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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/