PRESENTED BY Geenas GS S7, ECE Roll.No: 7215.  Introduction.

Slides:



Advertisements
Similar presentations
SEMINAR ON VIRTUAL REALITY 25-Mar-17
Advertisements

Free-viewpoint Immersive Networked Experience February 2010.
A Natural Interactive Game By Zak Wilson. Background This project was my second year group project at University and I have chosen it to present as it.
National Tele-Immersion Initiative: Amela Sadagic, PhD Towards Compelling Tele-Immersive Collaborative Environments.
Internet 2. Written & presented by: Martina Blackwood.
I-Room : Integrating Intelligent Agents and Virtual Worlds.
Live Conferencing Tim Neumann Learning Technologies Unit Institute of Education.
From Computer Based Simulations to 3D Virtual Learning Building Bridges to Collaborative Learning Spaces Diane D. Chapman, Sophia J. Stone, Dede Nelson.
Lecture 9: Virtual and augmented environments for design Dr. Xiangyu Wang.
Topics Dr. Damian Schofield Director of Human Computer Interaction.
Networking Issues for WED, WestGrid, and Heritage Projects Dr. Pierre Boulanger Advanced Man-Machine Interface Laboratory University of Alberta
1 Integrating Desktop Video Conferencing into Online and Web-Enhanced Courses Ms. Darla Runyon Dr. Roger Von Holzen Center for Information Technology in.
Virtual Reality. What is virtual reality? a way to visualise, manipulate, and interact with a virtual environment visualise the computer generates visual,
Interactive Systems Technical Design
3.02 Explain basic motion graphic programming.
3.02 Explain basic motion graphic programming.
Introduction to Virtual Environments CISE 6930/4930
Introduction to Virtual Environments CIS 4930/6930
2.03B Common Types and Interface Devices and Systems of Virtual Reality 2.03 Explore virtual reality.
Welcome to the world of G.V.Ram Mohan Reddy G.V.Ram Mohan Reddy.
 Introduction  Devices  Technology – Hardware & Software  Architecture  Applications.
Welcome to CGMB574 Virtual Reality Computer Graphics and Multimedia Department.
APAN Multimedia Working Group Sureswaran Ramadass - Chairman Program Chairman and Head of Network Research, USM Prof. Chon Kilnam - Co-Chairman Head of.
Networked Games - consistency and real-time Objectives – –Understand the problems associated with networked games. –Realize the importance of satisfying.
1 Distributed Virtual Environments in Art and Education Glenn Bresnahan Boston University Scientific Computing and Visualization.
 The ability to develop step by step procedures for solving problems  She uses algorithmic thinking by setting up her charts.
The Development, Maintenance, and Use of Course Web Sites The Development, Maintenance, and Use of Course Web Sites Panel at the ACM SIGCSE 34th Technical.
What is WebDemo? WebDemo is a web-based, real time collaboration tool that provides a simple way for a presenter to deliver online presentations and to.
Meeting Capture and Structural Replay Compendium in Meeting Replay Web Interface BuddySpace I-X Process System Mars Exploration Mission
Effects of Handling Real Objects and Avatar Fidelity on Cognitive Task Performance in Virtual Environments Benjamin Lok University of North Carolina at.
Miguel Tavares Coimbra
GENESIS OF VIRTUAL REALITY  The term ‘Virtual reality’ (VR) was initially coined by Jaron Lanier, founder of VPL Research (1989)..
Jake Estle Period 6 2/13/09. Using computer technology to create a simulated, 3-D world that the user can manipulate and explore while feeling he is actually.
Tele-immersion in eCommerce Saša Glasenhardt “Lošinjska plovidba - Brodarstvo”
Megaconference Dec 10, 2002 Videoconferencing in K-12 Education: Moving it from a Promise to Successful Future Practice Amela Sadagic, PhD
Integrating Virtual Environment and GIS for 3D Virtual City Development and Urban Planning Bin Chen, Fengru Huang, Yu Fang Peking University.
Visually Virtual Reality System Presented by : Tamara Webb Megan Ryden.
Augmented reality Prepared by: Khyati Kataria 08DCE001
1 Introduction to Virtual Environments User Interfaces and Usability Fall 09 John Quarles
Electronic Visualization Laboratory University of Illinois at Chicago Tele-immersive Cranial Implant Design Chris Scharver September 12, 2001
Tele Immersion. What is Tele Immersion? Tele-immersion is a technology to be implemented with Internet2 that will enable users in different geographic.
2.03 Explore virtual reality design and use.
Lecture 5: Collaborative Virtual Environments Dr. Xiangyu WANG August 25 th, 2008.
Animation Introduction and Uses of Animation. The rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an.
Augmented Reality Authorized By: Miss.Trupti Pardeshi. NDMVP, Comp Dept. Augmented Reality 1/ 23.
Christian Groves Describing Captures in CLUE and relation to multipoint conferencing draft-groves-clue-multi-content-00 CLUE Interim meeting (09/13)
Virtual Reality and Digital Characters: New Modalities for Human Computer Interaction G2V2 Talk September 5 th, 2003 Benjamin Lok.
TELE IMMERSION AMAN BABBER
MCS  FUTURESLABARGONNE  CHICAGO Rick Stevens, Terry Disz, Lisa Childers, Bob Olson Argonne National Laboratory
TELE-IMMERSION PRESENTED BY: N. Saai Kaushiik N. Saai Kaushiik.
Haris Ali (15) Abdul Ghafoor (01) Kashif Zafar (27)
Made By: Pallavi Chhikara
AGENDA  Introduction  Early developments  Requirements for immersive tele conferences systems  How tele immersion works  Share table environment 
3DDI: 3D Direct Interaction John Canny Computer Science Division UC Berkeley.
Immersive Virtual Characters for Educating Medical Communication Skills J. Hernendez, A. Stevens, D. S. Lind Department of Surgery (College of Medicine)
Mixed Reality Conferencing Hirokazu Kato, Mark Billinghurst HIT Lab., University of Washington.
Action Line 4-2 Call 1&2 projects ALIVE: Enhancement of narrative spaces by telepresence CROSSES: Virtual Reality for training people to urban emergency.
What is Multimedia Anyway? David Millard and Paul Lewis.
The Internet Salihu Ibrahim Dasuki (PhD) CSC102 INTRODUCTION TO COMPUTER SCIENCE.
THINKING OUTSIDE THE BOX . (AR) IN GAMES might-look-like-playing-videogames-very-Shttp://
Virtual Reality Prepared By Name - Abhilash Mund Regd.No Branch - Comp.sc & engg.
Virtual Reality In Space Exploration
Tim Neumann Learning Technologies Unit Institute of Education
Johnson & Johnson Virtual Medical Offices and Research Laboratories
Virtual Reality.
TELE-PRESENCE BY BHABANI SANKAR SENAPATI.
AN INTRODUCTION TO COMPUTER GRAPHICS Subject: Computer Graphics Lecture No: 01 Batch: 16BS(Information Technology)
Lecture 9: Virtual and augmented environments for design
3.02 Explain basic motion graphic programming.
Collaborate Ultra.
Presentation transcript:

