Haptic Drum Performance Mya Sithu, Pingguo Huang, and Yutaka - - PowerPoint PPT Presentation

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Haptic Drum Performance Mya Sithu, Pingguo Huang, and Yutaka - - PowerPoint PPT Presentation

Influence of Network Delay in Networked Haptic Drum Performance Mya Sithu, Pingguo Huang, and Yutaka Ishibashi Department of Scientific and Engineering Simulation Nagoya Institute of Technology, Japan Jan. 24, 2013


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Influence of Network Delay in Networked Haptic Drum Performance

Mya Sithu, Pingguo Huang, and Yutaka Ishibashi Department of Scientific and Engineering Simulation Nagoya Institute of Technology, Japan

  • Jan. 24, 2013 Kyoto University, Japan IEICE MVE
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Outline

 Background  Purpose  Networked Haptic Drum System  Usage of System  Assessment Environments  Assessment Results  Conclusion and Future Work

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Background

Music performance Arts Telerobotics Remote education Medical Surgery

Networked haptic virtual environments provide a user an illusion of sharing a 3D virtual space with other users who are in geographically separated areas. A teacher can instruct a student at a remote place how to play musical instruments by controlling the student’s haptic interface devices by his/her own devices. Two users at different places can also play musical instruments together by using their independent devices.

Remote Teaching Joint Performance

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Previous Work of Music Performance (1/2)

“Piano Touch,” a wearable wireless haptic piano instruction system *1

  • A user wears the Piano Touch glove. One song is listened with tactile

force, and the other song is done without it.

Influence of network delay on ensemble application *2

  • Each of two users employs one haptic interface device as a drumstick in

a 3D virtual space where there exists one drum component.

*1 K. Huang et.al., Proc. IEEE ISWC, Sept. 2008. *2 I. Arimoto et.al., Proc. IEEE HAVE, Oct. 2005.

The system is stand-alone and does not handle networked environments. There is no haptic interaction between the users.

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Previous Work of Music Performance (2/2)

A networked ensemble with stereo video, sound, and haptic media *3

  • A user controls a haptic interface device which is set up to hit the

tambourine according to the keyboard harmonica played by the

  • ther user at a remote place by using his/her own device.
  • Examine the influence of network delay on QoE for –
  • easiness of operability of haptic interface device
  • interactivity
  • synchronization quality of sound
  • comprehensive quality

*3 Q. Zeng et.al., Record of 2012 Tokai-Section Joint Conference on Electrical and Related Engineering,

  • Sept. 2012.

In virtual environments as well as in the real environment, such a kind of examination is needed.

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Purpose

  • We handle networked haptic drum performance.
  • Two types of usage (remote teaching and joint performance) are presented.
  • To investigate the influence of network delay on the easiness of hitting and

synchronization quality of sound, we carried out subjective QoE assessments for the two types of usage.

Remote Teaching

The network delay influences the operability of haptic interface devices.

Joint Performance

The network delay makes large differences in output timing of sounds between their terminals.

Problems

This Work

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Networked Haptic Drum System

Network Terminal Terminal Display

PC PC PC PC Headset Headset PHANToM Omni PHANToM Omni Switching hub Switching hub User 1 (Teacher) User 2 (Student) User 1’s drumstick High-hat cymbals Snare drum User 2’s drumstick Floor tom Bass drum

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Usage of System

Remote Teaching Joint Performance

The teacher controls the student’s drumsticks. Passive mode Active mode The student is passively taught by the teacher. The student plays the drum set, and teacher evaluates his/her ability. In both modes, as the network delay increases, the reaction force becomes larger. Two users play the drum set together with the same rhythm at the same tempo. The synchronization quality of sound is seriously deteriorated when the network delay is large.

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Generation Methods of Reaction Force & Sound

 A user can feel reaction force through his/her haptic interface

devices when each drumstick hits a component of the drum set.

 A sound depending on the component is also generated.

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Assessment System (1/3)

NIST Net generates additional constant delay for each packet.

