CSCI-B582 - Lecture 12.1
Collaborative Virtual Reality & Visualization
Outline
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Lab visits
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Geoff Bingham - Action Perception Lab - Wed, April 5, meet at 1:10 pm in
Psych Building lobby
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Ray Burke - Customer Interface Lab - Thurs, April 13, meet at 4:55
pm in Business Building lobby
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Competition on Wednesday
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Collaborative VR & Visualization
Credits & References
Examples of Collaborative VR & Visualization
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MUDs and MOOs
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Web-based
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Proprietary Formats
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Active Worlds - http://www.activeworlds.com/
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Microsoft Virtual Worlds - http://www.research.microsoft.com/vwg
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VRML-based
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VNet (open source) - http://ariadne.iz.net/~jeffs/vnet/
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DeepMatrix (open source) - www.geometrek.com
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Blaxxun Community - www.blaxxun.com
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Parallelgraphics Islands - www.parallelgraphics.com
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General
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DIVE - lots of social issues studies in UK/Europe
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Sense8 World2World - www.sense8.com
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CAVERNSoft & LIMBO (EVL)
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Military Simulation
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SIMnet
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NPSNET - http://www-npsnet.cs.nps.navy.mil/npsnet/
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DIS-VRML-Java
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Engineering/Design Review
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Division's dVISE
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EAI/Sense8
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Visualization
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remote display in MVEs
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Virtual Director
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CAVE6D
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VizServing arrangement
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Medicine
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remote training
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remote consultation or procedures
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Business/Commerce
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Education
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Art
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performance, experiential art
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Gaming
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Doom, Quake, more peaceful pursuits
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'nuff said
General Issues for Collaborative Environments
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Avatars
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2D vs. 3D
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realistic vs. characatures
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articulated vs video - how much detail is needed
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exaggerated gestures in 3D
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pre-stored gestures
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distinguishing features or text names
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who's speaking?
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Audio
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most important communication channel for sense of co-presence
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very sensitive to latency and echo
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record & send vs. streaming
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Video
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video as a window, video as the avatar, video for avatar face
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benefits worth the network & hardware costs?
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problems with lighting in CAVE, HMDs?
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much more tolerant of noise and latency
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Network Characteristics
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Bandwidth - practical vs. theoretical throughput
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Reliability - UDP vs. TCP
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Latency - delay between event and perception of event, want to keep it
low
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Jitter - variability in latency, want to keep it low
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multicast or point-to-point (unicast)
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Mbone - multi-cast backbone - may save bandwidth at cost of cycles,
must be configured at router level
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point-to-point topology: client-server, multiple servers <-- CAVERNsoft
has gone from flexible topology to client-server exclusively
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What to send/how to send it
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transmit absolute instead of relative values
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transmit higher-level states instead of button presses or commands
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dead-reckoning in early military simulations
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use UDP for loss-tolerant stuff (e.g. avatar position, stuff which
is sent frequently) <-- fallen out of favor for simplicity of single
transmission protocol (TCP)
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use TCP for reliable state information
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lowest-common denominator (56K modem?)
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Persistence
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save state between sessions
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AI control - world continues to evolve in absence of users
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recording interactions
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avoid repeated downloads of large data sets
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Control
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turn taking / exclusive locks / baton passing
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no exclusion mechanism
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social cues - audio and avatars
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tethering - permission vs. request to attach
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asynchronous interaction - v-mail
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Web interfaces for
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casual collaboration
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monitor state of persistent worlds
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Scaling
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number of users
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size of data sets
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duration
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Security
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Frame rate vs. image quality vs. cost
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8-10 FPS for animation
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content is king for level of engagement