>> Dan Fay: It's a pleasure to actually welcome Michael Docherty here to Microsoft Research to give a talk about Cube which is a large display at QT and it would be great to hear where there's opportunities for not only Microsoft, Microsoft Research, but also to collaborate with this great technical asset that's available. Thank you. >> Michael Docherty: Thanks for the brief intro. My name is Michael Docherty and I'm from QUT, Queensland University of Technology in Brisbane Australia. We have this amazing bit of kit for a large-scale visualization called the Cube. What I'm going to do today is just do a bit of show and tell on a few things that we've got going there. I'll talk about how we did it briefly, talk about some of the content projects that we have there already, talk about where we want to go and end with a few major research questions for this area and hopefully they'll engender some interest. This was a project that started some years ago, [indiscernible] over at Kean and his intention about the Cube to showcase science and technology, a whole new building around the 300 million dollar mark. It's a great building to work in for researchers, but it has a very important task which is to inspire new students to be engaged with science, and to some extent research. The problem worldwide is getting students interested in science. The Cube, it was called the Cube because the very earliest ideas were for it to literally be a Cube. It would be running over two stories and you had four panels either side. Each story had eight panels and you could then go inside of it which is a common idea for an immersive space. There's a whole lot of reasons why we didn't go ahead with that. It eventually became two sides of that Cube so this was the final design. That's a two-story space, lots of projectors, lots of touchscreens. On the other side of it is a one-story space with again, projectors and touchscreens and then above that, again two more spaces, some with screens and some with just projectors. I'll show you this was the original design that went forward with the people that had developed it physically. This also I found recently is an old sketch when we were having an elaborate discussion, some would say argument, about what we would do in terms of the technology and I can assure you there was a great deal of discussion about what should be there. Broadly, we've got some fairly interesting kit to do with what controls each one of the panels and I'll go through this in more detail later in the talk, but I just sort of would like to show you that there's lots of bits and pieces and lots of fairly sophisticated background processing behind it all. This was a more developed image of the final design and it looks realistic, but is in fact a CAD model of the design, so that the building that was to be there was very elaborately designed to make sure that it was going to be what we wanted. This is in the process of building it. You can see bits and pieces, lots of kits, lots of frames. This is the spot where all of the touch panels were placed and you can see the brackets there. They are designed so that you can put them in and take them out again as you needed for maintenance and so on. You can also see there's a fair bit behind and you can walk in behind the system. This is how it is today. This is, in fact, an image of the Cube. You can see the project there which I will talk some more about which is the virtual reef. You can see the stairs. You can see someone standing at level 5. It's a twostory space with a lot of projection. Equally, around the other side, the one-story space and a project there called the physics playroom which I'll go into more detail. The other side, again, another project. This is called the history wall or the data wall and this is a geo-located data place and in this case the first project was information about the flood we had in our city two years ago which took out the CBD. Upstairs, the four panels. There's usually much more going on there, but this is where students and other people can try out touch events and so on. There's a couple of games running there as you can see. And the final space which has a number of projectors which can be blended or separately run and there are some seats on the left and people can plug in their computers and use that space as they wish. Another important point is this is a public space so here is the entrance to the Science and Engineering Center and you can see the physics place by, the bottom level, first level of the Cube and it is very much a public space and it's very much a space that people see as they enter, and of course, we have a lot of visitors. We have about 12,000 a month. >>: Is that front to back, so that the on the other side, is that the large? >> Michael Docherty: On the other side is the large display, yes. So this is just showing that as you come in the door, you see it. People walk up to it and start touching and playing with it and of course going around is the reef. We named these spaces, zone one, two, three, four, five and six. Just out of interest, some details there. It's two stories high as you can see, 20 multitouch panels, ten on each side of the wedge space, large projectors, high lumens. They're 3-D capable although we don't have a project that uses them at the moment. For the virtual reef which is on this side we're using a 3-D game engine called Torque but we are moving over to the Unity pretty soon. It runs over multiple screens and we'll explain that in a moment. It interprets touches into that and is also info panel content which I'll show you. The audio, there is a big woofer system behind the wedge. There are ambient speakers hung about inside and there are also individual projectors under each panel so that you can localize sound when you touch the walls. Coming around, you get, this is in zones three and four; this is still on the bottom level. We've got 12 of these panels across the bottom. You can see the resolution there. We've got three projectors which blend across the top. We've got the loudspeakers and we've got RFID readers which allows you to come in and swipe your staff card and then you have access to putting your information up onto this display space, and I'll show you some of that. USB connectors under each panel which allows us to do anything else you want. Coming up to the top we call it zone five and zone six. Zone five has got the four panels, two speakers blended and the audio and they are RFID and on the other side it's the projector space. We designed specifically a range of different types of projection and display space to allow us to explore things, and so this upper level tends to be where we try out things or where students put up their projects. This is an old sketch that goes, as I said goes way back and I just thought I'd go through some of the tech that's around it. Essentially, we've got two panels and a CPU or a PC rather, per two panels, two CPUs, two graphic cards, a lot of capability and we can run each panel as a separate high definition space or a blended double space. You can see we've got a fair bit of storage there both in RAM and SSD as well as hard disk space so that local applications can have a blend of what's there and what's not there. Depending on what application we use, so for example, the reef has a dedicated server which keeps control of the state of the reef and it keeps track of where everything is and then sends that information back to the local processors for actual visualization and rendering. Some of the other applications we have there do things differently. They either have a local server or they are using the local PC as a server. As the diagram suggested, we've got across those spaces 54 high-definition displays. We have the GTX 680 cards which are fairly advanced for, they've probably got another year or so in those, and SLI across that in order to speed up processing. We went out to tender with this SGI Dell and HP and SGI were very keen and did a lot to make sure that they came up to our specifications. It's essentially a Windows box but running all of that kit there as you can see and using some fairly high-end graphics cards. One of the reasons for doing this is, again, for future tweaking so we can take out the 690 and put in the 790 when it's available and get all of the resources we need there. We try to keep it future proof and over spec as long as we can continue to fund that, so there's no limitation as to what you can do. We have a number of servers on a Win 7 but that seems to work. We've got a Linux server as backup there which is really just command and control. The Win 7 servers take care of the states of the system and also look after the projectors. 