You are on page 1of 29

Teleimmersion

Fazel Fakhrieh
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, three-
dimensional 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

Vi
dio

su
Au

al
VR
Haptics
Vi

Vi
dio

dio
su

su
Au

Au
al

al
VR VR

Haptics 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

Vi
dio

su
Au

al
– Haptics (touch and force feedback) VR
– Basis for creating shared work spaces 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
Interactivescientific
scientificvisualization
visualization
•• Education,
Education,training,
training,and
andscenario
scenariosimulation
simulation
•• Art
Artand
andentertainment
entertainment
•• Industrial
Industrialdesign,
design,architectural,
architectural,evaluation
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

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

personal CAVE
Desktop PowerWall
Information ImmersaDesk
collaborative
infrastructure environment

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 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.
• …
Immersive Virtual Environment
Audio Synthesizer
User
Virtual Audio Localizer Environment
Environment
Generator commands
Speech head-
Recognizer
mounted
display
graphics Display
Electronics or
eye position projection
head position Head/Eye/Hand display
Tracking
hand position
Electronics system

Haptic/Tactile
kinaesthetics
system
Teleimmersion performance
requirements
• Teleimmersion data flows
• VR lag and communications performance
• Performance requirement
Teleimmersion data flow
• Control
• Text Synchronization
• Audio of events
• Video
• Tracking
• Data base Tele-immersion
• Simulation management
• Haptics
• Rendering
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
• Communication’s latency source:
– Transmission
– Bandwidth
– Switching or routing
– Contention
– Protocol
• Asynchronous teleimmersion model
Performance requirement
• Bandwidth requirement
• Latency
• Reliability
• Multicast
Bandwidth requirements
Type Latency Bandwidth Reliable Multicast Security Streaming DynQos
Control < 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 High
Haptic < 10 ms > 1 Mb/s Mixed Maybe High Maybe High
Rendering < 30 ms >1GB/s No Maybe Low Maybe Medium
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

You might also like