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 functions is advancing rapidly.  extraordinary growth 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 prone sooner or later. one of many key elements for the expected purposes is the advance from two-dimensional in the direction of three-d audio-visual communications.

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

  • provides an entire assessment of present structures and applied sciences in 3D video communications and offers counsel on destiny traits and research;
  • considers all points of the 3D videocommunication processing chain together with video coding, sign processing and laptop graphics;
  • focuses at the present state of the art and highlights the instructions during which the know-how is probably going to move;
  • discusses intimately the relevance of 3D videocommunication for telepresence platforms and immersive media; and
  • provides an exhaustive bibliography for extra reading.

Researchers and scholars drawn to the sector of 3D audio-visual communications will locate 3D Videocommunication a necessary source, masking a vast assessment of the present state of the art. useful engineers from also will locate it a useful gizmo in envisioning and construction leading edge applications.

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

Sample text

Lombard and Ditton (1997) reviewed a broad body of literature related to presence and identified six different conceptualizations of presence: realism, immersion, transportation, social richness, social actor within medium, and medium as social actor. Based on the commonalities between these different conceptualizations, they provide a unifying definition of presence as the perceptual illusion of non-mediation, that is, the extent to which a person fails to perceive or acknowledge the existence of a medium during a technologically mediated experience.

Heilig (1998), pp. 343–344. This is exactly what he aimed to do by designing the Experience Theater and subsequently the Sensorama Simulator (Heilig 1962) and Telesphere Mask, possibly the first head-mounted display. 4). The patent application for the Experience Theater explicitly mentions the presence-evoking capacity of this system: By feeding almost all of man’s sensory apparatus with information from the scenes or programs rather than the theater, the experience theater makes the spectator in the audience feel that he has been physically transported into and made part of the scene itself.

Biocca F and Levy M) Lawrence Erlbaum Hillsdale, NJ pp. 3–14. Bly S, Harrison S and Irwin S 1993 Mediaspaces: Bringing people together in video, audio, and computing environments. Communications of the ACM 36, 29–47. Brooks F. 1999 What’s real about virtual reality. IEEE Computer Graphics and Applications November/December, 16–27. 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.

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