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Showing posts with label Topics. Show all posts
Showing posts with label Topics. Show all posts

Thursday, March 5, 2009

3D Display Offers Glimpse of Future Media

by Lisa Zyga 3D display

The 3D display system, developed by researchers at the University of Southern California, uses a spinning mirror to reflect images in all directions. Image credit: Graphics Lab at USC.

(PhysOrg.com) -- The 3D objects in the display box may at first look like a product of smoke-and-mirrors trickery. That impression would be about half right, as a rapidly spinning mirror is one important component of the display.

But the overall 3D display system, developed by researchers at the Graphics Lab at the University of Southern California, is real technology that could one day transform visual entertainment.

The 3D display can project both virtual as well as real images from a recorded movie. The researchers, Professor Paul Debevec and his colleagues, hope that the display´s advantages will overcome many of the challenges faced by 3D technology. For instance, their 3D display is autosterescopic, meaning viewers don´t need to wear special viewing glasses to see the 3D effects. The display is also omnidirectional, so that multiple viewers can watch the display from all directions and heights.

To achieve the high quality, the researchers modified a video projector to project images at more than 4,000 frames per second. Also, the display is interactive, as demonstrated in this video showing a user controlling the 3D human head with a remote control. It can update content at 200 Hz, or 200 times per second.

The video projector projects high-speed video onto the rapidly spinning mirror, and the projector and mirror are synchronized so that, as the mirror turns, it reflects a different image to viewers in all directions.

As the mirror rotates up to 20 times per second, a viewer´s vision creates the illusion of a floating object at the center of the mirror. The image is enclosed in a glass box, to protect anything (such as a hand) from touching the spinning mirrors.

"While flat electronic displays represent a majority of user experiences, it is important to realize that flat surfaces represent only a small portion of our physical world," the team explains on its Web site. "Our real world is made of objects, in all their three-dimensional glory. The next generation of displays will begin to represent the physical world around us, but this progression will not succeed unless it is completely invisible to the user: no special glasses, no fuzzy pictures, and no small viewing zones."

The Graphics Lab has also been involved with creating films, computer animations, and other graphics projects.

Virtual Worlds


Image from Kaneva


What is a Virtual World?

A virtual world is an interactive simulated environment accessed by multiple users through an online interface. Virtual worlds are also called "digital worlds," "simulated worlds" and "MMOG's." There are many different types of virtual worlds, however there are six features all of them have in common:

1. Shared Space: the world allows many users to participate at once.

2. Graphical User Interface: the world depicts space visually, ranging in style from 2D "cartoon" imagery to more immersive 3D environments.

3. Immediacy: interaction takes place in real time.

4. Interactivity: the world allows users to alter, develop, build, or submit customized content.

5. Persistence: the world's existence continues regardless of whether individual users are logged in.

6. Socialization/Community: the world allows and encourages the formation of in-world social groups like teams, guilds, clubs, cliques, housemates, neighborhoods, etc.

Virtual worlds have been created for many different purposes. The largest and most common type of virtual world is the "MMORPG" which stands for "Massively Multiplayer Online Role Playing Game." But virtual worlds have also been built for purposes other than gaming. The following section summarizes a few ways in which virtual worlds are currently used:

Commercial Gaming

Commercial gaming worlds tend to focus on a singular fictional theme and consistently follow formal conventions such as character-focused avatars, progression through an interactive narrative storyline, and a series of competitive events. Strongly influenced by fantasy, science fiction, and anime genres of literature and film, the majority of sizable virtual worlds in existence today are commercial gaming worlds. Examples include Everquest, Lineage 2, and World of Warcraft.

Socializing / Online Community Building

In addition to the traditional fantasy RPG worlds, there are many commercial community-focused virtual worlds that emphasize socializing rather than gaming. These worlds offer a more open-ended experience and are strongly influenced by the cultures of text-based chat rooms. Although small-scale, casual games may be incorporated into a social world, participants are not necessarily there to win or play a game, but rather to socialize with others and, in many cases, create and decorate a personal space such as a home, room, or apartment. Social worlds tend to use settings based on idealized versions of reality. Most provide some basic building tools and the ability to host activities and events that revolve around a wide variety of topics.

