what is immersive multimedia8.1c

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IMMERSIVE MULTIMEDIA Immersive telecommunication technologies are typically used for capturing, processing, analyzing, transmitting, and enabling the remote fruition of objects, environments, and bioentities. Applications of immersive telecommunication technologies may span over a very wide range from industrial automation, health care, education to entertainment. Over the past two decades, the joint work of networking and the multimedia has led to a wide range of tools and supports, enabling the commercial world-wide deployment of multimedia- based services and products. All the related research and standardization activities enabled multimedia data to be adapted to different networking technologies, wired and wireless, established and emerging, with different and time-varying channel conditions. Also, the restrictions due to the terminal processing power of handheld devices are on the way to be successfully overcome. On the other hand, computer graphics, computer vision, and virtualaugmented reality communities have often developed conceptual models and tools working separately, mainly for fulfilling local and specific needs of predefined conte!ts. "or instance, compute r vision has often aimed at performing specific tasks #e.g., tracking, object recognition$ in some specific scenarios #e.g., providing localization and visualization for robotic application or video surveillance$. %omputer graphics has developed a set of tools, such as rendering and te!turing, which have been mainly applied to animation and games and, more in general, in the entertainment industry, mainly aiming to a local use, though forms of remote collaborative environment #such as &' gaming$ are starting to take off the ground. (imilar approaches have been followed so far by virtualaugme nted reality research communit y

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IMMERSIVE MULTIMEDIA

Immersive telecommunication technologies are typically used for

capturing, processing, analyzing, transmitting, and enabling theremote fruition of objects, environments, and bioentities.Applications of immersive telecommunication technologies mayspan over a very wide range from industrial automation, healthcare, education to entertainment.

Over the past two decades, the joint work of networking and themultimedia has led to a wide range of tools and supports,enabling the commercial world-wide deployment of multimedia-

based services and products. All the related research andstandardization activities enabled multimedia data to be adaptedto different networking technologies, wired and wireless,established and emerging, with different and time-varyingchannel conditions. Also, the restrictions due to the terminalprocessing power of handheld devices are on the way to besuccessfully overcome.

On the other hand, computer graphics, computer vision, andvirtualaugmented reality communities have often developed

conceptual models and tools working separately, mainly forfulfilling local and specific needs of predefined conte!ts. "orinstance, computer vision has often aimed at performing specifictasks #e.g., tracking, object recognition$ in some specificscenarios #e.g., providing localization and visualization for roboticapplication or video surveillance$. %omputer graphics hasdeveloped a set of tools, such as rendering and te!turing, whichhave been mainly applied to animation and games and, more ingeneral, in the entertainment industry, mainly aiming to a local

use, though forms of remote collaborative environment #such as&' gaming$ are starting to take off the ground. (imilarapproaches have been followed so far by virtualaugmentedreality research community

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Virtual Reality

Virtual Reality (VR) is a technology which allows interacting with a 3D computer-simulated

environment as if it was real, whether that environment is a simulation of the real world or an

imaginary world.A computer simulation, or a computational model, is a computer program, which attempts to

simulate an astract model of a particular system. !omputer simulations have ecome a useful

 part of many natural systems from physics, iology, to human systems in economics, psychology,and social science, as well as in the process of engineering new systems in order to gain insight

into their ehaviour.

Presence is a theoretical concept descriing the effect that people e"perience when they interact

with a computer-mediated or computer-generated environment (#heridan, $%%&). 'omard andDitton ($%%) descried presence as an illusion that a mediated e"perience is not mediated.

*n particular the Virtual Reality group conducts research in the following areas+

• #erious ames, or ame-ased 'earning

• Agent ased odelling ( e.g. pedestrian, intelligent traffic systems, social systems,

computational iology)

• /resence in Virtual 0nvironments

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• elievale !haracters and #ocial #ynthetic *nteractions, #ynthetic odels of /ersonality

and 0motion

• *nteractive !reative edia

The above picture shows a young

businessman navigating in virtual reality interface such as

advertising his company’s products to customers.

Haptic virtual reality tools developed to train

and certify sureons

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y Dag .

$1 2uly 4$4

#ince most of the procedures in modern surgery are performed with

remote controlled tools that can e inserted into the ody using only

small incisions, laparoscopic surgery s5ips the need for large incisions

and, in turn, usually results in shorter recovery times for patients. An

interdisciplinary team of researchers, led y Rensselaer /olytechnic

*nstitute, is developing a touch-sensitive virtual reality simulator that

will standardi6e how surgeons are trained and certified to perform

laparoscopic procedures.

7he new virtual reality simulator will assess test-ta5ers o8ectively

against oard-certified standards and criteria, possily over the *nternet.

7he new system is also e"pected to e more cost effective, with a lower

 price point that should lead to a wider availaility across the 9#A.

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http://www.123rf.com/photo_9056595_young-businessman-navigating-in-virtua-reaity-interface-future-coection-one-of-a-

series.htm