tele immersion [final]
TRANSCRIPT
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A
SEMINAR REPORT
ON
Looking towards the busy future in an innovative way
By,
Ghosh Gaurab S
(Enrollment No. : 090370116031)
Guided By,
Ms. Mauni Shah
Department of Information Technology
Parul Institute of Engineering and Technology
Waghodia-391760, Vadodara, Gujarat (India)
October2011
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Parul Institute of Engineering and Technology
P.O. Limda,Tal. Waghodia-391760
Dist. Vadodara, Gujarat (India)
Phone: +91-2668-262327, 263355/56
Website: www.parul.ac.in
Date:
This is Certify that the student
Shri Ghosh Gaurab S. .
Reg. No. 090370116031 of BE-IT (5th
Sem) Class
Has satisfactorily completed the course in
Seminar .
Within four walls of
Parul Institute of Engineering & Technology
Limda.
Guide
Ms. Mauni Shah
[Lecturer]
Information Technology Department
PIET, Waghodia, Vadodara.
H.O.D.
Mr. G. B. Jethva
[Head]
Information Technology Department
PIET, Waghodia, Vadodara.
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ACKNOWLEDGEMENTS
Firstly I would like to express my sincere gratitude to the Almighty for His
solemn presence throughout the seminar study.
I would also like to express my special thanks to the Our College for
providing me an opportunity to undertake this seminar.
I am deeply indebted to our seminar coordinator Ms. Mauni Shah, Lecturer in
the Department of Information And Technilogy for providing me with valuable
advice and guidance during the course of the study.
I would like to extend my heartfelt gratitude to the Faculty of the
Department of Information And Technology for their constructive support and
cooperation at each and every juncture of the seminar study.
I offer my special gratitude to my Family Members, Friends, And
Colleagues for their help, support, encouragement and inspiration to accomplish this
study.
Finally I would like to express my gratitude to Parul Institute of Engineering
And Technology for providing me with all the required facilities without which the
seminar study would not have been possible.
Ghosh Gaurab S.
(090370116031)
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ABSTRACT
Tele-immersion is a technology to be implemented together in a simulated
environment to interact. Users will feel like they are actually looking, talking, andmeeting with each other face-to-face in the same room. This is achieved using
computers that recognize the presence and movements of individuals and objects
tracking those individuals and images and reconstructing them onto one stereo-
immersive surface.
3D reconstruction for tele-immersion is performed using stereo, which means
two or more cameras take rapid sequential shots of the same object, continuously
performing distance calculations, and projecting them into the computer-simulated
environment, as to replicate real-time movement.
Tele immersion is a technology that will be implemented with Intemet2. It will
enable users in different geographical locations to come together and interact in a
simulated holographic environment. Users will feel as if they are actually looking,
talking and meeting with each other face to face in the same place, even though they
may be miles apart physically. In a tele-immersive environment, computers recognize
the presence and movements of individuals as well as physical and virtual objects.
They can then track these people and non-living objects, and project them in a
realistic way across many geographic locations.
It has varied applications and it will significantly affect the educational,
scientific and medical sectors.
Its main application is in video conferencing and it takes video conferencing to
the next level.
It is a dynamic concept, which will transform the way human interact with
each other and the world in general.
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CONTENTS
Introduction .... 6 The History .... 7 What is Tele-Immersion? .... 8 Requirements of Tele-Immersion .... 9
o 3D environment scanning .... 9o Reconstruction in a holographic environment .... 12o Projective and display technologies .... 13o Tracking technologies .... 13o Moving sculptures .... 14o Audio technologies .... 14o Powerful networking .... 14o Computational needs .... 16o Tele cubicle .... 16o Tele-Immersion studio .... 18
Applications .... 19 Challenges of Tele-Immersion .... 23 Solution .... 24
o About Internet2 .... 24o Desktop Supercomputers .... 25o Bandwidth issues .... 26
Current developments .... 27 Conclusion .... 29 Future scope .... 30 Bibliography .... 31
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INTRODUCTION
Tele-immersion, a new medium for human interaction enabled by digital
technologies, approximates the illusion that a user is in the same physical space as
other people, even through the other participants might in fact be hundreds or
thousands of miles away. It combines the display and interaction techniques of virtual
reality with new vision technologies that transcend the traditional limitations of a
camera. Rather than merely observing people and their immediate environment from
one vantage point, tele-immersion stations convey them as "moving sculptures'',
without favoring a single point of view. The result is that all the participants, however
distant, can share and explore a life-size space.
