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

By Oliver Schreer, Peter Kauff, Thomas Sikora

The migration of immersive media in the direction of telecommunication purposes is advancing rapidly.  notable development within the box of media compression, media illustration, and the bigger and ever expanding bandwidth on hand to the client, will foster the advent of those providers sooner or later. one of many key parts for the estimated purposes is the advance from two-dimensional in the direction of 3-dimensional audio-visual communications.

With contributions from key specialists within the box, 3D Videocommunication:

  • provides a whole review of current platforms and applied sciences in 3D video communications and gives information on destiny developments and research;
  • considers all facets of the 3D videocommunication processing chain together with video coding, sign processing and machine graphics;
  • focuses at the present cutting-edge and highlights the instructions within which the expertise is probably going to move;
  • discusses intimately the relevance of 3D videocommunication for telepresence platforms and immersive media; and
  • provides an exhaustive bibliography for additional reading.

Researchers and scholars attracted to the sphere of 3D audio-visual communications will locate 3D Videocommunication a beneficial source, overlaying a large assessment of the present cutting-edge. useful engineers from also will locate it a useful gizmo in envisioning and construction cutting edge applications.

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

Example text

Burdea G and Coiffett P 1994 Virtual Reality Technology. Wiley, New York. Campanella T 2000 Eden by wire: Webcameras and the telepresent landscape In The Robot in the Garden (ed. Goldberg K) MIT Press Cambridge, MA pp. 22–46. 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.

Moving a BOOM needs to be done manually, thereby occupying one of the hands. Tactile and force feedback is also sometimes provided through various devices ranging from inflatable pressure pads in data gloves or body suits to force-feedback arms or exoskeleton systems. Although there is an increasing interest in engineering truly multisensory virtual environments, such systems are still rather the exception. A second common design of immersive virtual environments is through multiple projection screens and loudspeakers placed around the user.

22–46. 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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