Title: Teleimmersion
1Teleimmersion
2Overview
- Introduction what is teleimmersion?
- Teleimmiersion and the grid
- Application of teleimmersion
- Teleimmersion technologies
- Teleimmersion performance requirements
3Definitions of Teleimmersion
- networked/distributed/collaborative virtual
environments - teleimmersive applications enable the
interaction between geographically remote
participants within a shared, three-dimensional
space. - - Watsen Zyda
4Definitions (cont)
- The term Tele-immersion was first used as the
title of a workshop to bring together
researchers in distributed computing,
collaboration, virtual reality and networking - - Jason Leigh
5Definitions (cont)
- teleimmersion is a broad multidisciplinary
research area that includes all aspects of
computer science, virtual reality, virtual
worlds, teleoperation and telepresence. A variety
of network elements are required to scale up
virtual environments to arbitrary sizes,
simultaneously connecting thousands of
interacting players and all kinds of information
objects - - Brutzman, Macedonia Zyda
6Definitions (cont)
- The ultimate synthesis of networking and media
technologies - - Smith Weingarten
7Definitions (cont)
- Merging Virtual Reality with Collaboration
Technology - -- Rick Stevens
8Definitions (cont)
- a notion of some underlying virtual world
- a visual (usually 3D) representation of the
world, possibly augmented with audio and - haptic representations
- multiple participants in the world, aware of one
another - interactions between participants, directed to
some (possibly frivolous) end - --Sam Taylor
9Virtual Reality
- Concept immersing the user in
- a computer generated world that
- provides suspension of disbelief
- (i.e. transports the user into the world).
- Immersive high-resolution real-time stereo
graphics - Point of view rendering
- High-quality (spatialized or surround) audio
- Haptics (touch and force feedback)
- Basis for creating shared work spaces
10Examples of Teleimmersion
- scientific visualisation - big data, big compute
- cooperative design - architects and CAD
- education - distance learning, outreach
- entertainment - multi-player games
- military - training and simulation
11Teleimmersion and the grid
- Symbiotic relationship
- A key is bandwidth latency ,jitter of network
- Integration of computer and data base
- Judgment how far we are from pervasive use of
teleimmersion
12Application of teleimmersion
13Teleimmersion application classes
- Interactive scientific visualization
- Education, training, and scenario simulation
- Art and entertainment
- Industrial design, architectural, evaluation
- Interactive scientific visualization
- Education, training, and scenario simulation
- Art and entertainment
- Industrial design, architectural, evaluation
14Teleimmersion application classes (cont)
- Information visualization and data mining
- Telecollaboration environments and human factors
- Telepresence for exploration, construction, and
recreation
15Tele-immersion case study
16Teleimmertion technologies
- Information visualization and data mining
- Telecollaboration environments and human factors
- Telepresence for exploration, construction, and
recreation
- Projection based system
- CAVE( Cave Automatic Virtual Environment )
- ImmerDesk
- PowerWall
- Monitor based system
- Head-mounted displays( HMDs)
- Binocular Omni-Orientation Monitors( BOOMs)
17Teleimmertion technologies (cont)
personal Information infrastructure
CAVE
Desktop collaborative environment
PowerWall
ImmersaDesk
Individuals
Work groups
collaborations
Institutions
18Teleimmertion technologies (cont)
19CAVE
- Multi-person, room-sized, high-resolution, 3D
video and audio environment - Graphics are rear-projected in stereo onto three
walls and the floor and are viewed with stereo
glasses
20CAVE Capability
- A user is presented with dynamically moving
stereo full-color at multi-thousand-pixel
horizontal resolution on the walls and floor. - The primary users position is tracked so that
the correct perspective view is generated in real
time - The primary user can navigate with variety of
intuitive navigational devices currently under
test and construction.
21Immersive Virtual Environment
Audio Synthesizer
User Environment head- mounted display
or projection display system
Virtual Environment Generator
Audio Localizer
commands
Speech Recognizer
Display Electronics
graphics
eye position
Head/Eye/Hand Tracking Electronics
head position
hand position
Haptic/Tactile kinaesthetics system
22Teleimmersion performance requirements
- Teleimmersion data flows
- VR lag and communications performance
- Performance requirement
23Teleimmersion data flow
- Control
- Text
- Audio
- Video
- Tracking
- Data base
- Simulation
- Haptics
- Rendering
Synchronization of events
Tele-immersion management
24Type of flow in collaborative virtual reality
25VR lag and communication performance
- Caused by Rendering, display, tracking,
simulation, communication, synchronization - Communications latency source
- Transmission
- Bandwidth
- Switching or routing
- Contention
- Protocol
- Asynchronous teleimmersion model
26Performance requirement
- Bandwidth requirement
- Latency
- Reliability
- Multicast
27Bandwidth requirements
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29Further reading
- For more information on the topics covered in
this chapter, see www.mkp.com/grids also
following references - Kalawskys reference text on virtual environments
is comprehensive - Two national research council reports discuss
open research topics in environments and user
interfaces - Burdea provides a comprehensive survey of
haptics, and Minsky a wonderful haptices
bibiography - Matlin and Foley survey human sensory and
perception systems, from which many of the
requirments of teleimmersive and virtual
environment derive