Beyond improving on videoconferencing, tele-immersion was conceived as an
ideal application for driving network-engineering research, specifically for Internet2,
the primary research consortium for advanced network studies in the U.S. If a
computer network can support tele-immersion, it can probably support any other
application. This is because tele-immersion demands as little delay as possible from
flows of information (and as little inconsistency in delay), in addition to the more
common demands for very large and reliable flows.
Tele-immersion can be of immense use in medical industry and it also finds its
application in the field of education.
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THE HISTORY
It was in 1965 that, Ivan Sutherland proposed the concept of the 'Ultimate
Display'. It described a graphics display that would allow the user to experience a
completely computer-rendered environment. 'The term Tele-immersion was first used
in October 1996 as the title of a workshop organized by EVL and sponsored by
Advanced Network & Services, Inc. to bring together researchers in distributed
computing, collaboration, VR, and networking. At this workshop, specific attention
was paid to the future needs of applications in the sciences, engineering, and
education. In 1998 Abilene, a backbone research project was launched and now
serves as the base for Internet-2 research. Tele-immersion is the application that will
drive forward the research of Internet-2.
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WHAT IS TELE-IMMERSION ?
Tele-immersion enables users at geographically distributed sites to collaborate
in real time in a shared, simulated, hybrid environment as if they were in the same
physical room.
It is the ultimate synthesis of media technologies:
3D environment scanning. Projective and display technologies. Tracking technologies. Audio technologies. Powerful networking.The considerable requirements for tele-immersion system, such as high
bandwidth, low latency and low latency variation make it one of the most challenging
net applications. This application is therefore considered to be an ideal driver for the
research agendas of the Internet2 community.
Tele-immersion is that sense of shared presence with distant individuals and
their environments that feels substantially as if they were in one's own local space.
This kind of tele-immersion differs significantly from conventional video
teleconferencing in that the use's view of the remote environment changes
dynamically as he moves his head.
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REQUIREMENTS OF TELE-IMMERSION
Tele-immersion is the ultimate synthesis of media technologies. It needs the
best out of every media technology. The requirements are given below:
3D ENVIRONMENT SCANNING
For a better exploring of the environment a stereoscopic view is required. For
this, a mechanism for 3D environment scanning method is to be used. It is by using
multiple cameras for producing two separate images for each of eyes. By using
polarized glasses we can separate each of the views and get a 3D view.
The key is that in tele-immersion, each participant must have a personal view
point of remote scenes-in fact, two of them, because each eye must see from its own
perspective to preserve a sense of depth. Furthermore, participants should be free to
move about, so each person's perspective will be in constant motion. Tele-immersion
demands that each scene be sensed in a manner that is not biased toward any
particular viewpoint (a camera, in contrast, is locked into portraying a scene from its
own position). Each place, and the people and things in it, has to be sensed from all
directions at once and conveyed as if it were an animated three-dimensional sculpture.
Each remote site receives information describing the whole moving sculpture and
renders viewpoints as needed locally. The scanning process has to be accomplished
fast enough to take place in real time at most within a small fraction of a second.
The sculpture representing a person can then be updated quickly enough to
achieve the illusion of continuous motion. This illusion starts to appear at about 12.5
frames per second (fps) but becomes robust at about 25 fps and better still at faster
rates.
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Measuring the moving three-dimensional contours of the inhabitants of a room
and its other contents can be accomplished in a variety of ways. In 1993, Henry Fuchs
of the University of North Carolina at Chapel Hill had proposed one method, known
as the "sea of cameras" approach, in which the viewpoints of many cameras are
compared. In typical scenes in a human environment, there will tend to be visual
features, such as a fold in a sweater, that are visible to more than one camera. By
comparing the angle at which these features are seen by different cameras, algorithms
can piece together a three-dimensional model of the scene.