64 CPUs all up. Small supercomputer and it is possible to have all of them doing one thing at one time if you really wanted to do that through the Linux system. There's three independent networks there running across so we can have external things brought in such as Google Maps or WorldWide Telescope. We also have internal stuff which is the QUT network which is where we use the ability to bring up your own information from your own file system and we have a dedicated server just to handle the touch events running back and forth. We were a little concerned when we were designing this and by the time we got it together we were able to test it and we loaded the system up to its maximum and the data was showing .95 network use and we started to get a little bit worried and we overstressed it and it went up to 1.2 and we realized it was 1.2 percent, not .95 percent of the system, so we have not yet gotten anywhere as near 3 percent loaded in the network so there's plenty of room for more data and that's what we're trying to do is use this very large data. Quickly there, depending on the projects, I'll go through those in a moment. A bunch of kit there, of course, no JS’s coming to the fore. JavaScript is the thing we mostly use but there are some other tools there. Extempore is the language that one of our people, Andrew Sorensen wrote for the physics playroom and I'll talk about that some more, mainly to allow the physics to go on seamlessly but also for the networking and I'll talk about that when we show it. Another important point to make is it's not actually touch panels. It's infrared or computer vision. Those panels that you see are not responding to pressure or touch; they're actually responding to seeing you and we can calibrate that differently depending on the application and you could actually use it to pick up. You can pick up a body at about 30 centimeters or just over a foot, so you could use it to know that someone was standing in front of the screen and then do other things without people actually touching the screen. We haven't done that yet, but it is possible. Behind each of those panels are 32 infrared cameras. They track fingers and hands through image processing. We haven't yet got to any limit with that. The important thing is that is you can have multiple hands and that was what it was about, that kids, students, whatever, you can have two or three people or more on the same panel at the same time. To test the system we had it hammered at one hundred touch events per second for 14 hours and the systems were still running quite well. >>: [indiscernible] >> Michael Docherty: No. So these panels come from a Finnish company called Multi Taction. They have a branch here in the U.S. We were one of their first customers because this goes back a few years and the version that we got with the 32 cameras is the fourth version of the technology and with an ultrathin bevel which is just under two mils, so that you can stack them together. The first version of this when we first started playing with this had two cameras, then four then eight and then they jumped to 32. The reason you want so many cameras is for that blend area as your fingers move across a spot between cameras, so that it's seamless and accurate. It also allows for this public event because the panels themselves, the external screens are just plastic. It doesn't matter if you scratch them or they are damaged. They are very hard and they don't scratch at all easily, but it means they can be just replaced and put back and you're not paying a lot of money for that, so it's not touch which in a public space is important. They are very accurate and you can configure the sensitivity of where it picks up an image, so we can figure that it has to be just on that millimeter above the surface of the screen to register a touch event. >> [indiscernible] computed on the server touch [indiscernible]? >> Michael Docherty: Yes. We've got, one of the networks takes all of these touch events and depending on the application, so it registers the touch event, which is essentially just an xy, and depending on what your application wants to do with it. So you get the raw data and it goes to the touch server using TUIO protocols and then depending on your application we'll take that information do with it what you want to do for your application, so if you want to process that separately so the application is not trying to deal with all of that as well. If you've got a lot of redundant things, or people doing things that don't mean anything to your application, they are going to be essentially ignored, but the touch server is monitoring everything. So just talk about the applications, so the first one I'll talk about is the physics playroom. There is this link and these slides are available. So if you look at that vimeo, you will see this in action. I don't have time to show you now I don't think. That's Andrew standing there. You can see the scale of it. What's interesting is you got this 3-D world that's a nice scientific laboratory. This application shows the first 13 chapters of physics, university physics textbook. It's got everything from Newtonian physics through to fluid dynamics through optics through audio pulse generators and so on. It's all there. There are infrared panels that you can bring up across it to explain all of that. What you're seeing there is just gravity turned to one of the, Pluto I think, so all of the blocks start to flow. If you choose another planet, which is simply done on a MIDI glossary there, boom. They all drop to the ground. If you make them Saturn or something they are very heavy to move. On normal gravity you can touch one of those blocks. You can lift them up and you can build things, make blocks so the kids can do that, or interestingly, you can flick a block from one side to the other. Each two panels there are one PC and across the top are three projectors all run by a separate PC. That means when you pick up a block on the left and just lift it and flick it across, it will go all the way across to the other side so you could actually have a tennis game. What is interesting is it's running across a number of machines seamlessly, and one of the things that Andrew did was to write the software so that that could happen so the physics would be correct but also the networking. He does that through time synchronization, not through normal network synchronization pulses. Part of the reason he does it is because his earlier work was on music software, live performance, live coding and so this thing about timing was something that he's very much involved in. This is what his PhD was about. He teaches compiler design and admonishes students for not understanding what he's talking about. Fluid dynamics is there. They're a couple of portraits of famous people and you can fiddle around with that. There's also a fireplace and you can play with that and so on. The other project is called CubIT and this is about where you can come up and interact with your own information. You can swipe your staff card and it comes up with a little panel which is your file system if you like. You can have images, text, PowerPoint and videos in there. From the little panel that's sitting there in front of you you drag it off of your panel into, onto the screen space and then it is there for you to resize, to manipulate, to shift across. You can throw it across, move it across. You can take it over and put it on someone else's directory space and then it's transferred to them. You can also lift it up and put it to the top band of the touch panels there and then it automatically gets taken to the projector space and is projected. If it's a video it goes full-size and the audio comes up. If it's a PowerPoint, it goes into PowerPoint presentation mode and then