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Teleimmersion. Fazel Fakhrieh. Overview. Introduction: what is teleimmersion? Teleimmiersion and the grid Application of teleimmersion Teleimmersion technologies Teleimmersion performance requirements. Definitions of Teleimmersion.

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Teleimmersion l.jpg

Teleimmersion

Fazel Fakhrieh


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Overview

  • Introduction: what is teleimmersion?

  • Teleimmiersion and the grid

  • Application of teleimmersion

  • Teleimmersion technologies

  • Teleimmersion performance requirements


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Definitions of Teleimmersion

  • networked/distributed/collaborative virtual environments

  • “[teleimmersive applications] enable the interaction between geographically remote participants within a shared, three-dimensional space.”

    • - Watsen & Zyda


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Definitions (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


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Definitions (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


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Definitions (cont)

  • “The ultimate synthesis of networking and media technologies”

    • - Smith & Weingarten


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Audio

Audio

Audio

Visual

Visual

Visual

VR

VR

VR

Haptics

Haptics

Haptics

Definitions (cont)

  • Merging Virtual Reality with Collaboration Technology

    -- Rick Stevens


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Definitions (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


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Audio

Visual

VR

Haptics

Virtual 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


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Examples 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


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Teleimmersion 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



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Teleimmersionapplication 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


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Teleimmersionapplication classes (cont)

  • Information visualization and data mining

  • Telecollaboration environments and human factors

  • Telepresence for exploration, construction, and recreation



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Teleimmertion 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)


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Teleimmertion technologies (cont)

personal

Information infrastructure

CAVE

Desktop collaborative environment

PowerWall

ImmersaDesk

Individuals

Work groups

collaborations

Institutions


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Teleimmertion technologies (cont)

  • CAVE

  • Smaller VR devices


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CAVE

  • 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


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CAVE Capability

  • A user is presented with dynamically moving stereo full-color at multi-thousand-pixel horizontal resolution on the walls and floor.

  • The primary user’s 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.


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Immersive 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


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Teleimmersion performance requirements

  • Teleimmersion data flows

  • VR lag and communications performance

  • Performance requirement


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Teleimmersion data flow

  • Control

  • Text

  • Audio

  • Video

  • Tracking

  • Data base

  • Simulation

  • Haptics

  • Rendering

Synchronization of events

Tele-immersion management


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Control

Text

Audio

Video

Tracking

Database and Event Transactions

Simulation Data

Haptic Drivers

Remote Rendering

Type of flow in collaborative virtual reality


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VR lag and communication performance

  • Caused by: Rendering, display, tracking, simulation, communication, synchronization

  • Communication’s latency source:

    • Transmission

    • Bandwidth

    • Switching or routing

    • Contention

    • Protocol

  • Asynchronous teleimmersion model


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Performance requirement

  • Bandwidth requirement

  • Latency

  • Reliability

  • Multicast



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Further reading

For more information on the topics covered in this chapter, see www.mkp.com/grids also following references:

  • Kalawsky’s 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


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