This technique had been explored in non-real-time configurations, which later
culminated in the "Virtualized Reality "demonstration at Carnegie Mellon University,
reported in 1995. That setup consisted of 51 inward looking cameras mounted on a
geodesic dome. Because it was not a real-time device, it could not be used for tele-
immersion.
Ruzena Bajcsy, head of GRASP (General Robotics, Automation, Sensing and
Perception) Laboratory at the University of Pennsylvania, was intrigued by the idea of
real-time seas of cameras. Starting in 1994, small scale, "puddles" of two or three
cameras to gather real-world data for virtualreality applications was introduced.
But a sea of cameras in itself isn't complete solution. Suppose a sea of cameras
is looking at a clean white wall. Because there are no surface futures, the cameras
have no information with which to build a sculptural model. A person can look at a
white wall without being confused. Humans don't worry that a wall might actually be
a passage to an infinitely deep white chasm, because we don't rely on geometric cues
alone - we also have a model of a room in our minds that can rein in errant mental
interpretations. Unfortunately, to today's digital cameras, a person's forehead or T-
shirt can present the same challenge as a white wall, and today's software isn't smart
enough to undo the confusion that results.
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Researchers at Chapel Hill came with a novel method that has shown promise
for overcoming this obstacle, called imperceptible structured light or ISL.
Conventional light bulbs flicker 50 or 60 times a second, fast enough for the
flickering to be generally invisible to the human eye. Similarly, ISL appears to the
human eye as a continuous source of white light, like an ordinary light bulb, but in
fact it is filled with quickly changing patterns visible only to specialized, carefully
synchronized cameras. These patterns fill in voids such as white wall with imposed
features that allow a sea of cameras to complete the measurements. If imperceptible
structured light is not used, then there may be holes in reconstruction data that result
from occlutions, areas that aren't seen by enough cameras, or areas that don't provide
distinguishing surface features.
To accomplish the simultaneous capture and display an office of the future is
envisioned where ceiling lights are controlled cameras and "smart" projectors that are
used to capture dynamic image-based models with imperceptible structured light
techniques, and to display high-resolution images on designated display surfaces. By
doing simultaneously on the designated display surfaces, one can dynamically adjust
or auto calibrate for geometric, intensity, and resolution variations resulting from
irregular or changing display surfaces, or overlapped projector images.
Now the current approach to dynamic image-based modeling is to use an
optimized structured light scheme that can capture per-pixel depth and reflectance at
interactive rates. The approach to rendering on the designated (potentially irregular)
display surface is to employ a two-pass projective texture scheme to generate images
that when projected onto the surfaces appear correct to a moving head-tracked
observer.
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RECONSTRUCTION IN A HOLOGRAPHIC ENVIRONMENT
The process of reconstruction of image occurs in a holographic environment.
At the transmitting end, the 3d image scanned is generated using two techniques. The
reconstruction process is different for shared table and ic3d approach.
Shared Table ApproachHere, the depth of the 3d image is calculated using 3d wire frames; this technique
uses various camera views and complex image analysis algorithms to calculate the
depth.
Assuming that the geometrical parameters of the multi-view capture device, the
virtual scene and the virtual camera are well fitted to each other. It is ensured that the
scene is viewed in the right perspective view, even while changing the viewing
position.
Ic3d(incomplete 3d) ApproachIn this case, a common texture surface is extracted from the available camera
views and the depth information is coded in an associated disparity map. Thisrepresentation can be encoded into a mpeg-3 video object which is then transmitted.
The decoded disparities are scaled according to the user's 3d viewpoint in the
virtual scene, and a disparity-controlled projection is carried out. The 3d perspective
of the person changes with the convenient of the virtual camera.
In both the approaches, at the receiving end the entirely composed 3d scene isrendered onto the 2d display of the terminal by using a virtual camera, the position of
the virtual camera coincides with the current position of the conferee's head, for this
purpose the head position is permanently registered by a head tracker and the virtual
camera is moved with the head.
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PROJECTIVE & DISPLAY TECHNOLOGIES
By using tele-immersion a user must feel that he is immersed in the other
person's world. For this, a projected view of the other user's world is needed. For
producing a projected view, big screen is needed. For better projection, the screen
must be curved and special projection cameras are to be used.
