Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
1999, IEEE Computer
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 (CAVE Research Network) [<http://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 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
Proceedings of the …, 2000
1998
This "Late Breaking Hot Topic Paper" describes LIMBO/VTK a tool that allows developers to quickly build collaborative visualization applications for CAVE, ImmersaDesk as well as desktop workstations. LIMBO/VTK is based on two broadly used technologies: CAVERNsoft, a library for supporting collaborative Virtual Reality; and the Visualization Toolkit, an extensive library for supporting 3D graphics and visualization.
1999
The goal of this thesis is to present the virtual environments research community with a thorough investigation of collaborative awareness in Tele-immersion and related immersive virtual environments. Tele-immersion was originally defined in 1996 by Tom Defanti of the Electronic Visualization Laboratory (EVL), is "the union of networked VR and video in the context of significant computing and data mining" . Since then, research on Tele-immersion has outgrown most of its system and performance-related issues and now focuses supporting collaborative interaction and usability. Teleimmersion now deals with the "[creation of persistent virtual environments] enabling multiple, globally situated participants to collaborate over high-speed and high-bandwidth networks connected to heterogeneous supercomputing resources and large data stores" [Leigh, et. al., 1997, p. 1 of 9].
Proceedings of the fourth symposium on Virtual reality modeling language - VRML '99, 1999
Distributed work is becoming a major issue for a large part of the work force and distributed collaborative research has almost become the norm. Consequently, distributed communication facilities play an important role in all future working and education scenarios. Tele-Teaching and Tele-Learning are important new applications for remote data access. Currently mainly focussing on audio-visual communication, Tele-Education has not discovered distributed 3D virtual environments to a large extent. However, we firmly believe that the demand for interactive exploration of distributed 3D databases over the internet and for collaboration within virtual 3D environments will soon become one of he driving forces of future deveopments. This paper presents an architecture, called VR-Lab, which embeds a distributed VRML-System and a remote contollable, distributed presentation environment to support Tele-Learning and education including 3D media.
Tenth IEEE International …, 2008
We present our implementation and evaluation of TEEVE, a distributed 3D tele-immersive system. TEEVE is among the first to support multi-stream/multi-site 3D teleimmersive environments with COTS hardware and software infrastructures. It promotes collaborative physical activities among geographically dispersed sites by immersing the 3D representations of remote participants into a joint 3D virtual space. In this paper, we describe our implementation of TEEVE and introduce the recent advances in TEEVE's different components. In particular, we present an implemented protocol for ViewCast-based semantic-aware data dissemination to support multi-site remote collaboration. We evaluate the TEEVE system by deploying it on the Internet. The experimental results demonstrate that it achieves stable visual quality, soft real-time delay, and efficient resource usage.
IEEE Virtual Reality, 1999. …, 1999
Springer, Cham, 2018
There still lacks a collaborative framework that integrates existing and new virtual reality systems supporting remote collaboration for data visualization. The collaborative framework currently available might limit the collaborators for collaboration because it is not developed to support interaction with diverse 3D applications while using heterogeneous virtual reality (VR) systems remotely in a synchronized way. We will present our collaborative framework that supports remote collaboration across heterogeneous VR systems to interact with multiple 3D applications. This system is independent of any VR systems and can be used to interact collaboratively in real-time on a shared task. Additionally, we conducted a pilot study to gain perspective on the usability of the system for collaborative work across heterogeneous VR systems. We will present the results on the usability of the system, and the results obtained from the users are motivating and encouraging. Our system has the potential to increase task effectiveness and workflow because it enables shared and real-time interaction while remotely collaborating with diverse 3D applications across heterogeneous VR systems.
IEEE Computer Graphics and Applications, 1996
One long-term goal at the University of Illinois at Chicago's Electronic Visualization Laboratory is to create a persistent virtual environment enabling transcontinental collaboration over high-speed and high-bandwidth networks connected to heterogeneous supercomputing resources and large data stores. Our focus is on researching techniques required to support general collaboration in persistent virtual environments. These techniques include the representation of virtual co-presence, video and audio teleconferencing, virtual reality (VR) interfaces, and database technology for sustaining persistence in virtual worlds. These techniques are used in a collaborative design laboratory called Calvin (Collaborative Architecture Via Immersive Navigation). Calvin was designed to run in the Cave Automatic Virtual Environment (CAVE)
High Performance …, 1999
This paper proposes a methodology for employing collaborative, immersive virtual environments as a high-end visualization interface for massive data-sets. The methodology employs feature detection, partitioning, summarization and decimation to significantly cull massive data-sets. These reduced data-sets are then distributed to the remote CAVEs, ImmersaDesks and desktop workstations for viewing. The paper also discusses novel techniques for collaborative visualization and meta-data creation
Proceedings. 17th Brazilian Symposium on Computer Graphics and Image Processing, 2004
We characterize the feature superset of Collaborative Virtual Reality Environments (CVREs) out of existing implementations, and derive a novel component framework for transforming standalone VR tools into full-fledged multithreaded collaborative environments. The contributions of our approach rely on cost-effective techniques for loading graphics rendering, user interaction and network communications software components into separate threads, with a top thread for session collaboration. The framework recasts VR tools under a scalable peer-topeer topology for scene sharing, callback hooks for event broadcasting and multicamera perspectives of avatar interaction. We validate the framework by applying it to our own ALICE VR Navigator. Experimental results show good performance of our approach in the collaborative inspection of complex models.
