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AGENDA

 Introduction
 Early developments
 Requirements for immersive tele conferences systems
 How tele immersion works
 Share table environment
 Tele cubicles
 Examples of tele immersion
 Collaboration with I2 and IPPM
 Conclusion and future applications
INTRODUCTION

 Aimed to enable users in geographically distributed sites to


collaborate in real time in a shared simulated environment as if
they were in the same physical room

 Users actually feel like they are actually looking , talking and
meeting with each other face-to-face in the same room

 Tele Immersion can simply be termed as a next step to video


conferencing

 It differs from video-conferencing in that user’s view of the


remote environment changes dynamically as he moves his head.
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DEFINATION

“The term Tele-immersion was first used…


as the title of the workshop… to bring togather
researchers in distributed computing ,
collaboration, virtual reality and networking”

- Jason Leigh

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EARLY DEVELOPMENTS

 After three years long work the team came up with it’s first
demonstration in May 2000

 The experiment was conducted in Chapel Hill led by UNC


computer scientists Henry Fuchs and Greg Welch.

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HOW TELE-IMMERSION WORKS

Fig 1. Tele-Immersion Implementation

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HOW TELE-IMMERSION WORKS

 There is a sea of cameras which provide view of users and their


surroundings
 Mounted Virtual Mirrors provide each user a view how his
surrounding seems to others
 Imperceptible structured light looks like white light but projects
flickering of patterns
 Screen uses two overlapping projections of polarized images and
requires users to wear polarized glasses so that each image is
seen only by one eye

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SHARED TABLE ENVIRONMENT

 It is based on the idea to position the participants consistently in


a virtual environment around the shared table
 At the transmitting side the conferee infront of the display is
captured by multiple cameras and a 3-D image of the conferee is
derived from this multi view set-up. The 3-D image of the
participating conferees are then place virtually around the
shared table
 At the receiving end this composed scene is rendered onto the
2-D display of the terminal by using a virtual camera. The
position of the camera coincides with the current position of the
conferee’s head.

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TELE CUBICLE

 “Tele cubicle is an office that can appear to become one quadrant


in a larger shared virtual office space.”

 The main idea behind this work came directly from Tele-
Immersion meeting on July 21,1997 at the Advance Network
Office.

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HOW TELE CUBICLES WORKS

Fig 2. Tele Cubicles

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HOW TELE CUBICLES WORKS

Fig 3. Working of Tele Cubicles


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COLLABORATION WITH I2 & IPPM

 To cop up with the problem like communicating speed and


better transmission over the network, Tele-Immersion team
collaborate with Internet2 and Internet Protocol Performance
Metrics.
 Main problem as obvious was that today’s internet is not fast
enough to transmit data, specially when you need to transmit a
huge bulk of data across the internet
 The experiment conducted at Chapel Hill used 60 megabits per
second and good quality tele-immersion requires 1.2 gigabits per
second.

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APPLICATIONS

 Preoprative planning
 Tele diagnostics
 Tele-assisted surgery
 Advanced surgerical training
OTHERS
 Tele-meetings
 Tele-collaborative design
 Remote learning & training
 3-D interactive video
 Entertainment
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CONCLUSION

 All this relies on the advancement in emerging technologies,


most heavily on the ability of Internet to ship data across
different networks without delay
 In the years to some it will be one of the major developments,
you could visit each other environment

So it can be summarized as:


• Collaboration at geographically distributed sites in real-time
• Synthesis of networking and media technologies
• Full integration of Virtual Reality into the workflow

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REFERENCES
1. "Tele-Immersion" (Minsky 1980; Sheridan 1992a; Barfield, Zelter,
Sheridan, & Slater 1995; Welch, Blackmon, Liu, Mellers, & Stark
1996)
2. "Virtual presence" (Barfield et al., 1995)
3. Oliver Grau: Virtual Art: From Illusion to Immersion, MIT-Press,
Cambridge 2003
4. Telecommunication,teleimmersion and telexistence by Susumu
Tachi
5. "Being there" (Reeves 1991; Heeter 1992; Barfield et al., 1995; Zhoa
2003)
6. "The suspension of disbelief" (Slater & Ushoh 1994)

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THANK YOU

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