you simply flick your hand against the touch panels and it will flick through each of the slides of the presentation. It's meant as you can see here. This is posted display from a conference we had there, so we used it a couple of times for conferences in the space and when people come in and when they register they get a temporary swipe card and their conference information is up there and the conference presentations are there. So instead of giving them a book or whatever, this is what we give them, so we've had some interest in that in a general sense. This is also a posted display of that conference. This application can go on any of the designs of the Cube just as any of the other projects can. In this case a number of people, again, I think the limitation is about 20 people at once can have their information up there. You just drag it onto the display space. You can resize. You can turn it, whatever. And again, if you flick it up it just goes up to the full projection. One of the other projects called the history wall or the data wall and this is a project of geo-located images. In this case we decided to play with the story of the flood in Brisbane some years ago, two and half years ago. A large part of Brisbane was flooded. This is something that's called the community wall because you can go to the website, upload your images, bit of moderation, and then they are geo-tagged and then they come up, so you can come into here go to your interested area, touch on the space and up will come your image that you put up. This is an opportunity for us to capture all of that information that thousands of people took images of during the flood and it is not lost. It becomes a public environment. What you are seeing here are a few explorations of that interface in terms of time and how we wanted to present the information. It also accepts video and various explorations. This is the account of it but you can't quite see that text. Because of the way this space is, and this is where we get into the questions of interaction, so with the reef, which I'll show you in a moment it's a seamless space. And in the physics playroom it's a seamless space between the touch panels and the projection. In this case it's not and with CubIT, it's not. If no one is there then this resides back to an image of the river running across the bottom. It's a long river. When you come up to each one of these panels and as you touch it in then becomes, it separates from the others and it becomes yours and you can change the scale and manipulate it and do whatever you like. As you walk away and after a minute of no activity it will just sink back in and blend in with the rest of the residing image. On all of these sort of display spaces you have this issue of what to do when there's one or five or ten people and when someone is close or not close to the screens, how do you deal with those different times and different environments. That's some of the questions we're trying to address with the WorldWide Telescope project. The virtual reef which is the large project that's in the inside the wedge which is the project that I was mostly involved with and as you can see it's got some sense of scale and when you are at the upper level looking down, because all of the species in here are built to actual scale, so when the whale comes in and it is a 12 meter whale and so on and you do get a sense of scale. It is the correct size. Mostly people interact at this level. Between the projection and the touch panels it's a seamless blend, so as it's, as a fish wanders across from the projection space into the touch space , there's no sense that they are not continuous. There are 54 fish species here. There are 17 different coral species. The fish species are all Ai with behaviors so the little fish run away from the big fish and so on. Despite us programming it, we weren't allowed to have the sharks eating things. It was decided that was inappropriate for some reason. The manta rays come in and do their dance that they do. They do a very graceful spiral dance they do to collect fish and so on and so we have that. A whale comes in, there's some calves, a mother and calf sort of activity. We've got a boat that comes in on the top and a diver comes off and so on. Most of these are fairly prescribed behaviors because there's nothing to make, the whales don't move out of the way for anybody and so on, but is all still Ai. Fairly good resolution as you get up closer. If you come in close and you touch one of the fish for more than half a second, you grab it. You collect it into your little space here. That image that you see in the middle you can rotate and flip around and so you can have a look at these things. If you touch the i at the bottom and then you get an information panel like this, which is a web Chrome browser and you can see the top right you can snap that onto your iPhone or your smart phone and it will take you to that website with that information and more information. This is how we connect with schools so they can connect into that and into that website and add information and do things to add to the curriculum. These info panels have got images of the fish. Some of them have videos and so on, so there's quite a lot that we can do there. This is the question of the near and far. So the far you're standing back and looking at this amazing reef. I mean we do have whale song and the whales come in and so on. Localize, when you are touching these things you get the audio feedback that you've done something and so on. But this question of when people are standing close they've got their own little environment and they can do their own information seeking and standing back see what it is. Our question is, what other 3-D worlds, what else would you do? With an environment like this you've got a problem when it's this sort of scale. What would you put up there? In the original project discussion there were five projects talked about. One was the virtual reef. Another was a desert landscape. It's big but has life at dusk and night so that was a consideration. We were going to do space, stars. We were going to do mountains and the snowy mountains scheme which is a large project in Australia will return to the coastal rivers back into the inland. And there was a prehistoric forest, the classic dinosaur exercise that was going to be developed. We ended up going with the virtual reef for various reasons, not unusually because it's also iconic of Australia and Queensland. We still have this question what else are we going to put out there. Luckily, we are working with you guys on the WorldWide Telescope. It seems to be an ideal project because you've already done all of the content for us. When we were developing the reef there's a lot of time and money spent making all those Ai creatures. They all had to be modeled. They all had to be rigged. They all had to be textured. They all had to be given behaviors. It took a lot of time as did the environment, all of the coral took a lot actual just physical building time. We've got this wonderful content. The issue is the interaction. So this is how it is for your web interface. The question becomes an obvious question is how do we get that up into that space where you've not only got interactions down at the bottom, but you've got this problem that you might have one person, five people, ten, 50 people. You've got school groups and so on, and how do you interact with this environment at the near or far scale. It's not appropriate for one person to be coming up and touching the panel and controlling all of this all of the time. How do you restrict that in some realistic way? So we have some ideas. The first one is called vanilla sky and what that will be is simply taking what you've already got there, top and bottom and putting it all down on the bottom. By putting it across those panels and giving those same sort of of icons there for choosing a tour or choosing a location, and running it all along the bottom. The difference is that when you touch one of those, it's selected. It will draw out and it's going to play, but someone else could touch another panel immediately afterwards and you can't have it switching between. So implementing what I've called a jukebox model which is