Visualization in Teleimmersive Environments

  • Authors:
  • Jason Leigh;Andrew E. Johnson;Maxine Brown;Daniel J. Sandin;Thomas A. DeFanti

  • Affiliations:
  • -;-;-;-;-

  • Venue:
  • Computer
  • Year:
  • 1999

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Abstract

In collaborative virtual reality (VR), the goal is to reproduce a face-to-face meeting in minute detail. Teleimmersion moves beyond this idea, integrating collaborative VR with audio- and video- conferencing that may involve data mining and heavy computation. In teleimmersion, collaborators at remote sites share the details of a virtual world that can autonomously control computation, query databases, and gather results. They don't meet in a room to discuss a car engine; they meet in the engine itself. The University of Illinois at Chicago's Electronic Visualization Laboratory (EVL) has hosted several applications that demonstrate rudimentary teleimmersion. All users are members of Cavern--the CAVE Research Network (www.evl.uic.edu/cavern)--a collection of participating industrial and research institutions equipped with CAVE (Cave Automated Virtual Environment), ImmersaDesk VR systems, and high-performance computing resources, including high-speed networks. There are more than 100 CAVE and ImmersaDesk installations worldwide. The pressing challenge now, as this article illustrates, is how to support collaborative work among Cavern users without having them worry about the details of sustaining a collaboration. Another problem is providing both synchronous and asynchronous collaboration. The authors detail how they've built new display devices to serve as more convenient teleimmersion end points and to support their international networking infrastructure with sufficient bandwidth to support the needs of teleimmersive applications.