Transcript
Page 1: Immersive Connected Experiences - Blogs@Intel · Immersive Connected Experiences How connected visual computing will change the virtual world as well as the actual world Jim Held,

Immersive Connected Experiences How connected visual computing will change the

virtual world as well as the actual world

Jim Held, Sean Koehl, John Hengeveld, Mic Bowman and Inga Vailionis

Intel Corporation

Revision: 11/20/2008

Executive Summary

Immersive Connected Experiences (ICE) are a new category of connected visual computing

usage models in which people will share experiences and information online within highly

intuitive, interactive visual interfaces. Initial examples of ICE include two main categories:

Simulated Environments such as virtual worlds, online multiplayer games and 3-D movies,

and Augmented Reality where images from the real world are combined with digital

information to provide an enhanced view of the globe around us. This paper describes the

key technical challenges in bringing these usages to the mainstream, including new

client/server platform innovations, more robust distributed computing techniques, tools to

facilitate user-generated 3-D content, and techniques to improve experiences on mobile

devices. It also describes Intel’s research agenda aimed at removing key technical barriers to

the widespread adoption of ICE.

White Paper Research @ Intel

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Introduction

A frequent driver of innovation is convergence. The convergence of radio and computing, for instance, brought us

wireless computing and opened up a world of connected mobility as wireless Internet access grew. Today the

convergence of several Internet trends involving “connected” visual computing technologies is enabling a new set of

usage models.

Visual computing combines real world and digital world experiences in fascinating ways. The potential of connected

visual computing as a transformative technology is just beginning to be explored, but when combined with

broadband internet connectivity, it holds great promise for connecting people within highly intuitive, interactive

visual interfaces that will enhance the ability to share experiences and information. Intel calls such connected visual

computing usages Immersive Connected Experiences (ICE). Intel is taking a leading role in driving adoption of ICE and removing the technical barriers to its widespread usage.

This paper will describe ICE and its potential, plus discuss the technology and ecosystem required to enable easy

creation of rich, immersive and scalable experiences.

The Convergence of the Visual

and the Connected

More and more people today use computers and many mobile devices

(handhelds, cellular phones, etc.) that have integrated cameras that allow

them to capture the world around them. At the same time, broadband

connectivity is making it easier to share visual experiences and giving rise

to social networks where people congregate for exchanging personal

content and other aspects of their lives. With the rapid growth of

Facebook, YouTube, Picasso, and similar personal content-oriented sites,

the Internet is becoming as much or more about user-generated content

as it is about communications. What’s more, the growth and popularity of

virtual worlds, such as Habbo and Second Life, is beginning to

demonstrate how similar these worlds can be to the real world and how

these sites (and the people participating in them) take on lives of their

own.

Looking at these Internet trends (social networking, user-generated

content, broadband connectivity, mobile computing, and visual, immersive

worlds), Intel sees an ever quickening convergence of visual and

connected computing that is blurring the traditional divisions between

real world activities and the digital world. This convergence is the basis

for ICE, an emerging usage model that offers great opportunities for

expanding ways we interact and experience the world and each other.

To better understand ICE and its potential, let’s look deeper at its

components.

Connected Computing

Connected computing, as a usage model, is easy to comprehend. We’ve all

grown accustomed to, even dependent on, being able to connect to each

other and exchange data, voice and video through the Internet. But

connectivity as a computing trend has really just begun. The increase and

diversity of mobile computing devices, faster broadband speeds, plus the

growth in input devices such as cameras and various types of sensors,

are not just making it easier to stay connected all the time – always on,

always connected – but also spawning new uses and making it more

important to have a continuous connection.

Visual Computing

Most of us think of computing as visual. After all, we look at a screen. But

what we mean here by “visual computing” is immersive, real-time, life-like

computing experiences. We’re at the dawning of an age of such visual

computing experiences. Examples of visual computing can already be

seen in the 3D visual models used in financial services, interactive medical

imaging, and the virtual worlds of Internet gaming.

Visual computing applications are evolving to deliver ever more

immersive visual experiences that look real, act real, and feel real. Many of

the elements necessary to bring such holistic visual experiences into

mainstream computing are in development and, with improvement, will

make visual computing an integral part of daily life.