they sync up, line up, so when you touch your panel it goes gray. Yes, it's going to be listed to go and it comes back with a number saying when it's coming up. Then we'll just run it through that sort of process. So that means the near and far interaction is you come up close, you stand back, you see what you want, you go there, you choose that. You're going to go to Mercury or whatever, and then you're going to step back and watch it. Yes. >>: That raises the question how [indiscernible] does your design process say like, I'd be interested to see if you actually do what you don't want to do, but you let people actually start a new thing like by touch like how do you, it would be interesting to see like if people create, can you get feedback from people that this is not acceptable if already something is happening, or do you actually force them not to do that and have the queue model? How much in the way that you design those things do you account for okay. We need to learn how people are going to interact with this and we need to change how they behave through all this. >> Michael Docherty: Interesting question. We could explore that. At the moment the model that is going to be implemented and is almost done is you simply come across, you choose one. You didn't raise it not to be chosen again for a moment and it synced up in a queued model, and that's what we're going with at the moment. It would be interesting to turn that off and see how people behave. I do think because we get school groups through, that no amount of -the moment you say don't everybody press everything at once that's exactly what they will do. We don't have a system that would respond actually if you -- I think. I'm not sure that if you click, click, click, click click, what does it do? Does it just take the last click? I'm not sure. >>: Yeah. It will jump from one to the other. Yeah. >> Michael Docherty: Yeah. So the queuing wouldn't be long because if you've got a lot of things queued up every time it zooms off to that location and then it would, so we have to explore that. How long do we let it do that? Do we let it sit at the location at the end of a choice for some moments? I think we have to experiment with that. We do have some ideas about what do you do when there's nobody particularly interacting with it. We have some slow tools running and things like that, so there's a whole lot to think about in terms of what you do when people are just standing back? I mean, do you have a planetary model? The next version, there's three stages of this. The first stage is what I call vanilla sky is this sort of idea and the jukebox queue of choices. The second one is called the solar sky which is similar to this, but it's because of our need to talk to students and it will have the solar system kind of locked in as your choices and across the bottom panels will be each of the planets, doubled up across the ten there, , ten there, although the two inner ones in the focus of the wedge would not be active because people can't really stand there. And the students are going to inquire about the planets and getting information of about them including the sun because it's part of their year 12, or K-12 curriculum and so we'll turn that on when the school groups are coming and if that's what they want. And the third area is the tours and that will be in a sense default to what's running anyway, but the choice would be for people to select one of the many tours that are already in there and as we've talked about today to actually evolve away where they could actually make their own tours. This would be an interesting exercise because it has to be done at the touch, simple gesture level so we've got to explore that and we've already come a long way today looking at how we can possibly do that. After that we're looking at gestures, so we're looking forward to getting the new Kinects where we can get the information we want because we want to explore not just one person standing back, but a bunch of people and have the idea that if half a dozen or more people will start doing a particular gesture the system is going to recognize that and then say now you can control it. So if you all sway your arms the right way, you know, the crowd surfing type thing, or the football crowd wave, then it will move. So I'm trying to make a bit of the game out of it but it requires cooperation and I think that will work well with the students. I hope it will. So that's where we are at the moment with this project. But really what it's trying to do is demonstrate the potential for this facility to look at this question of large-scale displays and also this question of large-scale data. The research we are doing, so we've got this wonderful kit, all of about $5 million worth. It's there to illustrate and to show off and to inspire people with science. We have some other projects like groundwater display, a project that is available there and so on. We've got the genome utilization projects and we've got a chemistry project, so there's lots of interesting visualizations of scientific knowledge and we also have a lot of high resolution images that people take of microbes and so on, the eyes of little beasties and so on and put them up there. So we have all this sort of stuff, but how do you get people to engage with it and be excited by it? With the reef, we will evolve to a point where people can do a little bit of experimentation themselves, play with a transect line, play with a microscope or a magnifying glass, try to do a little bit of what a real scientist would do and have the model where they can click and select the information and put under their own, open up their own bag and they can put samples in it and when they go home to the website they get it and they can play with it on their computer in the class, so there some ideas there about where you actually learn through discovery rather than through a more didactic process which we've got at the moment. I have to say that we went for the more didactic process because that's where the teachers wanted to go because they were safer with it. I can't get that off the screen. I can't get a cursor; that's the trouble. Nobody sees a cursor. >>: [indiscernible] >> Michael Docherty: Sorry? >>: Press return. >> Michael Docherty: Press return? Nope. I might have to escape out of that and there we go. There we go. It's all right. So the other question is having done all of these things and gotten that impressive kit, impressive applications and the WorldWide Telescope is going to be a great one as well, what else do we do with it? The question that we're looking at is what visualization process would be the most useful for displaying large amounts of data in a way that allows meaningful discoveries. With the genome project we've got a lot of, there are some tools there such as BLAST and TrimDif [phonetic] which allow you to visualize genomic data, but the people that use this sort of stuff are used to looking at fairly bland ways of looking at data and utilizing data is the real core of the problem because we've got so much of it. We're drowning in it. We've got to be able to visualize it in ways that make sense to humans. Get the computer to do what it does well and let us do what we can do which is to see patterns and connections and networks. So, this is what we're trying to do with the project. These are the research questions that we are considering. We've got a number of students, PhD students mostly looking at some of these questions and we hope to develop these connections with you guys as we can. That's really my talk. Are there any more questions? [applause] >>: I'm sorry for showing up a little bit late. Maybe you already covered this but I have a couple of questions. Are you using the commercial [indiscernible] engine to operate some of these things or are you rolling your own? >> Michael Docherty: Further virtual reef we use the Torque 3-D engine to start with. We are evolving all of those assets over to Unity because it's more flexible for what we want to do. It also makes it more accessible for the students because all of the students can do stuff with Unity, but not with Torque. The physics playroom is the other 3-D world. Andrew Rowe designed the 3-D visualization. I imagine it's