By Oliver Schreer, Peter Kauff, Thomas Sikora
The 1st ebook to offer an entire assessment of 3D video know-how, 3D Videocommunication offers either theoretical research and implementation concerns. The editors of this ebook are all key figures within the improvement of this new box and feature introduced jointly a couple of key specialists to supply a necessary evaluation of 3D Video and the comparable communications applied sciences at present less than improvement.
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Extra resources for 3D Videocommunication: Algorithms, concepts and real-time systems in human centred communication
Since the early 1990s onwards, presence has been studied in relation to various media, most notably virtual environments (VEs). Sheridan (1992) refers to presence elicited by a VE as ‘virtual presence’, whereas he uses ‘telepresence’ for the case of teleoperation that Minsky (1980) was referring to. From the point of view of psychological analysis, a distinction based on enabling technologies is unnecessary and the broader term presence is used in this chapter to include both variations. A number of authors have used the terms ‘presence’ and ‘immersion’ interchangeably, as they regard them as essentially the same thing.
A detailed description of current technologies in this field can be found in Chapter 14. An alternative interface to the HMD is the BOOM (binocular omni-oriented monitor) where the display device is not worn on the head but mounted onto a flexible swivel arm construction so that it can be freely moved in space. Because a BOOM is externally supported and not worn on the head, heavier and hence higher resolution and larger angle-of-view displays can be used. Viewpoint position can be calculated by knowing the length of the swivel arms and measuring the angles of its joints.
Coyle R 1993 The genesis of virtual reality In Future Visions: New Technologies of the Screen (ed. Hayward P and Wollen T) British Film Institute London pp. 148–165. Cruz-Neira C, Sandin D and DeFanti T 1993 Surround-screen projection-based virtual reality: The design and implementation of the CAVE. Computer Graphics: Proceedings of SIGGRAPH pp. 135–142. de Kort Y, IJsselsteijn W, Kooijman J and Schuurmans Y 2003 Virtual laboratories: Comparability of real and virtual environments for environmental psychology.