Network emulator (NIST Net) Terminal Terminal Display

Switching hub PHANToM Omni PHANToM Omni Headset Headset PC PC PC PC

Haptic media are transmitted as media units (MUs), each of which includes position information of PHANToM cursor, user ID, and sequence number.

Switching hub

1 2 3

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Assessment System (2/3)

Rhythm 1 Rhythm 2

High-hat cymbals Snare drum Floor Tom

Each subject hits the same drum component repeatedly. The subject does not need to move his/her drumsticks to the other drum components. He/she needs to move the right drum stick between the snare drum and the floor tom. The distances of the drumstick movements are different between the two rhythms. Subjects played the rhythms at 60 bpm and 100 bpm. These tempos are used in fast ballads and slow rock music, respectively. We used a metronome to play the drum set at two tempos precisely. The two rhythms are used in 8 beats or 4 beats rhythms and popular in today jazz and rock music.

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Assessment System (3/3)

Rhythm 1 Rhythm 2 Slow Tempo Fast Tempo Slow Tempo Fast Tempo 0 to 200 ms Constant Delay (random order) 0 to 100 ms At intervals of 20 ms Subjects Number of subjects : 20 Age : between 20 and 28 Gender : male and female

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QoE Assessment Method

(Remote Teaching)

 Each subject behaves as the student and one of the authors took the

role as the teacher.

 The passive mode was carried out before the active mode.  Each subject carried out several tests and it took one minute for each

test.

 He/she needs to hit the drum set repeatedly within each test.  He/she was asked to judge about the easiness of hitting.

Score Description 5 Imperceptible 4 Perceptible , but not annoying 3 Slightly annoying 2 Annoying 1 Very annoying We obtain Mean Opinion Score (MOS). Five-grade Impairment Scale

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QoE Assessment Method

(Joint Performance)

 A pair of subjects (users 1 and 2) played the drum set with their

drumsticks independently.

 The pair of subjects tried to get the exact synchronization of sound.  Each subject was asked to judge about the synchronization quality of

sound. Score Description 5 Excellent 4 Good 3 Fair 2 Poor 1 Bad We obtain Mean Opinion Score (MOS). Five-grade Quality Scale

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Assessment Results (Remote Teaching)

1 2 3 4 5 20 40 60 80 100 120 140 160 180 200 MOS of easiness of hitting Constant Delay (ms) Passive mode (Slow tempo) Active mode (Slow tempo) Passive mode (Fast tempo) Active mode (Fast tempo) I 95% confidence interval Rhythm 1

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Assessment Results (Remote Teaching)

1 2 3 4 5 20 40 60 80 100 MOS of easiness of hitting Constant Delay (ms) Passive mode (Slow tempo) Active mode (Slow tempo) Passive mode (Fast tempo) Active mode (Fast tempo) Rhythm 2 I 95% confidence interval

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Assessment Results (Remote Teaching)

I 95% confidence interval 1 2 3 4 5 20 40 60 80 100 MOS of easiness of hitting Constant delay (ms) Passive mode (Rhythm 1) Active mode (Rhythm 1) Passive mode (Rhythm 2) Active mode (Rhythm 2) Fast Tempo

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Assessment Results (Joint Performance)

1 2 3 4 5 20 40 60 80 100 120 140 160 180 200 MoS of synchronization quality Constant delay (ms) Slow tempo (Rhythm 1) Fast tempo (Rhythm 1) Slow tempo (Rhythm 2) Fast tempo (Rhythm 2) I 95% confidence interval

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Conclusions

 We introduced a networked haptic drum system.  We presented two types of usage (remote teaching and

joint performance).

 We carried out subjective QoE assessment by using two

rhythms at two tempos.

 Human perception characteristics are dependent on the

rhythm and tempo.

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Future Work

 Study QoS control to improve QoE especially by taking

advantage of the human perception characteristics

 Carry out subjective QoE assessment to investigate the

influences of network delay jitter and packet loss