a bit of code that is available and pretty simple these days, so that one wasn't commercial. I mean the Extempore will be made available. I think it is through the Australian National University where he did his PhD, but it's probably not easily accessible because I'm sure he hasn't documented it. >>: The other question that I had is there, some of the visualizations are inherently 3-D. In other words they have a perspective, so that implies that you probably have a sweet spot. How big is your sweet spot and do people complain about it? >> Michael Docherty: I skipped over that one a little bit. You are absolutely right. For the reef we have this problem where you can't just have one viewpoint because it's not going to look right when you move around and we did spend a lot of time playing with exactly that problem. The way the reef works is that you've got one state of that 3-D world which is on the server and it keeps track of where everything is and what they are doing and it sends, and the touch information goes through to it and then it sends it all back to the individual PC that's running either a pair of, two screens or one of the projectors. Then it is locally rendered. The information is then locally rendered. As the fish swims from one panel to the other it's literally going from one computer to the other or into the projection space and back out again. In order to do that, one of the reasons we used Torque in the beginning was because we needed to be able to manipulate the code as open source. So each one of those two panels, each one of those projectors is a portal into that particular part of that 3-D world and it's all blended. We've got very saddled variations in the viewport of each one of those portals so that when you are there you don't feel that the perspective is wrong. You actually feel when you walk around that space that you are just looking into this world, this reef through a big glass panel. But yes, it was an interesting question as to how to do that. >>: [indiscernible] you can only assume that there is a certain perspective there. >> Michael Docherty: Well we send the information to the projector from the state machine which is keeping track of the whole 3-D world and we change the viewport that goes to each of them just subtly so that the net result to you as you are standing there it looks okay. If we had just one vision point and sent it out and we generated the 3-D world from that and then gave each piece of that to all of the projectors, you actually get a sense sometimes that things are not quite right, so we actually adjust those viewpoints, spread them out a little bit. >>: Did you have to go [indiscernible] yourself to build [indiscernible] >> Michael Docherty: But there is multiple viewports, camera positions if you like. >>: Do they align with the projector or sort of in between? >> Michael Docherty: The highest projector’s viewport is a little bit below it so then when you are looking up at it it looks right, particularly because you've got movement. If it was static it would be easy, but when the whales come in because they are very big, some fish or the whale shark comes in they are very large and so… >>: Just [indiscernible] if you are going to have the thing going from one screen to the other screen and if they are aligning, if they are aligned, then you are assuming a certain perspective. These are perspective renderings I presume. >> Michael Docherty: Yep. >>: You're rendering perspective. That enforces that you have one viewpoint, so you have to have, you have to pick somewhere in the room, in your environment, you have to pick a location where this scene is rendered from. I understand that the whole distribution of it, but where, I mean logically you are kind of taking it in the middle, I guess, which would also mean that anywhere other than that location is going to be slightly off and more slightly off the further you are from that particular point. >> Michael Docherty: Like I said, core server that's holding, the state that it's holding doesn't do any rendering. What it does know is where all of the fish are and it sends that information to each PC which then does its rendering of that particular 3-D world or that particular window into it. >>: Sure. >> Michael Docherty: So we… >>: But from what perspective? I guess what I'm asking is for perspective. Maybe we can dig into this later. >> Michael Docherty: Yeah, but it is slightly different each time, just slightly. It's not all rendered, because it's all different machines we don't have to actually render it from one viewpoint. Each machine is doing its own, so there's 14 different versions. >>: But the whale is coming from one end needs to exactly connect to the whale running through the other one. Then, they need to have a shared viewpoint between the two or very close viewpoint. >> Michael Docherty: They have a shared state but as they move between the viewport is only subtly different and it looks perfectly natural. >>: Because of the bezel? >>: Only if they are really, really close by. >> Michael Docherty: Yeah, they are. >>: You can't have a viewpoint on one side of the room… >> Michael Docherty: No, no nothing like that. >>: If closer they are going to look… >> Michael Docherty: No, no nothing that major. It's very small, they span of about a meter in real terms if you are standing back. >>: Right. And I'm asking where is that one meter? Where is that point? >> Michael Docherty: It's about a midway back, but we basically spread things out a little bit so that when you are standing… >>: I think the question is, when you are standing, are you talking about the actual panels at this point or actually the large displays, so the projected ones? >> Michael Docherty: They all have, each PC sends off its view of the world. The image is blended, but its view of the world is not taken from exactly the same camera point for each PC. It's spread out a little bit, about a meter in real terms. >>: If you look at the whale there will be a sweet spot somewhere where it looks great, but when you get closer to the screen you physically have to move back to have the right perspective because of that. >>: If you go back to the image of the reef, where's a big one. >> Michael Docherty: Trust me; it's magic. There is a side view and there's looking there. That's looking down. I have never noticed any odd sense that is out of perspective. That one is there. We did experiment with it a lot and one of the programmers he spent an awful lot of time and an awful lot of argument with me about this just sort of that basically. >>: You might actually see a phenomenon here which is really interesting is that the theme that you have here has a immense amount of blur from anywhere that's not really in the screen space, so as soon as you are depicting something that is more than a meter or a couple of meters in virtual space behind the screen, it's already so blurred because it's water. You have the water. >> Michael Docherty: Yes. That's right. >>: So therefore, your approach, applying here to the reef is not going to work for the stars, for example. >> Michael Docherty: No. >>: And there you will see this problem much, much more than you have here at the reef which is basically blurring everything that is not really right in front of you. >> Michael Docherty: Like I said, with the WorldWide Telescope, we experimented with this and we all put it up in that space and as far as we can tell without any tricks other than the projector blending, it looks fine. What we're really doing there is putting the normal one window across the four projectors above. In the testing we've done on it, it seems to look fine. Maybe it's just the scale. Even when we've zoomed into the planets and we've done, we've got Earth in the middle there and sort of looked at that and zoomed in, it seems to be fine. >>: With the stars it's going to be okay because it's really like a 2-D bits. It's the 3-D part that we're building. >> Michael Docherty: It will be interesting to see. >>: What we should be noticing is that when you're not standing in the sweet spot and you have a big planet that actually look circular, it will not be a circle. It will basically be an egg shaped thing, ellipsoid, something. It has to be perspective wise