Download 3D Videocommunication: Algorithms, concepts and real-time by Oliver Schreer, Peter Kauff, Thomas Sikora PDF

By Oliver Schreer, Peter Kauff, Thomas Sikora

The 1st ebook to provide a whole evaluate of 3D video expertise, 3D Videocommunication provides either theoretical research and implementation concerns. The editors of this booklet are all key figures within the improvement of this new box and feature introduced jointly a couple of key specialists to supply an important evaluate of 3D Video and the similar communications applied sciences at present below improvement.

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Extra info for 3D Videocommunication: Algorithms, concepts and real-time systems in human centred communication

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1, applications such as videoconferencing or shared virtual environments are in fact based on providing a mix of both the physical and social components. The extent to which shared space adds to the social component is an empirical question, but several studies have shown that as technology increasingly conveys non-verbal communicative cues, such as facial expression, gaze direction, gestures, or posture, social presence will increase. In the remainder of this introductory chapter the historical development of a number of relevant presence technologies is described, with particular emphasis on their psychological impact.

Although today we are still clearly a long way removed from such an ultimate display, current virtual environments, through their multisensory stimulation, immersive characteristics and real-time interactivity, already stimulate participants’ perceptual–motor systems such that a strong sense of presence within the VE is often experienced. To date, the majority of academic papers on presence report on research that has been performed in the context of virtual environments, although a significant portion has also been carried out in the context of (stereoscopic) television and immersive telecommunications.

1993; Ware et al. 1993). 5 The CyberSphere allows for a participant to walk inside a sphere with projections from all sides The first virtual environment display system where a totally computer-generated image was updated according to the user’s head movements and displayed via a head-referenced visual display was introduced in 1968 by Ivan Sutherland, who is now generally acknowledged as one of the founding fathers of virtual reality. The helmet device Sutherland built was nicknamed ‘Sword of Damocles’ as it was too heavy to wear and had to be suspended from the ceiling, hanging over the user’s head.

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