TRACKING TECHNOLOGIES
It is great necessity that each of the objects in the immersive environment be
tracked so that we get a real world experience. This is done by tracking the movement
of the user and adjusting the camera accordingly.
Head & Hand trackingThe UNC and Utah sites collaborated on several joint design-and-manufacture
efforts, including the design and rapid production of a head-tracker component
(HiBall) (now used in the experimental UNC wide-area ceiling tracker). Precise,
unencumbered tracking of a user's head and hands over a room sized working area has
been an elusive goal in modern technology and the weak link in most virtual reality
systems. Currant commercial offerings based on magnetic technologies perform
poorly around such ubiquitous, magnetically noisy computer components as CRTs,
while optical-based products have a very small working volume and illuminated,
beacon targets (LEDs). Lack of an effective tracker has crippled a host of augmented
reality applications in which the user's views of the local surroundings are augmented
by synthetic data (e.g., location of a tumor in the patient's brain or the removal path of
a part from within a complicated piece of machinery).
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MOVING SCULPTURES
It combines the display and interaction techniques of virtual reality with new
vision technologies that transcend the traditional limitations of a camera. Rather than
merely observing people and their immediate environment from one vantage point,
tele-immersion stations convey them as "moving sculptures", without favoring a
single point of view. The result is that all the participants, however distant, can share
and explore a life size space.
AUDIO TECHNOLOGIES
For true immersive effect the audio system has to be extended to another
dimension, i.e., a 3D sound capturing and reproduction method has to be used. This is
necessary to track each sound source's relative position.
POWERFUL NETWORKING
The considerable requirements for tele-immersion system, such as high
bandwidth, low latency and low variation (jitter), make it one of the most challenging
net applications.
Internet 2 - the driving force behind Tele-immersion:It is the next generation internet. Tele-immersion was conceived as ideal
application for driving network engineering research. Internet2 is a consortium
consisting of the US government, industries and around 200 universities and colleges.
It has high bandwidth and speed. It enables revolutionary internet applications.
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Need for speed:If a computer network can support tele-immersion, it can probably support any
other application. This is because tele-immersion demands as little delay as possible
from flows of information (and as little inconsistency in delay), in addition to the
more common demands for very large and reliable flows.
Strain to Network:In tele-immersion not only participant's motion but also the entire surface of
each participant had to sent. So it strained a network very strongly. Our demand for
bandwidth varies with the scene and application; a more complex scene requires more
bandwidth.
Network backbone:A backbone is a network within a network that lets information travel over
exceptionally powerful, widely shared connections to go long distances more quickly.
Each of earlier net played a part in inspiring new applications for the Internet, such as
the World Wide Web. Another backbone research project, called Abilene, began in
1998, and it was to serve a university consortium called Internet2.
Abilene now reaches more than 170 American research universities. If the
only goal of Internet2 were to offer a high level of bandwidth (that is, a large number
of bits per second), then the mere existence of Abilene and related resources be
sufficient. But Internet2 research targeted additional goals, among them the
development of new protocols for handling applications that demand very high
bandwidth and very low, controlled latencies (delays imposed by processing signals
and route).
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COMPUTATIONAL NEEDS
Beyond the scene-capture system, the principal components of a tele-
immersion setup are the computers, the network services, the display and interaction
devices. Literally dozens of processors are currently needed at each site to keep up
with the demands of tele-immersion. Roughly speaking, a cluster of eight two-
gigahertz Pentium processors with shared memory should be able to process a trio
within a sea of cameras in approximately real time. Such processor clusters should be
available in the later year.
Bandwidth is a crucial concern. Our demand for bandwidth varies with the
scene and application; a more complex scene requires more bandwidth. We canassume that much of the scene, particularly the background walls and such, is
unchanging and does not need to be resent with each frame.
Conveying a single person at a desk, without the surrounding room, at a slow
frame rate of about two frames per second has proved to require around 20 megabits
per second but with up to 80-megabit-per-second peaks. With time, however, that
number will fall as better compression techniques become established. Each site mustreceive the streams from all the others, so in a three-way conversation the bandwidth
requirement must be multiplied accordingly.
