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Posts in this Impact Area: (VirtualAugmented Reality)
- Coming soon: Google’s Augmented Reality glasses
- Harm from video game violence: Weighing the pedigree of the evidence
- Microsoft: 3-D is better without glasses
- iFeel_IM robotics: Online touchy feely
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- Pervasive Gaming
- Augmented Reality really goes mobile
- They call it a ‘tele-immersive environment’
- Going for the full-body controller

They call it a ‘tele-immersive environment’
It might be called pushing the envelope of virtual reality. What they’ve done at the University of Illinois (USA) is develop a camera cluster and software that can capture activity in real-time and transmit it (more or less) simultaneously over the Internet to other locations. This isn’t like the virtual reality of gaming, where the scenario is programmed. This is framing real action in three dimensions so that it can be transmitted and re-created elsewhere.
This is not exactly a new idea – interactive real-time avatar action – and as the researchers discovered, the technology is willing but the pocketbook is a problem. One of the goals of the project became finding a solution to the high cost of equipment and the even higher cost (or availability) of the necessary Internet bandwidth.
Relatively sophisticated equipment is required for capturing 3-D action, and then again for displaying the images at the other end:
Most of the testing of the system has been with a team of wheelchair basketball players. They found it not only somewhat of a challenge, but also useful to monitor their play and maneuvers. Although this is academic research, from the beginning practical application has been the goal. Similar research – with somewhat different objectives – is being carried out by major electronics firms (e.g. Sony, Panasonic). No doubt ten or twenty years from now, these efforts will seem clumsy, but they point in the direction virtual reality technology is bound to go. Immersive environments, indeed.