Some of these elements include:

• Greater photorealism

• Improved modeling (better physics and intelligence)

• Better multimedia (improved video/audio editing and

processing)

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• More visual and tactile interactivity (advanced user

interfaces – including new touchscreen and haptic

technologies [1] – and other devices)

Immersive Connected Experiences

Technologies that combine connected and visual computing enable

people to share experiences and information within a highly intuitive,

interactive visual interface. Through connected visual computing

technologies, we’ll be able to use computing devices to enhance and

extend our experiences of the real world, create new virtual worlds, and

bridge the digital and real world with increasingly rich, Immersive

Connected Experiences.

ICE usages will include enhanced social networking, workplace

collaboration, retail sales, virtual tourism, marketing, distance learning,

training, gaming, and the arts, to name a few.

Current examples of ICE fall into two main categories.

Simulating Environments – These are multi-user graphical

environments where large numbers of people interact for the

purposes of gaming, socialization, learning, or content creation.

Examples include virtual worlds, massively multiplayer online

games (MMORGs), and 3-D cinema.

Augmented Reality – There are environments where

information from the actual world is combined with digital

information to provide an enhanced view of the real world.

Examples include Earth mapping applications such as Google*

Earth.

The rapid growth of virtual worlds is particularly indicative of the

potential for ICE. In June 2008, the research firm Strategy Analytics

predicted that the percentage of registered users that will go on to

become active users in virtual worlds will increase from 10 percent now

to 27 percent by 2017, creating a market base of almost 1 billion users

[2]. This is up from today’s 137 million active users. Pre-teens make up

more than half the users, spending 16 hours per week (more than on TV

or magazines) and purchasing items in the virtual worlds [3]. Many

convert their parents into virtual world users. Even more interesting will

be what happens if many of these pre-teens carry their virtual world

habits into adulthood. Strategy Analytics puts the 2008 total market for

user services at $310 million. The research group predicts that it will

grow to $8 billion in 2017 [4].

Augmented reality is also growing and evolving. Many people are familiar

with how online maps have evolved to include the overlay of satellite

images and recently street-level surround images. Combining this mixture

of real and virtual will be particularly compelling with the connectivity and

sensors of a mobile Internet device (MID). Images, video, audio, GPS,

acceleration sensors could all provide rich input that could be used to

create and then present to the user an augmented form of reality.

Consider being able to take a photo of a monument and then doing a

visual search using the image for real-time recognition of the monument

and information about its significance. With the processing power,

database and communication capability of a continual Internet

connection, there are many exciting opportunities that can be enabled.

Meeting the Challenges of ICE

Removing key technical barriers to the adoption of Immersive Connected

Experiences will require research into hardware and software innovations

that improve end user experience, as well as the development of

standards that improve interoperability. “We want cinematic quality in the

graphics,” said Intel CTO Justin Rattner in his Fall 2007 IDF R&D keynote.

“We want to make user content creation much easier. Of course we want

to retain the persistence, but we want that persistence to apply across

virtual worlds, not to be contained in a single virtual world. And higher

levels of social interaction, better human-computer interfaces to enable

that, and we'd like the behavior -- the way things act in the virtual world -

- to be much more natural.”

The desired qualities for future ICE environments include the following:

Immersive visuals. Because they’re based on connected visual

computing technologies, the user experience should be greatly

enriched by immersive, highly realistic visuals.

User-generated 3D content. Many ICE applications will be

forms of social media. Thus, people will need and want to

create or modify visual content within ICE environments. This

will require new tools such as 3D character designers that are

as easy to use as the blogging, photo, and video editing tools

of today.

Interoperability. Like the Internet, ICE applications based on

broadly accepted standards will enable data and personas to

be shared between various ICE environments in creative ways.

ICE Example 1: Simulated Environments

Imagine if instead of having to waste a day traveling to a

conference and another day traveling back, you could attend a

virtual conference in a simulated environment. Take that a step

further and imagine, between presentations, being able to have

conversations with other attendees’ avatars where facial

expressions and body language actually help you and others make

your points with the correct emphasis.

Example: Qwaq* Forums

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In fact, according to Strategic Analysts vice president and

research director Barry Gilbert, "What's holding back the

numbers [participants] is the reliance on any single virtual

world because they're not yet portable."

Robust distributing computing. Because ICE applications are

distributed, good performance requires high quality, well-

managed interactions among a wide variety of clients and

servers. ICE applications should adapt to a diverse array of

clients so that the user experience scales smoothly from

performance-optimized home or office systems to compact

mobile devices optimized for energy-efficiency.