TELE-CUBICLE
The tele-cubicle represents the next generation immersive interface. It can also
be seen as a subset of all possible immersive interfaces. An office appears as one
quadrant in a larger shared virtual office space. The canvases onto which the imagery
can be displayed are a stereo-immersive desk surface as well as at least two stereo.
Such a system represents the unification of Virtual Reality and video-conferencing
and it provides an opportunity for the full integration of VR into the workflow.
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Physical and virtual environments appear united for both input and display.
This combination, we believe, offers a new paradigm for human communications and
collaboration. Tele cubicle which consists of two wall surfaces and a desk surface
which projects 3D images. It consists of a stereo immersive desk surface and two
stereo-immersive wall surfaces. These three display surfaces join to form a corner
desk unit. The walls appear as windows to the other users' environment while the
desks join together to form a virtual conference table in the centre. This willallow the
realistic inclusion of tele-immersion into the work environment as it will take up the
usual amount of desk space.
Today's tele-immersion combines the superior display of CAVE and
ImmersaDesk display systems with advanced network capabilities .The CAVE (Cave
Automatic Virtual Environment) is a multi-display virtual reality device comprised of
three projection screen, two "walls" and a "floor" which projects real-time images in
response to the user's eye and/or head movements. To ensure the quality) of the
picture and timeliness of response, the CAVE must be controlled by a powerful
machine or super-computer. In some cases, CAVE processing units contain lip to
sixteen processors. CAVE is an example of 3D display system which implements-
"Tele-cubicle".
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TELE-IMMERSION STUDIO
It's a room with all arrays of video cameras to provide multiple viewpoints and
a group of computers to process the digitized images. The people, who appeared as
3D images, were tracked with an array of eight ordinary video cameras while three
other video cameras captured real light patterns in room to calculate distances. This
enables the proper depth to be recreated on the 3D space.
In a remote location, a viewer sits in front of a screen wearing polarized
glasses like those used for 3D movies. The screen shows what or who is in front of
the array of video cameras. If the observer moved his or her head to the left, he/she
could see the corresponding images that would be seen if she were actually in the
room with the person on the screen.
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APPLICATIONS
1. Collaborative Engineering WorksTeams of engineers might collaborate at great distances on computerized
designs for new machines that can be tinkered with as through they were real models
on a shared workbench. Archaeologists from around the world might experience
being present during a crucial dig. Rarefied experts in building inspection or engine
repair might be able to visit locations without losing time to air travel.
2. Video ConferencingAlthough few would claim that tele-immersion will be absolutely as good as
"being there" in the near term, it might be good enough for business meetings,
professional consultations, training sessions, trade show exhibits and the like.
Business travel might be replaced to a significant degree by tele-immersion in 10
years. This is not only because tele-immersion will become better and cheaper but
because air travel will face limits to growth because of safety, land use and
environmental concerns.
3. Immersive Electronic BookApplications of tele-immersion will include immersive electronic books that in
effect blend a "time machine" with 3D hypermedia, to add an additional important
dimension, that of being able to record experiences in witch a viewer, immersed in the
3D reconstruction, can literally walk through the scene or move backward and
forward in time. While there are many potential application areas for such novel
technologies (e.g., design and virtual prototyping, maintenance and repair,
paleontological and archaeological reconstruction), the focus here will be on a
socially important and technologically challenging driving application, teaching
surgical management of difficult, potentially lethal, injuries.
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4. Collaborative mechanical CADA group of designers will be able to collaborate from remote sites in an
interactive design process. They will be able to manipulate a virtual model starting
from the conceptual design, review and discuss the design at each stage, perform
desired evaluation and simulation, and even finish off the cycle with the production of
the concrete part on the milling machines.
5. EntertainmentTele-immersive holographic environments have a number of applications.
Imagine a video game free of joysticks, in which you become a participant in the
game, fighting monsters, or scoring touchdowns.
