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Immersive Multimedia Definition

surround sound, interactive user-input and other factors such as simplicity, functionality and potential for enjoyment. New technologies are currently under development which claim to bring realistic environmental effects to the players' environment - effects like wind, seat vibration and ambient lighting. http://cikgushahrul.blogspot.com/2008/02/immersive-multimedia.html wilostar 3D WiloStar3D LLC is an immersive education company with over a decade of excellence serving the K12 distance learning market. We provide interactive 3D learning environments for K-12 students, and we design 3D educational curricula. WiloStar3D also owns and operates WiloStar3D Academy, a nationally recognized SACS accredited full-time online homeschool program. WiloStar3D is committed to improving the academic achievement and performance of K-12 students at a distance and has three divisions which serve the following: Homeschool Division 3D Immersive Educational Worlds for K-12 Students Special Needs/Alternative Education Division Educators and parents who recognize that the cliched anytime anyplace learning does not fit all learning styles turn to WiloStar3D as a solution for harnessing the full power of 3D technology and immersive education for K-12 students. With over a decade of experience in the field of distance learning and immersive 3D education, WiloStar3D delivers innovative, state of the art curricula aligned to state and national standards. By integrating 3D virtual learning and 3D virtual world creation with engaging hands-on activities into online homeschooling, we inspire students and educators to explore and achieve. Our ground-breaking 3D immersive education delivery system, centered around constructivist and active learning approaches, promotes online collaborative thinking and addresses higher order thinking skills. We provide schools and families with access to quality curriculum, instruction, and innovative learning tools and content. We back our K-12 immersive educational programs with an energetic, knowledgeable, and professional staff dedicated to providing the highest quality educational experience for online homeschooling. Our depth and breadth of content, loyal family support, combined with our technical expertise offers all learners the opportunity to succeed!

WiloStar3D welcomes enrollments from all learning styles. For more information about our K-12 immersive education online homeschool programs please explore our web site or call us today at 1877-711-8117. http://www.wilostar3d.com/default.asp?iId=FMMGJK

General characteristics of the CAVE

The CAVE is a large theatre sited within a larger room. The walls of the CAVE are made up of rearprojection screens, and the floor is made of a down-projection screen. High-resolution projectors display images on the screens via mirrors. The user wears special glasses inside the CAVE to see 3D graphics generated by the CAVE. People using the CAVE can see objects apparently floating in the air, and can walk around them, getting a proper view of what they would look like in reality. This is made possible by electromagnetic sensors. The frame of the CAVE is made of non-magnetic stainless steel to interfere as little as possible with the electromagnetic sensors. A CAVE user's movements are tracked by the sensors and the video adjusts accordingly. Computers control both this aspect of the CAVE and the audio aspect. There are multiple speakers placed at multiple angles in the CAVE, providing 3D sound to complement the 3D video. [1]

The CAVE

The first CAVE was developed in the Electronic Visualization Laboratory at University of Illinois at Chicago and was announced and demonstrated at the 1992 SIGGRAPH. The CAVE was developed in response to a challenge from the SIGGRAPH 92 Showcase effort (and its chair James E. George) for scientists to create and display a one-to-many visualization tool that utilized large projection screens. The CAVE answered that challenge, and became the third major physical form of immersive VR (after goggles 'n' gloves and vehicle simulators). Carolina Cruz-Neira, Thomas A. DeFanti and Daniel J. Sandin are credited with its invention. It has been used and developed in cooperation with the NCSA, to conduct research in various virtual reality and scientific visualization fields. CAVE is a registered trademark of the University of Illinois Board of Regents. The name was first licensed to Pyramid Systems and is currently licensed to Mechdyne Corporation, the parent company of Fakespace Systems (Fakespace Systems acquired Pyramid Systems in 1999). Commercial systems based on the concept of the CAVE are available from a handful of manufacturers. [edit]Technology

A lifelike visual display is created by projectors positioned outside the CAVE and controlled by physical movements from a user inside the CAVE. A motion capture system records the real time position of the user. Stereoscopic LCD shutter glasses convey a 3D image. The computers rapidly generate a pair of images, one for each of the user's eyes, based on the motion capture data. The glasses are synchronized with the projectors so that each eye only sees the correct image. Since the projectors are positioned outside the cube, mirrors are often used to reduce the distance required from the projectors to the screens. One or more computers drive the projectors. Clusters of desktop PCs are popular to run CAVEs, because they cost less and run faster. http://en.wikipedia.org/wiki/Cave_automatic_virtual_environment
Virtual surgery refers to a virtual reality simulation of surgical procedures. Such simulations are used to practice often dangerous surgical procedures without the need for an actual patient. The virtual reality simulation is used as an analog for the actual surgery where doctors can practice on a virtual patient before performing the surgery. Types of surgeries commonly simulated are laparoscopic surgery where the surgeon cannot physically see the operation being performed. Virtual surgery uses a computer screen displaying a 3dimensional graphic of the organs being operated on. Various surgical tools or gloves are connected to motion sensors and haptic or tactile feedback mechanisms where the user can physically feel the difference in simulated tissue and organs. The user can "perform surgery" upon the virtual organs by manipulating the tools, which are also displayed on the screen as the user moves them, and the tools also provide force-feedback and collision detection to indicate to the user when they are pushing on or moving some organs or tissue. By inputting data from computerized tomography (CT) and magnetic resonance imaging (MRI) scans the patient can be replicated in the virtual environment. The advantages of this type of simulation is surgeons can practice operations multiple times without the use of cadavers or animals. Surgery simulation would give an objective evaluation of a surgeon dexterity combined with a more intensive training activity. It would allow the simulation of rare pathological cases and could simulate the interaction with several organs. Complications can be introduced during the surgery testing the user on real world scenarios. Virtually trained students may be more proficient and make fewer errors, and would thus be better prepared to assist during surgery. The first virtual surgery (where actual surgery followed the virtual practise) was performed on 17 August 2009 when Dr David Clarke in Halifax, Nova Scotia removed a brain tumour 24 hours after removing a simulated tumour.
[1]

http://en.wikipedia.org/wiki/Virtual_surgery

The revolutionary Teliris InterACT TouchTable(TM) and Teliris InterACT TouchWall(TM), allows for documents, video, audio, presentations and a wide range of other content to be instantaneously shared and manipulated across any number of locations, naturally and easily, as if participants are in the same room. Additionally, the Teliris InterACT Easel(TM) enables users to create, share and edit content in real-time on a virtual flipchart/whiteboard, extending the natural experience of

face-to-face collaboration to any number of locations and users. Additionally, the Teliris InterACT Easel(TM) enables users to create, share and edit content in realtime on a virtual flipchart/whiteboard, extending the natural experience of face-to-face collaboration to any number of locations and users.

http://www.telepresenceoptions.com/2008/06/teliris_brings_touch_to_telepr/

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