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Teleimmersion

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Title: Teleimmersion


1
Teleimmersion
  • Fazel Fakhrieh

2
Overview
  • Introduction what is teleimmersion?
  • Teleimmiersion and the grid
  • Application of teleimmersion
  • Teleimmersion technologies
  • Teleimmersion performance requirements

3
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

4
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

5
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

6
Definitions (cont)
  • The ultimate synthesis of networking and media
    technologies
  • - Smith Weingarten

7
Definitions (cont)
  • Merging Virtual Reality with Collaboration
    Technology
  • -- Rick Stevens

8
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

9
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

10
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

11
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

12
Application of teleimmersion
13
Teleimmersion 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

14
Teleimmersion application classes (cont)
  • Information visualization and data mining
  • Telecollaboration environments and human factors
  • Telepresence for exploration, construction, and
    recreation

15
Tele-immersion case study
16
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)

17
Teleimmertion technologies (cont)
personal Information infrastructure
CAVE
Desktop collaborative environment
PowerWall
ImmersaDesk
Individuals
Work groups
collaborations
Institutions
18
Teleimmertion technologies (cont)
  • CAVE
  • Smaller VR devices

19
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

20
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 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.

21
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
22
Teleimmersion performance requirements
  • Teleimmersion data flows
  • VR lag and communications performance
  • Performance requirement

23
Teleimmersion data flow
  • Control
  • Text
  • Audio
  • Video
  • Tracking
  • Data base
  • Simulation
  • Haptics
  • Rendering

Synchronization of events
Tele-immersion management
24
Type of flow in collaborative virtual reality
25
VR 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

26
Performance requirement
  • Bandwidth requirement
  • Latency
  • Reliability
  • Multicast

27
Bandwidth requirements
28
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29
Further 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
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