PRESENTED BY Geenas GS S7, ECE Roll.No: 7215

 Introduction

 Tele-immersion may be the next major development in information technology. Using tele-immersion, you can visit an individual across the world without stepping a foot outside.  Tele-Immersion is a technology by which you’ll interact instantly with your friend on the other side of the globe through a simulated holographic environment.  This technology, which will come along with Internet2, will change the way we work, study and get medical help.

 Tele-Immersion (TI) is defined as the integration of audio and video conferencing, via image- based modeling, with collaborative virtual reality  New medium that enables a user to share a virtual space with remote participants. 

 Immersion in general means a psycho-physical condition which gives the user the illusion that he acts in an environment which is different from the real one.  It combines the display and interaction techniques of virtual reality with new computer- vision technologies.

 In1965 Ivan Sutherland, proposed the concept of the “Ultimate Display”.  “Ultimate Display” described a graphics display that would enable the user to experience a completely computer rendered environment.  This was the beginning of active research into modern graphics, virtual reality and its forerunner - tele-immersion, which was to come later. Ivan Sutherland

 The tele-immersion concept was for the first time demonstrated in May 2000 when three geographically distributed tele-immersion sites were virtually interconnected.  These sites were:  Advanced Network & Services (Armonk, New -York; Dr. Amela Sadagic),  University of Pennsylvania (Philadelphia; Dr. Jane Mulligan) and  University of North Carolina (Chapel Hill; Jaron Lanier).

 Two participating sites had the role of acquisition sites (AN&S & University of Pennsylvania) for 3D scene acquisition.  The third one (UNC) was a reconstruction site for reconstruction and display of remote, captured scenes.

Prototype of tele-cubicle at UNC (May 2000) A guest taking part in the tele-immersive session at UNC Left : Philadelphia & right : Armonk( New-York )

 Tele-Immersion has an environment called TIDE(Tele-Immersive Data exploration Environment)  The goal of TIDE is to employ Tele-Immersion techniques to create a persistent environment in which collaborators around the world can engage in long-term exploration and analysis of massive scientific data-sets.  When participants are tele-immersed,, they are able to see and interact with each other and objects in a shared virtual environment. Their presence will be depicted by life-like representations of themselves (avatars)

 The environment will persist even when all the participants have left it.  Participants may even leave messages for their colleagues who can then replay them as a full audio, video and gestural stream.

 All users are separated by hundreds of miles but appear collocated able to see each other as either a video image or as a simplified virtual representation (commonly known as an avatar).  Avatars are generated by real-time, image capture, and modeling techniques.  Each avatar has arms and hands so that they may convey natural gesture such as pointing at areas of interest in the visualization.