6. MedicineTele immersion can be of immense use to the field of medicine. The way
medicine is taught and practiced has always been very hands-on. It is impossible to
treat a patient over the phone or give instructions for a tumour to be removed without
physically being there. With the help of tele-immersion, 3D surgical learning for
virtual operations is now in place and, in the future, the hope is to be able to carry out
real surgery on real patients. A geographically distanced surgeon could be tele-
immersed into an operation theatre to perform an operation. This could potentially be
lifesaving if the patient is in need of' special care (either a technique or a piece of
equipment), which is not available at that particular location. Tele-immersion 'will
give surgeons, the ability to superimpose anatomic images right on their patients
while they are being operated on'.
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7. Live chatInstead oftraveling hundreds of miles to visit your relatives during the
holidays, you can simply call thein up and join them in a shared holographic room.
8. Uses in educationIn education, tele-immersion can be used to bring together students at remote
sites in a single environment. Relationships among educational institutions could
improve tremendously in the future with the use of tele-immersion. Already, the
academic world is sharing information on research and development to better the end
results. Doctors and soldiers could use tele-immersion to train in a simulated
environment. This will be a distinct advantage in surgical training. While it will not
replace the hands-on training, this technology will give surgeons a chance to learn
complex situations before they treat their patients. With tele-immersion in schools,
students could have access to data or control a telescope from a remote location, or
meet with students from other countries by projecting themselves into a foreign space.
Internet2 will provide access to digital libraries and virtual labs, opening up the lilies
of communication for students. Tele-immersion will bring to their places, equipmentand situations earlier not available, helping them experience what they could have
only watched, read, or heard about earlier.
9. Future officeIn years to come, instead of asking for a colleague on the phone you will find
it easier to instruct your computer to find him or her. Once you do that, you'll
probably see a flicker on one of your office walls arid line that your colleague, who's
physically present in another city, is sitting right across you as if he or she is right
there. The person at the other end will experience the same immersive connection.
With tele-immersion bringing two or more distant people together in a single,
simulated office setting, business travel will become quite redundant.
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10.Other applicationsBuilding inspectors could tour structures without leaving their desks.
Automobile designers from different continents could meet to develop the next
generation of vehicles. In the entertainment industry, ballroom dancers could train
together from separate physical spaces. Instead of commuting to work for a board
meeting, businesspersons could attend it by projecting themselves into the conference
room. The list of applications is large and varied, and one thing is crystal clear this
technology will significantly affect the educational, scientific, and medical sectors.
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CHALLENGES OF TELE-IMMERSION
Tele-immersion has emerged as a high-end driver for the Quality of Service
(QoS), bandwidth, and reservation efforts envisioned by the NGI and Internet2
leadership. From a networking perspective, tele-immersion is a very challenging
technology for several reasons.
The networks must be in place and tuned to support high-bandwidthapplications.
Low latency, needed for 2-way collaboration, is hard to specify and guaranteegiven current middleware.
The speed of light in fiber itself is a limiting factor over transcontinental andtransoceanic distances.
Multicast, unicast, reliable and unreliable data transmissions (called "flows")need to be provided for and managed by the networks and the operating
systems of supercomputer-class workstations.
Real-time considerations for video and audio reconstruction ("streaming") arecritical to achieving the feel of tele-presence, whether synchronous or recorded
and played back. The computers, too, are bandwidth limited with regard to handling very large
data for collaboration.
Simulation and data mining are open-ended in computational and bandwidthneeds-there will never be quite enough computing and bits/second to fully
analyze, and simulate reality for scientific purposes.
In Layman's language the realization of tele-immersion is impossible today due to:1. The non-availability of high speed networks2. The non-availability of supercomputer3. Large network bandwidth requirement reasons
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Bandwidth issues
Network bandwidth required to make tele-immersion work is one of the main
concerns of this new technology. It is estimated that as much as 1.2 gigabits persecond will be needed for future high-quality effects. This is much higher than the
average home connection bandwidth. The exact amount of bandwidth needed for each
scene depends on the complexity of the background. With time, the number of
megabits used for transmitting a scene will reduce as advanced compression
techniques are established. Initially, bandwidth-intensive applications will have to be
limited to the larger organizations that can afford high connection speeds.