if you render something from a particular perspective… >> Michael Docherty: Like I said, in the case of the WorldWide Telescope we are not rendering it; you are. It's coming directly from… >>: Fair enough. But the experience, I guess is what I'm trying to say… >> Michael Docherty: That is an interesting problem. We, at this stage have tested it in that space and put it up and had the planet in the middle, you know, where the edge is because we are concerned about that look, and so far it seems okay. We've still got to do a bit more, maybe it's the scale, but it looks okay. I think the important thing is that nobody seems to mind, in particular, with the stars it doesn't matter, but the planets we can play with a bit more and see how it looks, yeah. >>: What's interesting was the reef [indiscernible] multiscale, what's playing really well is how you can have big space on top and the small space on the bottom and you can get all of the details in the small space and all of the interaction in the small space. I'd actually be curious how you can interact with whale to get information on the whale. That's another question. I think it's really plays well and I wonder with the WorldWide Telescope that your examples actually played that well with being able to have an information space that has a lot of density, a lot of detail on the bottom and you can play on the idea of the scale on top. It seems like that. >> Michael Docherty: That's something interesting to explore. We've got this as I said the near and far experience, so with the WorldWide Telescope we want to keep it as reasonably far as possible because that's what you want to look at. But when you come near we haven't yet decided with the solar sky we are going to get people local information and they'll do stuff there and then it'll be just like a really big screen in front of you and up there will just be a tour running or something. >>: [indiscernible] outline of the planet, say of Earth, looking out and people can track with Earth and respective to the rest of the worlds and you could play on that idea, you know, you are looking at something close and you have a vision of something essentially far. In some way you are you doing here. >> Michael Docherty: I think, what we've done, the testing we've done and we've also done the NASA moon landing and they got all that video and we had that running one afternoon and that also looked fine. It was great at that scale. Essentially, you've got a cinema problem, except then you've got this blended thing in the middle. We were concerned even with the reef that when the whale swims across that blend, so what we done is make the behavior so that it doesn't [laughter], but the whale shark despite things sometimes go across the middle, but nobody seems to notice, because it's not actually 90 degrees, I should say; it's 110 slightly up and down. It seems to be all right. We did experiment with what's called anamorphic projection where you can flatten, so you project into that corner and we did develop this with some honor students. You project into that three plane there and it reads as if it's a flat plane. We did do that, but then we found that we didn't really need to. In fact, it had an odd effect on the reef because it made it just look brown oddly enough when you flattened it, because as you say, it's all water and you are fading off into the distance anyway with water. Then when you flatten it, it just looked odd. >>: I also wonder sometimes if we get more critical about those issues then sometimes the general public does, right? I find that sometimes even when we do some of the WWT stuff in the projection where we notice all of the little cracks and everything. And they don't see it. >>: The reason I asked question is because I've found for a lot of these experiences in the sweet spot, there's always a sweet spot, but it seems that it's fairly large and the public is very forgiving. I think we benefit from years of being trained, for instance, the cinema seeing movies off axis. Our brains are perfectly fine to it and you don't really notice it after a while, so I think the same phenomenon probably goes in these experiences. They are fundamentally wrong, but they are believable enough. >> Michael Docherty: I think you are right. Despite all of the fiddling we did and all the subtle variations it probably made no difference. We didn't actually do any real experimentation where we tested it other than we did it by eye in our development lab which wasn't that scale when we did it. We had four panels and then we had eight and we played with it and we made some decisions, but you are probably right. It probably makes no difference at all. It's very forgiving in that environment, as you say. And also the nature of this, the reef is not, you don't have strong perspective lines of like a building or a city streetscape or something, so it's probably much less forgiving, much more forgiving. And also, you're right; even if it looked odd people would still forgive you. It's like when you take a photograph and buildings lean in, that effective perspective, we suspend disbelief. We accept that the buildings aren't really leaning in. We just take it for granted because we have spent so much of our life just looking at those sorts of images these days. >>: It might have an impact on some of the stated goals that you have set if you are actually looking at the data set where lines matter, connections matter. When looking at patterns and things like that all of this perspective stuff starts to come back in because then you are basically fooling people and they have to be standing in the sweet spot. We created a bunch of these things like the telescope in the dome and once we started showing link graphs and started doing information [indiscernible] and where the nodes and the stretch lines are there and the connections between the stuff that's here and there, I think people in your setup will -- unless you keep it all planer, I think it's going to be very difficult to, not as easy as some things. >> Michael Docherty: I'm sure you're right. The model we've just dealt with his big open space. >>: You picked a very good scene for this point. This is a great scene for this. >> Michael Docherty: That's right and I think the telescope will be fine too and we are doing stuff which is turning around the telescope and coming back to earth and then blending when we get closer with this laser distance and that lighter data that we got from the military for looking at remote areas and so on. Again, the scale of that perspective doesn't seem to matter too much. I think once you got straight lines you do get a problem. >>: Attempting to see if you try to use the Kinect to try to see where the groups are and if there is one major group and you are just slightly [indiscernible] point of view [indiscernible] the projector can adjust to where people are. >> Michael Docherty: This is something we might explore. We have gotten laser detectors sitting in the middle of the wedge, in the two wedges and then back out on to the stair. We don't particularly use them, but we can detect that there is someone there and how many. We haven't done anything with that yet but it is there. I haven't come up with a reason to use it, but maybe with the Kinect movement of things and knowing that there are five or six or ten people then we can perhaps start to do things. I'm keen to make that space in there sort of in front of it active space, but I don't know how to do it. >>: Do you have a strongly onboard system, the sweet spot, right? People will tend to actually go there if there's a [indiscernible] the action as well by [indiscernible] >> Michael Docherty: If we get the laser strong enough we can have it so when they move out they will get shut down. It's the gamer in me, you know. >>: I missed in the beginning you said [indiscernible] do you mind sharing some of the details on how many people work on this and how much did this whole thing cost? >> Michael Docherty: Like I said, the physical kit cost about $5 million. With people it came closer to seven. There was a lot of discussion two years out. We opened at the beginning of this year. It was extended in October of last year and then we did all of this testing and further