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AGENDA

AGENDA. Introduction Early developments Requirements for immersive tele conferences systems How tele immersion works Share table environment Tele cubicles Examples of tele immersion Collaboration with I 2 and IPPM Conclusion and future applications. INTRODUCTION.

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AGENDA

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  1. AGENDA • Introduction • Early developments • Requirements for immersive tele conferences systems • How tele immersion works • Share table environment • Tele cubicles • Examples of tele immersion • Collaboration with I2 and IPPM • Conclusion and future applications

  2. INTRODUCTION • Aimed to enable users in geographically distributed sites to collaborate in real time in a shared simulated environment as if they were in the same physical room • Users actually feel like they are actually looking , talking and meeting with each other face-to-face in the same room • Tele Immersion can simply be termed as a next step to video conferencing • It differs from video-conferencing in that user’s view of the remote environment changes dynamically as he moves his head.

  3. DEFINATION “The term Tele-immersion was first used… as the title of the workshop… to bring togather researchers in distributed computing , collaboration, virtual reality and networking” - Jason Leigh

  4. EARLY DEVELOPMENTS • After three years long work the team came up with it’s first demonstration in May 2000 • The experiment was conducted in Chapel Hill led by UNC computer scientists Henry Fuchs and Greg Welch.

  5. HOW TELE-IMMERSION WORKS Fig 1. Tele-Immersion Implementation

  6. HOW TELE-IMMERSION WORKS • There is a sea of cameras which provide view of users and their surroundings • Mounted Virtual Mirrors provide each user a view how his surrounding seems to others • Imperceptible structured light looks like white light but projects flickering of patterns • Screen uses two overlapping projections of polarized images and requires users to wear polarized glasses so that each image is seen only by one eye

  7. SHARED TABLE ENVIRONMENT • It is based on the idea to position the participants consistently in a virtual environment around the shared table • At the transmitting side the conferee infront of the display is captured by multiple cameras and a 3-D image of the conferee is derived from this multi view set-up. The 3-D image of the participating conferees are then place virtually around the shared table • At the receiving end this composed scene is rendered onto the 2-D display of the terminal by using a virtual camera. The position of the camera coincides with the current position of the conferee’s head.

  8. TELE CUBICLE • “Tele cubicle is an office that can appear to become one quadrant in a larger shared virtual office space.” • The main idea behind this work came directly from Tele-Immersion meeting on July 21,1997 at the Advance Network Office.

  9. HOW TELE CUBICLES WORKS Fig 2. Tele Cubicles

  10. HOW TELE CUBICLES WORKS Fig 3. Working of Tele Cubicles

  11. COLLABORATION WITH I2 & IPPM • To cop up with the problem like communicating speed and better transmission over the network, Tele-Immersion team collaborate with Internet2 and Internet Protocol Performance Metrics. • Main problem as obvious was that today’s internet is not fast enough to transmit data, specially when you need to transmit a huge bulk of data across the internet • The experiment conducted at Chapel Hill used 60 megabits per second and good quality tele-immersion requires 1.2 gigabits per second.

  12. APPLICATIONS • Preoprative planning • Tele diagnostics • Tele-assisted surgery • Advanced surgerical training OTHERS • Tele-meetings • Tele-collaborative design • Remote learning & training • 3-D interactive video • Entertainment

  13. CONCLUSION • All this relies on the advancement in emerging technologies, most heavily on the ability of Internet to ship data across different networks without delay • In the years to some it will be one of the major developments, you could visit each other environment So it can be summarized as: • Collaboration at geographically distributed sites in real-time • Synthesis of networking and media technologies • Full integration of Virtual Reality into the workflow

  14. REFERENCES • "Tele-Immersion" (Minsky1980; Sheridan 1992a; Barfield, Zelter, Sheridan, & Slater 1995; Welch, Blackmon, Liu, Mellers, & Stark 1996) • "Virtual presence" (Barfield et al., 1995) • Oliver Grau: Virtual Art: From Illusion to Immersion, MIT-Press, Cambridge 2003 • Telecommunication,teleimmersion and telexistenceby Susumu Tachi • "Being there" (Reeves 1991;Heeter1992; Barfield et al., 1995; Zhoa2003) • "The suspension of disbelief" (Slater & Ushoh1994)

  15. THANK YOU

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