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CURRENT DEVELOPMENTS
Haptic sensors: Miniaturized force/torque sensors
There is an increasing need for measuring forces acting between human hands
and the environment. External finger forces are measured by placing force sensing
pads at the fingertips. A wide variety of such pads have been developed in the past for
applications in robotics and medicine, using resistive, capacitive, piezoelectric, or
optical elements to detect force. A critical problem with these force sensors is that
they are often bulky and inevitably deteriorate the human's haptic sense, since the
fingers cannot directly touch the environment surface.
Recently, much research has focused on reducing this problem by inventing
thinner and more flexible force-sensing pads, a new approach to the detection of
finger forces is presented in order to completely eliminate any impediment to the
natural haptic sense and hence the name haptic sensors. (Haptic means that 'relating
to or based on the sense of touch'). An optical sensor mounted on the fingernail
detects the force. This allows the human to touch the environment with bare fingers
and perform fine, delicate tasks using the full range of haptic sense. Miniaturized
optical components and circuitry allow the sensor to be disguised as a decorative
fingernail covering.
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Haptic sensor is a new type of touch sensor for detecting contact pressure at
human fingertips. Hence the sensor is mounted on the fingernail rather than on the
fingertip. Specifically, the fingernail is instrumented with miniature light emitting
diodes (LEDs) and photo detectors in order to measure changes in the reflection
intensity when the fingertip is pressed against a surface. The changes in intensity are
then used to determine changes in the blood volume under the fingernail, a technique
termed reflectance photoplethysmography". A homodynamic model is used to
investigate the dynamics of the blood volume at two locations under the fingernail. A
miniaturized prototype nail sensor is de-signed, built, and tested. The theoretical
analysis is verified through experiment and simulation.
Haptic sensors would allow people to touch projections as if they were real. A 3D
sensor and supporting software has been developed and patented that enables the real-
time visualization of the haptic sense of pressure. Haptic sensors can be used in tele-
immersion systems to sense the pressure and reconstruct the feeling of touch in
combination with other devices.
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CONCLUSION
Tele-immersion is a fast developing technology and it is going to benefit the
common man once Internet-2 comes into picture, it is of immense use in the field of:
Medicine It helps in reducing business travel Education and numerous other fields
Tele-immersion is a dynamic concept, which will transform the way humans,
interact with each other and the world in general.
Tele-immersion is a technology that is certainly going to bring a new revolution
in the world and let us all hope that this technology reaches the world in its full flow
as quickly as possible.
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FUTURE SCOPE
The tele-immersion system of 2012 would ideally:
Support one or more flat panels/projectors with ultra-high colorresolution (say 5000x5000)
Be stereo capable without special glasses Have several built-in micro-cameras and microphones Have tether-less, low-latency, high-accuracy tracking Network to teraflop computing via multi-gigabit optical switches with
low latency
Have exquisite directional sound capability Be available in a range of compatible hardware and software
configurations
Have gaze-directed or gesture-directed variable resolution and qualityof rendering
Incorporate AI-based predictive models to compensate for latency andanticipate user transitions
Use a range of sophisticated haptic devices to couple to humanmovement and touch
Accommodate disabled and fatigued users in the spirit of the EveryCitizen Interface to the NTII (National Tele-Immersion Initiative).
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BIBLIOGRAPHY
1. www.tele-immersion.citrus-us.org2.
www.fp.mcs.anl.gov
3. www.ieee.com4. www.wikwpedia.org5. www.NTII.com6. www.advancedorg.tele-immersion.com7. www.newscientist.com8. www.internet2.edu9. www.cis.upenn.edu10.www.mrl.nyu.edu11.www.howstuffworks.com
http://www.tele-immersion.citrus-us.org/http://www.fp.mcs.anl.gov/http://www.ieee.com/http://www.ntii.com/http://www.advancedorg.tele-immersion.com/http://www.newscientist.com/http://www.internet2.edu/http://www.cis.upenn.edu/http://www.mrl.nyu.edu/http://www.mrl.nyu.edu/http://www.howstuffworks.com/http://www.howstuffworks.com/http://www.howstuffworks.com/http://www.mrl.nyu.edu/http://www.cis.upenn.edu/http://www.internet2.edu/http://www.newscientist.com/http://www.advancedorg.tele-immersion.com/http://www.ntii.com/http://www.ieee.com/http://www.fp.mcs.anl.gov/http://www.tele-immersion.citrus-us.org/