Scalability. ICE Environments should be able to scale over time

to incorporate new technologies which improve their quality as

well as to add more users as they grow in popularity.

Intel is driving ICE development through its continuing research into

many of the technologies and advancements that will be required to

bring ICE into the mainstream. This includes research in redefining

mobility, workload analysis, simulation, model-based computing, and tera-

scale computing.

Intel divides the challenges into four areas: platform optimization, visual

content, distributed computation, and mobility.

Platform Optimization

ICE applications are very compute-intensive. They demand a lot of

servers, clients and the network. Consider the complexity of the objects

and the need for accurate simulations, particularly realistic object

behavior. Then multiply that by the number of users and, the scene

complexity as more users participate and interact, and it’s easy to see

how ICE can be a tremendous challenge to system and network scaling.

What’s needed are new architectures that scale well and deal with a

range of client performance and capabilities, dynamically adapting to

changing demands and virtual world circumstances. Intel believes that ICE

applications will follow the same evolution the rest of social networking

and Internet applications have, evolving from proprietary solutions to

standard protocols and building blocks that can be used to build more

sophisticated services. Such modular design will also allow for scaling

through distribution and replication of components, as well as

repartitioning functionality among types of servers and the diversity of

clients.

Intel has a number of internal teams, projects and software-related

efforts underway to speed the transition to connected visual computing

technologies and future usage models like ICE. One extremely relevant

example here is Intel’s Tera-scale Computing Research Program. This is a

worldwide effort to advance computing technology by scaling multi-core

architectures to 10s to 100s of cores and embracing a shift to parallel

programming. Through this effort, Intel aims to enable applications and

capabilities like ICE (see Figure 1). Other research includes redefining

mobility, workload analysis, simulation and model-based computing –

most of which will benefit from tera-scale computing.

Figure 1: Tera-scale microprocessors based on many cores will be

essential to computing the elements of ICE applications in parallel.

Visual Content

One of the distinguishing features of ICE applications, such as Second

Life, is the existence of player-generated content. Enabling easier end-

user creation and use of rich visual content is essential to ICE. In ICE

worlds based on the premise of user-customized 3D interactive content,

such data-rich content won’t be conducive to distribution at startup or

even on a DVD ahead of time. It must be distributed real-time as users

explore and enter newly created regions. This will place severe demands

on the network requiring innovations in how content can be concisely

represented as well as cached and pre-fetched. This will also require a

new generation of technologies and tools designed to enable

interoperability.

To simplify content creation, Intel is researching a variety of areas. One is

parameterized content creation. This is the development of sets of

parameters for configuring and controlling an object, such as an avatar.

End-user creation is simplified to selecting and adjusting parameters,

such as the fullness of a face or the sharpness of a chin. This reduces

ICE Example 2: Augmented Reality

You’re walking through a town in a foreign country and see an

interesting building and want to know more about it. You look at

your Mobile Internet Device’s screen and, from communicating with

nearby sensors and using GPS, it knows precisely where you are

and provides an description of it, links to relevant websites

providing more information about the building and who used it, and

even provides a 3-D video tour of the interior.

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real-time distribution by enabling a very compressed format of a few

parameters (see Figure 2). Behavioral scripts can animate those few

parameters for example to make an avatar frown, smile, laugh, or grimace.

Delivering immersive visual experiences that look real, act real, and feel

real will require a programmable, ubiquitous and unified architecture.

Programmability using industry standard architecture and tools will be

necessary to proliferate the algorithms that go into visual computing.

Intel’s strong track record in processors, graphics and media architecture,

platform architecture and software developer tools will be important in

providing the foundation and leadership for delivering visual computing.

In fact, at a SIGGRAPH conference in August 2008, Intel presented a

paper disclosing details of the Larrabee architecture, the codename for a

many-core architecture that Intel is developing separately from its

current line of integrated graphics accelerators. The Larrabee

architecture is expected to kick start an industry-wide effort to create

and optimize software for the multitudes of cores expected to power

future computers.

Figure 2: Parameterized faces would make it easier to develop a

personalized, expressive avatar.

Over time, the consistency of Intel architecture and developer freedom

afforded by the Larrabee architecture will bring about massive innovation

in many areas and market segments. For example, while current games

keep getting more and more realistic, they do so within a rigid and limited

framework. Working directly with some of the world's top 3-D graphics

experts, Larrabee will give developers of games and application

programming interfaces (APIs) a blank canvas onto which they can

innovate like never before.

