 Users worldwide
 World N°1
 smartphone metaverse 
  5. 1. Yuichiro Kume. 1998. Foot interface: fantastic phantom slipper. In

    ACM SIGGRAPH 98 Conference abstracts and applications (SIGGRAPH '98). Association for Computing Machinery, New York, NY, USA, 114. DOI:https://doi.org/10.1145/280953.284801 2. Yusuke Yamazaki, Shoichi Hasegawa, Hironori Mitake, and Akihiko Shirai. 2019. NeckStrap Haptics: An Algorithm for Non-Visible VR Information Using Haptic Perception on the Neck. InACM SIGGRAPH 2019 Posters(Los Angeles, California)(SIGGRAPH ’19). Association for Computing Machinery, New York, NY, USA, Article 60, 2 pages. https://doi.org/10.1145/3306214.333 3. Yusuke Yamazaki and Akihiko Shirai. 2021. Pseudo Real-Time Live Event: Virtualization for Nonverbal Live Entertainment and Sharing. In2021: Laval Virtual VRIC, ConVRgence Proceedings 2021(Laval, France)(VRIC ’21). https://doi.org/10.20870/IJVR.2021.1.1.479 6 References: VibeShare and Directional Haptics
  6. 1. Makiko Suzuki Harada, Hidenori Watanave and Shuuichi Endou, :

    "Tuvalu Visualization Project - Net Art on Digital Globe: Telling the Realities of Remote Places", page 559- 572, 2011. 2. Akihiko Shirai, Kiichi Kobayashi, Masahiro Kawakita, Shoichi Hasegawa, Masayuki Nakajima, and Makoto Sato. 2004. Entertainment applications of human-scale virtual reality systems. In Proceedings of the 5th Pacific Rim conference on Advances in Multimedia Information Processing - Volume Part III (PCM'04). Springer-Verlag, Berlin, Heidelberg, 31–38. DOI:https://doi.org/10.1007/978-3-540-30543-9_5 3. Akihiko Shirai, Yuki Kose, Kumiko Minobe, and Tomoyuki Kimura. 2015. Gamification and construction of virtual field museum by using augmented reality game "Ingress". In Proceedings of the 2015 Virtual Reality International Conference (VRIC '15). Association for Computing Machinery, New York, NY, USA, Article 4, 1–4. DOI:https://doi.org/10.1145/2806173.2806182 7 References: Map and Walking interactions
  7. 1. Rex Hsieh, Akihiko Shirai, and Hisashi Sato. 2019. Evaluation

    of Avatar and Voice Transform in Programming E-Learning Lectures. In Proceedings of the 19th ACM International Conference on Intelligent Virtual Agents (IVA '19). Association for Computing Machinery, New York, NY, USA, 197–199. DOI:https://doi.org/10.1145/3308532.3329430 2. Rex Hsieh, Akihiko Shirai, and Hisashi Sato. 2019. Effectiveness of facial animated avatar and voice transformer in elearning programming course. In ACM SIGGRAPH 2019 Posters (SIGGRAPH '19). Association for Computing Machinery, New York, NY, USA, Article 82, 1–2. DOI:https://doi.org/10.1145/3306214.3338540 3. Liudmila Bredikhina, Toya Sakaguchi, and Akihiko Shirai. 2020. Web3D Distance LiveWorkshop for Children in Mozilla Hubs. In The 25th International Conference on3D Web Technology(Virtual Event, Republic of Korea)(Web3D ’20). Association for Computing Machinery, New York, NY, USA, Article 27, 2 pages. https://doi.org/10.1145/3424616.342472 4. Stewart Culin. 1920. THE JAPANESE GAME OF SUGOROKU.The Brooklyn Museum Quarterly 7, 4 (1920), 213–233. http://www.jstor.org/stable/2645 8 References: Avatar and metaverse in Education
  8. 1. Akihiko Shirai. 2019. REALITY: broadcast your virtual beings from

    everywhere. In ACM SIGGRAPH 2019 Appy Hour (SIGGRAPH '19). Association for Computing Machinery, New York, NY, USA, Article 5, 1–2. DOI:https://doi.org/10.1145/3305365.3329727 2. Bredikhina, Liudmila et al. “Avatar Driven VR Society Trends in Japan.” 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (2020): 497-503. 3. Akihiko Shirai, et.al. 2019. Global Bidirectional Remote Haptic Live Entertainment by Virtual Beings. ACM SIGGRAPH ASIA 2019 Real-Time Live! SIGGRAPH ASIA 2018 9 References: XR Live Entertainment
  9. • Metaverse Mode Maker • AITuber #MetaChatNews Latest work :

    Generative AI in the Metaverse Words to Textile using Stable Diffusion + Motion UGC https://youtu.be/Lrd5i8EZxTI Multi-Agents chat play with voice and motion expressions https://bit.ly/MCNKWS23 10
  10. https://www.matthewball.vc/all/forwardtothemetaverseprimer 11 Introduction and background • No definite definition of

    the “Metaverse” • Can be seen as an iteration of our internet system Seven core enablers of the metaverse by Matthew Ball
  11. Our focus • Create Research and development protocol for new

    metaverse user experiences and use it to answer our hypothesis • Conclude on the hypothesis that it should be possible to design the avatars with only the necessary functions and rendering costs. • Objective : create a school life karaoke experience 12 Our focus R&D procedure. This paper focuses on completing UX R&D for the HMD experience
  12. 13 Performance benchmark Pre production research and tools • VR

    Benchmarking is critical ! • Avatar average polygon count in REALITY : 30 000, Materials : 6-14 Benchmark application Result graph
  13. Pre production research and tools 14 Reflection on LookDev and

    character design Pre production research and tools • Limitate change in visuals • Optimization and compatibility • Coherence between appearance and use Example of different character models used in our application. The same character can wear a vast variety of clothes making the compatibility and look dev that more challenging.
  14. Pre production research and tools 15 QueTra Pre production research

    and tools • Motion capture system using Meta Quests • Creates animations compatible with Unity • Tested in a children’s workshop Kids workshop https://youtu.be/bXxnUdpaX8M QueTra application
  15. AI assisted music play 16 AI Fusion principle AI assisted

    music play • Uses Standard MIDI files • Algorithms transforms midi files into usable animations • Layers allow for a mix of multiple animations Example of Midi generated music play https://youtu.be/LrB5aNikLvA
  16. AI assisted music play 17 Challenges AI assisted music play

    • Face tracking impossible with VR headsets • Research on RandomForest • Research on Audio2Face The process to generate exaggerated facial expressions with BlendShape + LipSync from real-time voice and depth-camera input.
  17. AI assisted music play 18 Proof of concepts AI assisted

    music play GV Band VR application Meta Dreamers short film • MetaDreamers objectives, limitations and future focus • GV Band, a VR music play experience
  18. 19 Conclusion / Future Evaluations • Results : two proofs

    of concepts which answer the initial hypothesis • Created an atavistic experience which checks three type of validations : 1. Quality of communication based on hardware limitations 2. Identification of challenges in the user collaboration experience 3. Verify user motion representation and complementary technologies We started with the objective of an avatar-driven music play. Through various R&D, we created an APK application (GVBand) and a short film (MetaDreamers), which can then be evaluated.