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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 distributedcomputing, 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 andall 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

    Haptics

    VR

    Haptics

    VR

    Haptics

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    a notion of some underlying virtual world

    a visual (usually 3D) representation of the

    world, possibly augmented with audio andhaptic representations

    multiple participants in the world, aware of oneanother

    interactions between participants, directed tosome (possibly frivolous) end

    --Sam Taylor

    Definitions (cont)

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    Virtual Reality

    Concept:immersing the user ina 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

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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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    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

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    Teleimmersionapplication 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

    collaborativeenvironment

    ImmersaDesk

    CAVEPowerWall

    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 ontothree walls and the floor and are viewed

    with stereo glasses

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    CAVE Capability

    A user is presented with dynamically movingstereo full-color at multi-thousand-pixel horizontalresolution on the walls and floor.

    The primary users position is tracked so that thecorrect perspective view is generated in real time

    The primary user can navigate with variety of

    intuitive navigational devices currently under testand construction.

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    Immersive Virtual Environment

    Audio Synthesizer

    Audio Localizer

    SpeechRecognizer

    DisplayElectronics

    Head/Eye/Hand

    TrackingElectronics

    Haptic/Tactilekinaestheticssystem

    commands

    graphics

    eye position

    head position

    hand position

    VirtualEnvironmentGenerator

    UserEnvironment

    head-mounteddisplayorprojectiondisplaysystem

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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

    Communications 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 Low

    Text < 100 ms 64Kb/s Yes No Medium No Low

    Audio < 30 ms Nx128Kb/s No Yes Medium Yes Medium

    Video < 100 ms Nx5Mb/s No Yes Low Yes Medium

    Tracking < 10 ms Nx128Kb/s No Yes Low Yes Medium

    Database < 100 ms > 1GB/s Yes Maybe Medium No High

    Simulation < 30 ms > 1GB/s Mixed Maybe Medium Maybe HighHaptic < 10 ms > 1 Mb/s Mixed Maybe High Maybe High

    Rendering < 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:

    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 perceptionsystems, from which many of the requirments ofteleimmersive and virtual environment derive

    http://www.mkp.com/gridshttp://www.mkp.com/grids