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Full Article:

The Most Realistic Virtual Reality Room in the World and HSL's Thoughts on the Future of Combining Telepresence and Virtual Reality

May 12, 2006 | HSL

Iowa State University has rolled out a six-sided Virtual Reality Room with 2Xs the number of pixels than any other virtual reality room in the world. The full press release can be found Here and my excerpts and thoughts on the future of combining telepresence and virtual reality are below.

Iowa State Virtual Reality Room.jpg

Newswise -- More than $4 million in equipment upgrades will shine 100 million pixels on Iowa State University's six-sided virtual reality room.

That's twice the number of pixels lighting up any virtual reality room in the world and 16 times the pixels now projected on Iowa State's C6, a 10-foot by 10-foot virtual reality room that surrounds users with computer-generated 3-D images. That means the C6 will produce virtual reality at the world's highest resolution.

Iowa State's C6 opened in June 2000 as the country's first six-sided virtual reality room designed to immerse users in images and sound. The graphics and projection technology that made such immersion possible hasn't been updated since the C6 opened.

The difference between the equipment currently in the C6 and the updated technology to be installed this summer, "is like putting on your glasses in the morning," said James Oliver, the director of Iowa State's Virtual Reality Applications Center and a professor of mechanical engineering.

The new equipment - a Hewlett-Packard computer featuring 96 graphics processing units, 24 Sony digital projectors, an eight-channel audio system and ultrasonic motion tracking technology - will be installed by Fakespace Systems Inc. of Marshalltown. The project is supported by a U.S. Department of Defense appropriation through the Air Force Office of Scientific Research.

HSL's Comments:

There are a lot of simularites between the field of telepresence and virtual reality:

  • Both improve the understanding of complex information by improving the presentation of the information to participants. Telepresence improves the comprehension of the subtle nuances of interpersonal communications by improving the quality and human factors of visual collaboration. Virtual reality improves the understanding of concepts/products/environments where words and traditional 2D images can not begin to accurately or adequately convey complex relationships/interactions/conceptual thinking.

  • Both are relatively expensive today but the costs of their major components are dropping substantially while the performance of those components is dramatically increasing. For example in Telepresence one of the major components is bandwidth, the cost of which is dropping dramatically while the capacity available to the enterprise is moving from T1 (1.54MBps) and T3 (45MBps) speeds to GigaBit Ethernet (1000MBps). In virtual reality the cost and quality of DLP projection technology and accelerated graphics processing is enjoying a similar dynamic.

  • Both telepresence and virtual reality are at roughly the same spot on the technology adoption curve. I estimate that there are less than 120 telepresence rooms on the planet and my understanding from talking with the President of FakeSpace competitor EON Reality a number of months ago is that there are a similar number of Virtual Reality "Caves" such as the installation at Iowa State. On the lower end virtual reality is farther along the curve with applications ranging from video gaming to architectual visualization to product marketing however telepresence/effective visual collaboration installations are poised for an exponential growth that will dramatically exceed that of virtual reality "caves".

    I also see telepresence and virtual reality merging and creating visual collabortive environments that combine the power of improving the visual collaborative experience between remote individuals with additionally improving the ability of each side to understand those concepts/products/environments where words and traditional 2D images can not begin to accurately or adequately convey complex relationships/interactions/conceptual thinking.

    An illustrative example is EON Reality who is using the Digital Video Enterprises' telepresence display technology as a visualization platform for their virtual reality software solutions. The images and video below should give you an idea of the potential.

    DVE as Display 2.jpg
    Click on the image above or Here for an illustrative video

  • Industry Calendar
    Link Exchange

    Trying to understand the players in the emerging world of telepresence? Find them all in one convenient place, The HPL's Link Exchange.
    Powwow Virtual

    Powwow Virtual – The Lab´s Business Model for Publicly Available Telepresence. Powwow Virtual was recently covered in Broadband Properties Magazine and the Washington Business Journal (.pdf).
    Youtube Channel

    See what happens when YouTube and the HPL come together at HSL's YouTube Channel.
    HPL Whitepaper
    Wainhouse Paper
    Wainhouse Research Whitepaper
    HSL collaborated with Ira Weinstein of Wainhouse Research on a whitepaper covering Emerging Technologies in Teleconferencing and Telepresence. Click here to get the whitepaper.