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

By Oliver Schreer, Peter Kauff, Thomas Sikora

The 1st publication to offer a whole evaluation of 3D video know-how, 3D Videocommunication offers either theoretical research and implementation matters. The editors of this e-book are all key figures within the improvement of this new box and feature introduced jointly a few key specialists to supply a necessary evaluation of 3D Video and the comparable communications applied sciences presently lower than improvement.

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

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Whereas a unifying definition, such as the one provided by Lombard and Ditton (1997), accentuates the common elements of these different categories, it is of considerable practical importance to keep the differences between these categories in mind as well. The obvious difference is that of communication which is central to social presence, but unnecessary to establish a sense of physical presence. Indeed, a medium can provide a high degree of physical presence without having the capacity for transmitting reciprocal communicative signals at all.

Wiley-Interscience, New York. Kalawsky R 1993 The Science of Virtual Reality and Virtual Enviornments. Addison-Wesley, Reading, MA. Kauff P, Schäfer R and Schreer O 2000 Tele-immersion in shared presence conference systems Paper presented at the International Broadcasting Convention, Amsterdam, September 2000. Lanier J 2001 Virtually there. Scientifc American pp. 52–61. Lombard M and Ditton T 1997 At the heart of it all: The concept of presence. Journal of ComputerMediated Communication. Minksy M 1980 Telepresence.

He concludes his paper with the following vision: The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked. Sutherland (1965), p. 508. 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.

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