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TeleMurals
Telemurals is an audio-video
connection where a communication space is created by breaking
apart the pixels and speach of the participants at each end and
reassembling them abstractly. The initial setup is straightforward.
Two disjoint spaces are connected with an audio-video wall. Video
and audio from each space is captured. The two images are then
rendered, blended together, and projected onto the wall of their
respective space. The difference between Telemurals and traditional
media space connections are the image and audio transformations
that evolve as people communicate through the system and the
blending of the participating spaces.
Participation is required for
this communication space to work. To reinforce a sense of involvement,
we provide the system with some intelligence to modify its space
according to certain movements and speech inflections. First,
the image is rendered non-photorealstically. Second, words spoken
in both spaces are captured, converted to text, and rendered
on the screen in blocks left to fade away over time. The immediate
feedback of seeing ones spoken word alter the window lets
them know they are adding to and affecting the shared environent.
More complicated image manipulations are affected by changes
in pitch and volume of the voice.
Much research has been conducted
on the benefits and limitations of adding video to an audio communication
channel. One of our goals here is to see how using non-photoreastic
images influences conversation. Adding video to a communication
channel improves the capacity for showing understanding, attention,
forecasting responses, and expressing attitudes. A simple nodding
of the head can express agreement or disagreement in a conversation.
Gestures can convey concepts that arent easily expressed
in words; they can express non-rational emotions, non-verbal
experiences.
Yet these cues are not always
properly transmitted. There may be dropped frames, audio glitches.
Lack of synchronicity between image and audio can influence perceptions
and trust of the speaker at the other end. Other challenges include
equipment placement. For example camera placement has long been
a reason for ambiguous eye gaze in audio-video links. A large
camera offset gives the impression that the person you are speaking
to is constantly looking elsewhere.
With Telemurals, we are creating
an environment where rendered video maintains subtle cues of
expression such as posture and hand motion, yet also enhances
other cues. For example, changes in voice volume and pitch may
be represented in the graphics of the rendered video. Audio conveys
the speach inflections in conversation by altering parameters
of the rendering. By adding another layer of abstraction into
the video stream, we can enhance cues in a manner that is not
possible in straight video streams.
Abstracting the faces is of big
concern in the rendering. It builds on the intrigue of how one
would appear if transplanted into this filtered space. Caricature
and cartooning are such types of abstractions. There are elements
of curiousity, humor, and surprise when seeing a caricature yet
there is enough resemblance to make a personal connection.
Figure 1. (left) Scott McCloud describes cartooning as a
form of amplification through simplification. (right) Snapshot
from the movie Waking Life. The rendering stylses varied throughout
the movie; they varied to reflect changes is intensity and content.
The creation of an abstract environment
in Telemurals has some similarities to virtual spaces in online
worlds. Examples of fantasy environments for conversation can
already be seen in online graphical communities. One essentially
puts on a mask and enters an electronic communication space.
This element of mediation removes many of the social barriers
by allowing one to safely enter a stimulating world. Just as
this lack of concrete identity may aid in suddenly and continually
confronting new people in virtual environments, it may help in
our physical-virtual hybrid. It has the added benefit of mitigating
the perception of offset eye gaze and the effects of unsynchronized
audio and video.

Figure 2. Snapshot from Avaterra online community:
people communicate as avatars in this fantastical world.
In this project, the abstraction
of person, setting , and feedback provide the social catalyst
for the experience. This new wall created by filtering creates
an ice-breaker, a common ground for interaction, and a object
for experimentation. How will one communicate in this abstracted
space? How will their behavior affect their appearance and the
appearance of the setting? How different is communication using
photorealistic vs. non-photorealistic video? The goal here is
to create a new styles of movement and speach interaction by
providing a common language across the two spaces.
The first Tele-mural installation
will connect two MIT graduate dormitories, Ashdown and Sidney-Pacific.
The Tele-mural in Ashdown is located in the lower level in the
common reacreation room. In Sidney-Pacific, the Tele-mural will
be placed near the main entrance. This connection came about
as the under-construction Sidney-Pacific dormitory committee
was looking to put public art in its public areas and create
spaces to encourage students to gather. Ashdown, the oldest graduate
dormitory on campus was similarly undergoing renovations to create
public spaces for social gatherings and the two dormitories were
open to the idea of linking the older dormitory to the newer
one. The sites within the dorms were chosen because they have
high levels of traffic, are openly public , and because a large
video wall aesthetically blends into the space.

Current Implementations
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