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 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

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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.

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