development and my team worked in the new building before it was sort of officially open. They made room for us, getting all the networking going and all of the rest of it. There's a network room above which has got all the machines in it, you know, the double cold thing, lots of cables running everywhere. You can go in behind. This is a walk space about shoulder width that you can go in behind because you have to get to all sorts of things. For the reef I had six people, so two C coders. There were two animators, modelers and a couple of people who were specialists on the reef and fish ecology and so on and there was someone whose job was to make sure that we coordinated with the research people and the museum people got there occasionally and they vetted what we did. You know, those fish don't bend in the middle. They bend at the tail, all of this sort of stuff so we would get all of the behaviors correct. We had external collaborators and we had those teams. About a dozen of the species were outsourced initially to China, came back and then we spent some time fixing them up and adding more stuff and so on. We were hoping to get a lot of this, either buy them in or have them premade but that didn't work out so well because some of the stuff we got back was not good enough for what we needed and so on. Plus we had to put all the Ai in the behaviors and so doing the model was only half of the job. With the physics playroom, there were essentially two people on that. There was Andrew who spends his entire life standing up his computer coding and one of his doctoral students from [indiscernible] National University helping him. There was an energy project called E Coss [phonetic] which I didn't show which looks at the energy of the building and has live feeds and whatever. There was about four people on that. The history wall project had initially myself and two interns from Singapore and then we had two other coders on it and eventually just one. And I had a video specialist guy. >>: [indiscernible] the reef you said that six people. Did that include, did you start from having kind of a distributed display figured out or did that include all of the infrastructure of the [indiscernible] blending and all of that? >> Michael Docherty: When we started it was literally a screen. Let's make this 3-D world a virtual reef and then as we got the kit, as we got the early versions of the panels, we had them set up in the development space and we sort of put it across a space like that at that high to see what it look like but we didn't have the projectors and then we got some projectors and there's a whole lot of that. And there certainly was a point where we were waiting for the whole thing to be built and there was this moment of is it going to look all right because we didn't know what it would look like at that scale and whether that corner would be a problem, whether those resolutions would be a problem and so on. So yeah, that was a bit of hit and miss along the way. It was fairly iterative. A lot of the work was just getting, putting more species into the environment, getting the behaviors working. You wouldn't have noticed it, but oddly at the end of the day most of the fish are distributed everywhere because everybody is touching the things and doing things and that causes them to flee or to do something else and by the end of the day they are just out of their zones. Those little clown fishes are supposed to be near the anemone; that's where they start, but so it's an interesting effect of people if you allow interacting with this huge aquarium that the fish just almost evenly distribute which causes a problem because if the sharks come through, then they all run away again. It's odd and we have zones where fish would normally live and stay, but then they end up being pushed out of that and so there's some odd things that we could tweak in terms of what really happens, but yeah. It was a fairly iterative process, but a lot of it was just about getting the content up, getting the coral in and rendered was a big issue because it just takes so much grunt to get all those tiny little -- I mean we had to experiment with how much detail we needed and all of that usual things for a graphical display. >>: How long did it take? >> Michael Docherty: About 18 months for the reef. Some of the other projects took less time. The data wall took maybe about six months. And a lot of that was the interaction issues and then until we had the kit configured we didn't know how much we could do, so there was still some evolution there even as we opened, and so on. But the reef was the main opening event and says it was a lot of effort to make sure that worked, and so a lot of tension and [laughter] concern. >>: Also there’s projections on the backside, so they also have spaces on the back. >> Michael Docherty: Let me see. >>: So they have the big one, the wedge and then. >> Michael Docherty: There's the wedge, but then there's the other side walls. That's on one of the walls, the physics space. Were you here for that? Actually, computer image, a computer, so you walk in the door and that's what you see at the beginning of it and around the other side is the reef. It's a very public space and it runs, it seems pretty seamless. It's been running all of this time without any fault. Occasionally a panel, we've had to recalibrate the panels a couple of times and there's been some firmware updates to the panels and such, but they do that [indiscernible] so it's running from 9 AM until 6 PM usually and we have to keep it running from 10 until 4 because that's when the school groups come in, visitors whatever. The Vice Chancellor loves taking international people through here. >>: I also wondered about the one where you've got the multiple displays for anyone to connect to. Was it that one? >> Michael Docherty: That one. There's projectors there that you can connect to and this one as well, but there's a bit of set up through the Cube team, because you need to get it through to the server to come back onto the screens, so this is where some of my students tried some of their games if they have a game that makes sense in this environment. This one doesn't require permission, although, we try to vet it as much as possible. >>: Sorry I missed that one. >> Michael Docherty: That's on the upper level so it is the wedge, two story and then both sides and then both sides. On the bottom it's standard and above we've got that and then on the other wall we've just got projectors blended. Just to the left of that image are these bench seats, Cube seats and people sit there all day. This whole space I should say is really inhabited by students. It's just full. My son goes to the University and complains if he doesn't get there by 9 in the morning he can't find anywhere to sit and work. It's a really good public space and students love it. You can see them sitting there in the spaces. They just, this was a recent one. There's not too many, but there's always students around. >>: What will become of this when you run out of funding? >> Michael Docherty: I don't think we'll ever run out of funding for just keeping it ticking over because it's the Vice Chancellor’s project and it's got so much interest, so it will always be a bit of an icon. The issue is the resources to put new content on which is always undervalued and under resourced and everyone complains that the kit cost $5 million but for all of the content that you got for 1.5 million dollars and I was just absconded from my faculty, so there was a lot of embedded costs there that no one added up. We had my 16 were all separately contractors for that period and paid. >>: There is nothing more heartbreaking than seeing someone [indiscernible] awesome ten years ago [indiscernible] >> Michael Docherty: Like the information environments program, yeah. >>: Especially interactively, things you go to the museum and, you know, you can tell it used to be awesome but it's been sort of left there in decay. >> Michael Docherty: Interestingly, the Queensland Museum has this reef project running just as a projection which has 1/5 of that area on a wall and an iPad as a bit of a control, so, you know, it could be in other places if you had some interaction. And it's just got one