In w this paper we characterize a feature superset for Collaborative Virtual Reality Environments (CVRE), and derive a component framework to transform stand-alone VR navigators into full-fledged multithreaded collaborative environments. The contributions of our approach rely on a cost-effective and extensible technique for loading software components into separate POSIX threads for rendering, user interaction and network communications, and adding a top layer for managing session collaboration. The framework recasts a VR navigator under a distributed peer x-to-peer topology for scene and object sharing, using callback hooks for broadcasting remote events and multicamera perspective sharing with avatar interaction. We validate the framework by applying it to our own ALICE VR Navigator. Experimental results show that our approach has good performance in the collaborative inspection of complex models.
IEEE Visualization, 1998
This "Late Breaking Hot Topic Paper" introduces and tracks the progress of OceanDIVER, a project to develop a tele-immersive collaboratory that integrates archived oceanographic data with sim- ulation and real-time data gathered from autonomous underwater vehicles. Specifically this paper describes the work in building CAVE6D, a tool for collaboratively visualizing environmental data in CAVEs, ImmersaDesks and desktop workstations.
Virtual environment (VE) is often used tool in design process or as a part of visualisation tools making possible the human to enter space which is not accessible for him at a given moment. Some of these applications are adopted for collaboration of more users where some of them are not present locally. They communicate with local users via network which requires configuration based on more VEs (e.g., CAVE-like devices) connected together. The libraries used to control such devices are usually enabled to communicate with the same type of remotely connected system. On other side, the communication between heterogeneous systems is more and more interesting problem. Thus another approach based on transmission of video signals between VE devices is presented in this report. keywords: virtual reality, virtual environment, collaborative environment, interaction
icme, 2003
With the growing demand for collaboration technologies, several CSCW (Compute-Supported Cooperative Work) systems have been developed. CVEs (Collaborative Virtual Environments) represent an important category of CSCW systems that generally make use of 3D shared space to provide collaboration facilities. However in most CVEs collaboration is restricted to the Virtual Reality context. In this paper it is proposed to extend CVEs through the integration of different collaboration tools in order to allow collaboration to take place in different contexts (e.g. Web browsing), in a parallel and coordinated way with the virtual scene.
Presence: Teleoperators and Virtual Environments, 1999
COVEN (COllaborative Virtual ENvironments) is a European project that seeks to develop a comprehensive approach to the issues in the development of Collaborative Virtual Environment (CVE) technology; COVEN brings together twelve academic and industrial partners with a wide range of expertise in CSCW, networked VR, computer graphics, human factors, HCI and telecommunications infrastructures. After two years of work, we are presenting the main features of our approach and results: our driving applications, the main components of our technical investigations, and our experimental activities. With different citizen and professional application scenarios as driving forces, COVEN is exploring the requirements and supporting techniques for collaborative interaction in scalable CVEs. Technical results are being integrated in an enriched networked VR platform based on the dVS and DIVE systems. Taking advantage of a dedicated Europe-wide ISDN and ATM network infrastructure, a large component of the project is a trial and experimentation activity that should allow to build up a comprehensive understanding of the technical network requirements of such systems along with their usability issues and human factors aspects. More information may be found at http://chinon.thomson-csf.fr/projects/coven/.
The paper presents an initial framework for studying issues in the design and evaluation of Collaborative Virtual Environments based on immersive projection technology systems. The framework consists of a software platform, developed using Virtools® software suite, which supports collaborative work among collaborators in different immersive systems (CAVE®- like environment, Workbench, etc.), and usability inspection of each iteration of the platform. The objective of this setting for the framework was to gain insights on both technological aspects regarding the development of such a platform and human factors issues on collaborative work within Virtual Environments; and more importantly on the interrelation between technological and human factors aspects for building usable Collaborative Virtual Environments. A live demonstration of the platform connecting two CAVE®-like environments situated in geographically distant places was organized to collect feedback from participants. The demonstration provided the users with different interaction metaphors addressing the three main characteristics of collaborative work through Virtual Environments: awareness of others, context sharing, and negotiation and communication. Details about the platform, results of an informal observational study though the live demonstration and lessons learned from conducting such a framework are presented in the paper.
1993
Several common systems satisfy some but not all of the VR definition above. Flight simulators provide vehicle tracking, not head tracking, and do not generally operate in binocular stereo. Omnimax theaters give a large angle of view [8], occasionally in stereo, but are not interactive. Head-tracked monitors [4][6] provide all but a large angle of view. Head-mounted displays (HMD) [13] and BOOMs [9] use motion of the actual display screens to achieve VR by our definition. Correct projection of the imagery on large screens can also create a VR experience, this being the subject of this paper. This paper describes the CAVE (CAVE Automatic Virtual Environment) virtual reality/scientific visualization system in detail and demonstrates that projection technology applied to virtual-reality goals achieves a system that matches the quality of workstation screens in terms of resolution, color, and flicker-free stereo. In addition, this format helps reduce the effect of common tracking and system latency errors. The off-axis perspective projection techniques we use are shown to be simple and straightforward. Our techniques for doing multi-screen stereo vision are enumerated, and design barriers, past and current, are described. Advantages and disadvantages of the projection paradigm are discussed, with an analysis of the effect of tracking noise and delay on the user. Successive refinement, a necessary tool for scientific visualization, is developed in the virtual reality context. The use of the CAVE as a one-to-many presentation device at SIGGRAPH '92 and Supercomputing '92 for computational science data is also mentioned.
Proceedings Virtual Reality Annual International Symposium '95, 1995
Virtual reality toolkits and systems for computer supported cooperative work are often treated separately. However, combining them offers new possibilities for remote cooperative (or collaborative) group working. In this paper we review existing distribution models of virtual environments and propose a new method of concurrent interaction management. We will examine the different types of communication layers, which are needed by collaborative virtual reality (VR) applications to achieve complex user interaction. Finally we propose a model for handling the different requirements of such applications, depending on the connection strategies used within a distributed VR system.
Loading Preview
Sorry, preview is currently unavailable. You can download the paper by clicking the button above.