3D Videocommunication: Algorithms, concepts and real-time - download pdf or read online

By Oliver Schreer, Peter Kauff, Thomas Sikora

ISBN-10: 047002271X

ISBN-13: 9780470022719

ISBN-10: 0470022728

ISBN-13: 9780470022726

The 1st booklet to offer an entire evaluate of 3D video know-how, 3D Videocommunication provides either theoretical research and implementation matters. The editors of this publication are all key figures within the improvement of this new box and feature introduced jointly a few key specialists to supply an important assessment of 3D Video and the similar communications applied sciences at the moment lower 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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Presence: Teleoperators and Virtual Environments 12, 360–373. Draper J, Kaber D and Usher J 1998 Telepresence. Human Factors 40, 354–375. Ellis S 1991 Nature and origins of virtual environments: A bibliographical essay. Computing Systems in Engineering 2, 321–347. Fish R, Kraut R, Root R and Rice R 1992 Evaluating video as a technology for informal communications. Proceedings of the CHI ’92 pp. 37–48. Fisher S 1982 Viewpoint dependent imaging: An interactive stereoscopic display. Proceedings of the SPIE 367, 41–45.

Although more than one person can enter a CAVE at any one time, only the participant controlling the position tracker will be able to perceive the rendered view in its correct perspective. 5). The principle here is to project on the sides of a transparent sphere, with the participant being located on the inside. The movement of the participant is tracked by sensors at the base of the sphere and the projected images are updated accordingly. By integrating the display and locomotion surfaces, this type of display offers an interesting solution to the problem of limited locomotion in projection-based VEs, as any fixed display or projection surface will define the boundaries of physical locomotion.

Interestingly, a precursor of the Cinerama system from the late 1930s — a projection system known as Vitarama — developed into what can be regarded as a forerunner of modern interactive simulation systems and arcade games. Vitarama consisted of a hemispherical projection of eleven interlocked 16 mm film tracks, filling the field of vision, and was adapted during the Second World War to a gunnery simulation system. The Waller Flexible Gunnery Trainer, named after its inventor, projected a film of attacking aircraft and included an electromechanical system for firing simulation and real-time positive feedback to the gunner if a target was hit.

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3D Videocommunication: Algorithms, concepts and real-time systems in human centred communication by Oliver Schreer, Peter Kauff, Thomas Sikora


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