server running it, one image on the wall, one projection. But I doubt it will ever be like, I mean, who knows ten years away, but right now it will continue to be maintained at the very least. Just replacing the projector globes, you know, that's, so there will be an evolution into full LED projectors and things like that when they can get them bright enough and so on. For the moment there's a team of three whose job it is technically just to keep it running and they are contracted. >>: And then the other one was your interaction where you can login through your swipes, you didn't show actually what you would see, but is it just limited to those types of documents? >> Michael Docherty: At the moment, so it's called CubIT and you can and you can look it up. You might not get access if you are not a QUT staff member but, because of the things about [indiscernible] and stuff, but if you are or a student then you have your own space you can upload. It's like Dropbox essentially and in fact there is a connection to Dropbox [indiscernible] server, University [indiscernible]. The software will run a text file, PDF, PPT and.MOV, or MP3, so yeah. But there's an intention to do other things. There's also an ongoing project which is to get that same software into all of our lecture theaters, so I could come up here with this touch panel and swipe and which I think is why not? In fact, that's why I got involved with the project because I was pushing that for some time because this exercise seems a bit utterly primitive. Literally, you should be able to bring it up; I'd like that. These are all touch panels. We have the same in all of our lecture theaters. You touch them to control the thing, but that seems a bit primitive and why not actually have that CubIT exercise and I can pull out the PPT and I can swipe this and I don't have to carry this between lectures. >>: The future as well, I mean people have [indiscernible] so you go back to the reef experiment. Like engaging students more in an active problem-solving and inference maintaining [indiscernible] >> Michael Docherty: I'm involved in another project called the chemistry world and that is, again, University of Chemistry, but there is a design where at each of the individual panels I can be doing some chemistry and it's at one stage an industrial process and then I can bring it over into the next person who is going to do their bits of it and so on. We've got some ideas about how you can actually engender more understanding and by simply chemistry tutorials in that sort of realistic, as if you've got a chemistry bench sort of thing. You pull things over and you touch things and you mix things and whatever, and you see the molecules above and so on. That's ongoing. That's almost, it's being prototyped and vetted and we are just waiting to develop that one. So that will be there soon as well. The interesting thing about all of that is the three technicians who run it and make sure everything is working and the panel switches off and they switch it on again, that sort of thing, and if that the calibration is done, but all of those apps we've got on a pad and they are sometimes just sitting there and they touch things with the Vice Chancellor there and it just shuts down everything and brings up the next thing. The reef takes about two minutes to load up and for all of those things to happen, so we had to write an app that brings these curtains across and pulls them back again so when the Vice Chancellor is there he doesn't see all that computer speak zipping up on the screen. But literally, we can switch any app to any design of this iPad app and the technicians are there doing it and testing it, so they go downstairs and they do it. That was one of the things we had to do, the whole command-and-control and we've got one server whose job is just doing that. >>: [indiscernible] to be on the telescope is there any Microsoft dialogue happening [indiscernible] Australia [indiscernible] large-screen people? >> Michael Docherty: A little bit. Mostly we've gone directly to you guys here, but there's been a little bit through John Warren. He affected the initial introductions and he works with one of my colleagues Paul Rowe who does the Microsoft e Research Center for us, so yeah. >>: But not like Jeff [indiscernible] >> Michael Docherty: No. Basically this, I don't know where this came from, but one day my Dean says Michael, I need you to do this and then Paul said and I'll introduce you to John who is going to get you connected to these people and then you've got to go and see them, and so that's what I'm doing [laughter]. But it's an exciting project because I really am interested in exploring these interaction ideas and this content is going to let me do some of that. We've got the team, so we've got the research visualization team and there's four people in that. Three of them are top code people, so we got a team of people and we've got some more money if we need to bring in a C person or something like that. >>: [indiscernible] it will really be interesting to see if you can use that technology [indiscernible] that far away [indiscernible] >> Michael Docherty: I'm interested in exploring all of the levels of interaction. All of the space down here, it would be great if I could use that in some way. We did do some, there is an app I got one of my students to do which allows you to touch you find and it interacts there. We just never released it. It would be great to explore some of these ideas, these interaction things. >>: If you get the chance, I don't know if you are familiar with the [indiscernible] project, the University California Santa Barbara? It's a four-story humongous, it looks like the thing from the X-Men, four-story humongous spherical display with I think 18 4K projectors including all sorts of weird, and by weird I mean awesome spatial acoustic audio. The sphere itself is translucent material with little holes and so the audio carries very well. They have lots of spatial [indiscernible]. They're going [indiscernible] large-scale, large immersive kind of experience visualizations with that. >> Michael Docherty: That is interesting. What do we do with these spaces? >>: They have the same question there, the same problem. And so you guys might have a lot of stuff to talk about. >> Michael Docherty: And how legitimate is it? I mean, you can do all of these things but then you don't really test whether it's a good or a bad thing. It's just how it is. There's a push between kind of the PR and, the interaction and design, this is about a third of what I had on the table to start with. We didn't go a lot of the ways I wanted to go, with this, just for a whole lot of reasons. So there's lots more we could do with this even as it is, and I don't think we really understand large-scale touch interaction even with the tables. Remind me, you can get a couple of people, but it's got to evolve. Now we don't think twice about using a pad or a surface, but three years ago it just wasn't there. So I think, we use new technology in old ways until we get used to it, so still waiting to see. To some extent, what we're doing with this technology is almost trivial, but it wasn't set up to be a research thing. We do have a research center a couple of floors above this where we've got four of those like that and then another four the other way. We've got a 3-D planar system. We've got a gesture g-speak system. We've got a bunch of things in there where we do our research and we've got Masters and PhD students doing projects and that's where they do it and if it gets to a point where it needs this scale, then we can put it up here. So we are trying to get, I mean I did for a while have one of those screens in front of me and here is my keyboard. And that was my monitor, just to see what that meant for you, for the way you behaved. I only had it for a few months, but it just changes how you think about the data that you are using because it's like this digital desktop and you just stop using the keyboard and it is a bit overwhelming. >>: [indiscernible] it's not well supporting [indiscernible] >> Michael Docherty: Not really. >>: [indiscernible] >> Michael Docherty: Cheers. So we are probably done, are we? >>: We're done. >> Michael Docherty: Good.