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Teleimmersion

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

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  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. Audio Audio Audio Visual Visual Visual VR VR VR Haptics Haptics Haptics 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. 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

  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. 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

  14. Teleimmersionapplication 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 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. • …

  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. Control Text Audio Video Tracking Database and Event Transactions Simulation Data Haptic Drivers Remote Rendering Type of flow in collaborative virtual reality

  25. 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

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

  27. Bandwidth requirements

  28. 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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