Distributed Computation

What makes ICE applications even more demanding is that they’re

distributed systems using shared and partitioned server resources and

connected to a range of desktop and mobile clients. In the future, we will

want to enable seamless connections to other environments and allow

movement between them. Imagine thousands of users connected

through clients with simulations connected to other users and global

resources, each wanting to transition from one environment to another.

All the connections are potential chokepoints and the distributed

architecture must balance the location and partitioning to best match

available compute resources to demand.

In Intel’s research, Intel is determining the impact and requirements of

connected visual computing technologies and usage models like ICE for

future Intel platforms, engaging the community to address the

distributed system architectural issues that they involve. One obvious

area to address is enhancing user experiences by expanding the

capabilities of mobile platforms and enabling execution on diverse clients.

Another is expanding the use of more parallelized code. This will improve

performance by taking better advantage of the growing number of cores

in upcoming computing platforms.

Improving Mobile Experiences

Enabling truly immersive computing experiences within the power,

bandwidth and intermittent connectivity constraints of a mobile internet

device (MID) is a real challenge. Intel’s Carry Small Live Large research

initiative includes efforts to enable Composability, in which wireless

devices discover, identify and connect with other nearby computing

resources such as sensors, displays, storage devices or other computers.

In doing so, they will be able to compose ad-hoc computing systems that

are capable of sharing functionality and computing power. Compression

and power efficient communication techniques will further enable

maximum use of available wireless bandwidth.

Augmented reality is one area of research in improving mobile

experiences. This is the use of MIDs and sensors to give users a more

immersive experience of the real world and provide additional information

regarding what’s around them. A good example would be using a MID

programmed to automatically identify significant buildings nearby for an

architecture buff and provide both information about the building and its

architect. Another example would be virtual instruction. Your power

windows freeze in your car and, through communication between your

car and MID, instructions on how to find and change the blown fuse

causing the problem would be automatically displayed.

Another related and promising Intel research project is synopsis-based

reasoning. This is the use of sensor input in combination with

connections to remote server resources and other users to enable mobile

devices to learn and understand the everyday activities and environment

of an end user. Devices could then infer everything from when you might

like to be notified that a colleague is nearby or whether a restaurant

you’ve liked before is in the area.

Accelerating ICE Adoption Intel sees connected visual computing technologies as the basis for an

exciting set of Immersive Connected Experiences that can provide clear

end-user benefit based on the performance and capabilities of future

platforms. While there is much that we can do with our products, we are

applying our research to accelerating adoption by engaging the ICE

community. Open source efforts such as OpenSim (a Virtual Worlds

Server which can be used for deploying 3D virtual environments) provide

excellent settings to develop the innovations necessary to address the

scaling and interoperability challenges. Through OpenSim, Intel is working

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with industry players (virtual world service providers, IBM, Microsoft, and

many others) to explore the necessary innovations in distributed system

scaling and interoperability for ICE applications.

ICE presents a number of technical challenges that correspond well with

a wide variety of areas Intel has been actively researching for a number

of years. Intel researchers are today driving new innovations through

optimizing platforms, improving visual content processing, developing

better distributed computing architectures, inventing new technology for

user-generated content, and improving the mobile experience. This

research, together with industry and academic collaborations, will help

enable a rich new world of experiences and interactions the significance

of which we can only begin to comprehend.

References [1] Haptic technology refers to technologies that interface the user

through the sense of touch by enabling forces, vibrations and/or motions

to be perceived by the user. Such mechanical stimulation can assist in the

creation, control and experience of virtual objects.

[2] “Interview: Strategy Analytics' Barry Gilbert: 137M Virtual Worlds

Users Now; 1B by 2017,” Virtual Worlds News, June 3, 2008.

[3] Ibid.

[4] Ibid.

Information in this document is provided in connection with Intel® products. No

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conditions of sale for such products, intel assumes no liability whatsoever, and

intel disclaims any express or implied warranty, relating to sale and/or use of intel

products including liability or warranties relating to fitness for a particular purpose,

merchantability, or infringement of any patent, copyright or other intellectual

property right. Intel products are not intended for use in medical, life saving, life

sustaining applications.

Intel may make changes to specifications and product descriptions at any time,

without notice.

Copyright © Intel Corporation 2008

* Other names and brands may be claimed as the property of others.


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