Education

Some virtual worlds have been created for educational purposes. In most cases, educational worlds are sponsored by academic institutions or nonprofit organizations, although some educational worlds are sponsored by corporations. Educational worlds come in a wide variety of forms, including 3D recreations of museum and gallery spaces, computer programming tutorials, virtual libraries, and meeting spaces for online university courses. Active Worlds Educational Universe is one of the oldest and largest networks of educational worlds. Adobe Atmosphere is also being used to build virtual worlds for educational purposes. A great example of a corporate-sponsored educational world is Mokitown.

Political Expression

Virtual worlds can serve as forums for political expression and debate. While real-world political issues can crop up in gaming, social, and educational worlds, there are a few cases in which completely separate virtual worlds have been built for the purpose of political debate or even experiments in various types of self-governing online communities. A great example of a virtual world with a political focus is AgoraXchange.

Military Training

Virtual world technologies are also being used in some interesting ways by the U.S. military. America's Army is being used as a tool to recruit potential soldiers, while companies like Forterra Systems are working with military groups to develop training simulations.

Starwars style holographic 3DTV could be a reality by 2018

Starwars style holographic 3DTV could be a reality in a decade

(PhysOrg.com) -- A 3D television system which would display holographic images floating in mid air - reminiscent of a famous scene from Star Wars - could be a reality in households within the next decade according to findings by a team of University of Aberdeen academics.

Power in Presentation Products Electric and projection screens

Led by Professor John Watson from the University's School of Engineering, experts from the institution were partners in a four year European Commission (EC) funded project to investigate the underlying principles, technologies and practicalities of introducing 3D TV systems to the mass market.

The findings of the project suggest that a stereoscopic 3D TV with the viewer wearing 3D glasses is near market and may only be a few months away.

More advanced systems based on autostereoscopic technology, which do not require the wearing of glasses, are being piloted by several TV manufacturers and are only two or three year away from market.

Whilst the ultimate 3D experience, using fully interactive floating holographic images - similar to that which is seen when Princess Leia appears in front of Luke Skywalker as a hologram in Star Wars - could be on the market by 2018.

The University is one of 19 institutions across Europe, brought together under an EC Network of Excellence in the €6 million research project coordinated by Bilkent University in Turkey. which concluded this month.

The team of experts from the University undertook detailed analysis into the technologies of 3D visual displays the applications which would be spawned from such systems and the laser technology required to record programmes to be broadcast on this type of system.

The research coordinated by Professor Watson, drew upon expertise from key institutions from countries including Finland, Bulgaria, Turkey and Germany as well as the UK.

Professor Watson said: "The aspect of the work in which we were involved aimed to further investigate the crucial progress needed in the development and implementation of TV's which would receive and display programmes incorporating 3D images.

"Our research also looked at how 3D imagery may be used in various areas of technology including medicine, air traffic control, underwater measurement, computer graphics and gaming in order to gain a better understanding of what is needed from this technology and what applications would make best use of it.

"Our findings into how 3D TV systems would be packaged as a product suggested that either a small table with an imaging hovering above it, or a wall mounted television with an image coming out of it, would be the most feasible options.

"In order for 3DTV to become a reality, a number of significant technological developments need to be made. Importantly this includes the development of technology to allow programmes to be created which can be televised in this format and the ability to transmit the vast amount of information needed to realise a fully 3D image. If 3DTV is holographic then this would involve the use of cutting edge laser technology during the programme filming process.

"It's likely that within three years we will see a TV on the market which will use autostereo systems to create 3D images, so that viewers do not need to wear traditional 3D glasses. However, in ten years time it is highly probable that TV using holographic images which would appear to float as if in mid air will be available for consumers to purchase."

Provided by University of Aberdeen

Electronic Paper


Today, the portable wireless devices that allow you to download and read a newspaper or book, sometimes called eReaders, are convenient and can also help reduce the amount of paper we use. eReaders of the future will be paper thin, flexible and have wireless connections. When not being used, large displays may roll-up or neatly fold away.

Future Information Technology

Communicating in the Future

Communication has already changed dramatically in my lifetime. I grew up with rabbit ears and snail mail. Now I have a satellite dish and instant messaging. The future will bring a slew of new products that will change the way we communicate with each other and with machines.

Communication in the future may include:

Phone, computer, tv all in one portable device
Communication implants
Personal memory exchange
Virtual presence
Virtual worlds
Speech recognition on all machines

Knowledge, entertainment, news, internet--on demand, anywhere

High speed travel
Electronic paper/paint
Haptic displays
Vehicles will communicate with you, each other and with road side communicators
Your home and appliances will communicate with you, service people and emergency/medical personnel

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