teleimmersion

29
Teleimmersion Fazel Fakhrieh

Transcript of teleimmersion

Page 1: teleimmersion

Teleimmersion

Fazel Fakhrieh

Page 2: teleimmersion

Overview

• Introduction: what is teleimmersion?

• Teleimmiersion and the grid

• Application of teleimmersion

• Teleimmersion technologies

• Teleimmersion performance requirements

Page 3: teleimmersion

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

Page 4: teleimmersion

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

Page 5: teleimmersion

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

Page 6: teleimmersion

Definitions (cont)

• “The ultimate synthesis of networking and media technologies”– - Smith & Weingarten

Page 7: teleimmersion

Definitions (cont)

• Merging Virtual Reality with Collaboration Technology

-- Rick Stevens

VR

Aud

io

Visual

Haptics

VRA

udio

Visual

Haptics

VR

Aud

io

Visual

Haptics

Page 8: teleimmersion

• 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)

Page 9: teleimmersion

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

Page 10: teleimmersion

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

Page 11: teleimmersion

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

Page 12: teleimmersion

Application of teleimmersion

Page 13: teleimmersion

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

Page 14: teleimmersion

Teleimmersion application classes (cont)

• Information visualization and data mining

• Telecollaboration environments and human factors

• Telepresence for exploration, construction, and recreation

Page 15: teleimmersion

Tele-immersion case study

Page 16: teleimmersion

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)

Page 17: teleimmersion

Teleimmertion technologies (cont)

personal

Information infrastructure

Desktop collaborative environment

ImmersaDeskCAVE

PowerWall

Work groupsIndividuals collaborations Institutions

Page 18: teleimmersion

Teleimmertion technologies (cont)

• CAVE

• Smaller VR devices

Page 19: teleimmersion

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

Page 20: teleimmersion

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.

• …

Page 21: teleimmersion

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

Page 22: teleimmersion

Teleimmersion performance requirements

• Teleimmersion data flows

• VR lag and communications performance

• Performance requirement

Page 23: teleimmersion

Teleimmersion data flow

• Control• Text• Audio• Video• Tracking• Data base• Simulation• Haptics• Rendering

Tele-immersion management

Synchronization of events

Page 24: teleimmersion

Audio

Video

Tracking

Database and Event Transactions

Simulation Data

Haptic Drivers

Remote Rendering

Text

Control

Type of flow in collaborative virtual reality

Page 25: teleimmersion

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

Page 26: teleimmersion

Performance requirement

• Bandwidth requirement

• Latency

• Reliability

• Multicast

Page 27: teleimmersion

Bandwidth requirements

Page 28: teleimmersion

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

Page 29: teleimmersion

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