Access the full text.
Sign up today, get DeepDyve free for 14 days.
G Doherty-Sneddon, A Anderson, C O’Malley, S Langton, S Garrod, V Bruce (1997)
Face-to-face and video-mediated communication: a comparison of dialogue structure and task performanceJ Exp Psychol Appl, 3
M Waschbüsch, S Würmlin, D Cotting, F Sadlo, MH Gross (2005)
Scalable 3D video of dynamic scenesVis Comput, 21
M Gross, S Würmlin, M Naef, E Lamboray, C Spagno, A Kunz, E Koller-Meier, T Svoboda, LV Gool, S Lang, K Strehlke, AV Moere, O Staadt (2003)
blue-c: a spatially immersive display and 3D video portal for telepresenceACM Trans Graph, 22
S Jung, R Bajcsy (2006)
A framework for constructing real-time immersive environments for training physical activitiesJ Multime'd, 1
Y Yang, X Wang, JX Chen (2002)
Rendering avatars in virtual reality: integrating a 3D model with 2D imagesComput Sci Eng, 4
Z Yang, W Wu, K Nahrstedt, G Kurillo, R Bajcsy (2010)
Enabling multi-party 3D tele-immersive environments with viewcastACM transactions on multimedia computing, communications, and applications (TOMCCAP), 6
R Fry, G Smith (1975)
The effects of feedback and eye contact on performance of a digit-coding taskJ Soc Psychol, 96
R Vasudevan, G Kurillo, E Lobaton, T Bernardin, O Kreylos, R Bajcsy, K Nahrstedt (2011)
High quality visualization for geographically distributed 3D teleimmersive applicationsIEEE Trans Multime'd, 13
T Svoboda, D Martinec, T Pajdla (2005)
A convenient multicamera self-calibration for virtual environmentsPresence, 14
JN Bailenson, K Patel, A Nielsen, R Bajcsy, S Jung, G Kurillo (2008)
The effect of interactivity on learning physical actions in virtual realityMedia Psychol, 11
P Kalra, N Magnenat-Thalman, L Moccozet, G Sannier, A Aubel, D Thalman (1998)
Real-time animation of realistic virtual humansIEEE Comput Graphics Appl, 18
D Delaney, T Ward, S McLoone (2006)
On consistency and network latency in distributed interactive applications: a survey–part IPresence Teleoper Virtual Environ, 15
Teleimmersion is an emerging technology that enables users to collaborate remotely by generating realistic 3D avatars in real time and rendering them inside a shared virtual space. The teleimmersive environment thus provides a venue for collaborative work on 3D data such as medical imaging, scientific data and models, archaeological datasets, architectural or mechanical designs, remote training (e.g., oil rigs, military applications), and remote teaching of physical activities (e.g., rehabilitation, dance). In this paper, we present our research work performed over the course of several years in developing the teleimmersive technology using image-based stereo and more recently Kinect. We outline the issues pertaining to the capture, transmission, rendering, and interaction. We describe several applications where we have explored the use of the 3D teleimmersion for remote interaction and collaboration among professional and scientific users. We believe the presented findings are relevant for future developers in teleimmersion and apply across various 3D video capturing technologies.
Virtual Reality – Springer Journals
Published: Nov 25, 2012
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.