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Transcript of teleimmersion
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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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Definitions (cont)
• Merging Virtual Reality with Collaboration Technology
-- Rick Stevens
VR
Aud
io
Visual
Haptics
VRA
udio
Visual
Haptics
VR
Aud
io
Visual
Haptics
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• 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
Definitions (cont)
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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
Aud
io
Visual
Haptics
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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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Application of teleimmersion
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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
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Teleimmersion application classes (cont)
• Information visualization and data mining
• Telecollaboration environments and human factors
• Telepresence for exploration, construction, and recreation
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Tele-immersion case study
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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
Desktop collaborative environment
ImmersaDeskCAVE
PowerWall
Work groupsIndividuals 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
Audio Localizer
SpeechRecognizer
DisplayElectronics
Head/Eye/HandTrackingElectronics
Haptic/Tactilekinaestheticssystem
commands
graphics
eye position
head position
hand position
VirtualEnvironmentGenerator
UserEnvironment
head-mounteddisplay orprojectiondisplaysystem
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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
Tele-immersion management
Synchronization of events
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Audio
Video
Tracking
Database and Event Transactions
Simulation Data
Haptic Drivers
Remote Rendering
Text
Control
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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Bandwidth requirements
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Type Latency Bandwidth Reliable Multicast Security Streaming DynQosControl < 30 ms 64Kb/s Yes No High No LowText < 100 ms 64Kb/s Yes No Medium No LowAudio < 30 ms Nx128Kb/s No Yes Medium Yes MediumVideo < 100 ms Nx5Mb/s No Yes Low Yes MediumTracking < 10 ms Nx128Kb/s No Yes Low Yes MediumDatabase < 100 ms > 1GB/s Yes Maybe Medium No HighSimulation < 30 ms > 1GB/s Mixed Maybe Medium Maybe HighHaptic < 10 ms > 1 Mb/s Mixed Maybe High Maybe HighRendering < 30 ms >1GB/s No Maybe Low Maybe Medium
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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