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Teleimmersion

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

Definitions of Teleimmersion
networked/distributed/collaborative virtual environments [teleimmersive applications] enable the interaction between geographically remote participants within a shared, threedimensional space.
- Watsen & Zyda

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

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

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

Definitions (cont)
Merging Virtual Reality with Collaboration Technology -- Rick Stevens
VR
Haptics

VR
Haptics

VR
Haptics

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

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

VR
Haptics

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

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

Application of teleimmersion

Teleimmersion application classes


Interactive scientific visualization Interactive scientific visualization Education, training, and scenario simulation Education, training, and scenario simulation Art and entertainment Art and entertainment Industrial design, architectural, evaluation Industrial design, architectural, evaluation

Teleimmersion application classes (cont)


Information visualization and data mining Telecollaboration environments and human factors Telepresence for exploration, construction, and recreation

Tele-immersion case study

Teleimmertion technologies
Informationbased system and data mining Projection visualization Telecollaboration environmentsEnvironment ) CAVE( Cave Automatic Virtual and human factors ImmerDesk Telepresence for exploration, construction, PowerWall and recreation system Monitor based
Head-mounted displays( HMDs) Binocular Omni-Orientation Monitors( BOOMs)

Teleimmertion technologies (cont)

personal Information infrastructure

Desktop collaborative environment

CAVE ImmersaDesk PowerWall

Individuals

Work groups

collaborations

Institutions

Teleimmertion technologies (cont)


CAVE Smaller VR devices

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

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.

Immersive Virtual Environment


Audio Synthesizer

Virtual Environment Generator

Audio Localizer
commands

User Environment headmounted display or projection display system

Speech Recognizer Display Electronics

graphics

eye position head position Head/Eye/Hand Tracking hand position

Electronics

Haptic/Tactile kinaesthetics system

Teleimmersion performance requirements


Teleimmersion data flows VR lag and communications performance Performance requirement

Teleimmersion data flow


Control Text Audio Video Tracking Data base Simulation Haptics Rendering Synchronization of events

Tele-immersion management

Type of flow in collaborative virtual reality


Control Text Audio

Video

Tracking

Database and Event Transactions

Simulation Data

Haptic Drivers

Remote Rendering

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

Performance requirement
Bandwidth requirement Latency Reliability Multicast

Bandwidth requirements

Type Latency Control < 30 ms Text < 100 ms Audio < 30 ms Video < 100 ms Tracking < 10 ms Database < 100 ms Simulation < 30 ms Haptic < 10 ms Rendering < 30 ms

Bandwidth Reliable 64Kb/s Yes 64Kb/s Yes Nx128Kb/s No Nx5Mb/s No Nx128Kb/s No > 1GB/s Yes > 1GB/s Mixed > 1 Mb/s Mixed >1GB/s No

Multicast Security Streaming DynQos No High No Low No Medium No Low Yes Medium Yes Medium Yes Low Yes Medium Yes Low Yes Medium Maybe Medium No High Maybe Medium Maybe High Maybe High Maybe High Maybe Low Maybe Medium

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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