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Presence Examples
A
virtual world is taking shape in research labs technology
From
The Los Angeles Times
(http://www.latimes.com/business/20010205/t000010695.html)
A
VIRTUAL WORLD IS TAKING SHAPE IN RESEARCH LABS TECHNOLOGY:
The Internet of the
future will surround users with sights, sounds, even smells.
By
KAREN KAPLAN, Times Staff Writer
February
5, 2001
One
day last fall, virtual reality pioneer Jaron
Lanier leaned across a desk and looked directly into
the eyes of his colleague
Bob Zeleznik. Well, almost.
Lanier
actually was looking at a computer-generated
image of Zeleznik in an
experimental "telecubicle," a
half-real,
half-virtual work space that connects two
offices and makes them seem
as if they are one.
That
enabled Lanier, sitting in a lab at the University
of North Carolina at Chapel
Hill, to sit face to face withZeleznik,
a Brown University computer graphics
researcher who was 540 miles
away in Armonk, N.Y.
In
addition to seeing each other as
computer-generated creations
sharing the same office
space,
Lanier and Zeleznik also could see--and even
rearrange--certain pieces of
virtual office furniture that
existed
only in cyberspace.
Though
still crude, the telecubicle offers a glimpse
of the Internet of the
future--one that will be liberated from computer monitors and infused
with the essential
senses of sight, sound and
touch.
The
goal is to create realistic digital worlds where
computer-generated avatars
will become realisticstand-ins
for actual people, surround-sound audio
systems will emulate
real-life noises and force-feedback technology
will reveal the shape and texture of physical
objects from across a
computer network.
Researchers
around the country already are
developing the basic
building blocks to create what is
being
dubbed the fully immersive Internet.
They
are hoping that in 10 to 15 years, the Internet
no longer will be confined
to computer desktops,
two-way
pagers, wireless phones and other digital
gadgets. Instead, Internet
users will be able to literally
surround
themselves with the global computer network.
"We
are born, we live and we're going to die in a 3-D
environment," said Max
Nikias, director of USC's Integrated
Media Systems Center, which is working on technologies
for immersive environments.
"It's more natural to interact this way."
An
encounter in the immersive Internet will "give you
all of the cues that really
would be present if you were with
the person physically," said Lanier, who is now
chief scientist at Advanced
Network & Services, a nonprofit
Internet research group based in Armonk,
N.Y. "Once you can do that, a whole world of body language and gestures becomes operable that expands
the possibility for really
communicating well."
An
immersive Internet also could enable individuals
to explore other communities
and cultures and even create
new ways for them to interact with information
on the World Wide Web.
"Future
Web sites won't just be text but also
software that allows you to
download information and
synthesize
it in 3-D," Nikias said. "For instance, with
ImmersiNews, you could put a
reader in Kosovo."
By the same token, groups of engineers meeting
in cyberspace to discuss a
new power plant wouldn't
have
to rely on two-dimensional blueprints. Instead,
they could walk together
through a virtual version of the proposed
plant.
Researchers
Grappling With Sensory Input
For the National Science Foundation, the federal
agency that has invested
more than $16 million in immersive
Internet research at USC alone, it's simply
common sense to expand the
amount of sensory information
available on the Net.
"It
gives people more input," said NSF Program
Director Mita Desai.
"Right now if I write you a letter,
you
just know the text but you don't hear the tone of
my voice. If we talk on the
phone, you know whether I
sound
angry or happy. If you could see me, you could
see my expression at the
same time. The more sensory
input,
the better it is."
About
a dozen American universities are doing
research on various aspects
of immersive technologies, including
USC, the University of North Carolina, the
University of Pennsylvania
and Brown University.
The
researchers are grappling with some of the most
delicate problems in
computer science. Even the most basic
pieces of the immersive Internet are fraught with
pitfalls.
At
USC's Integrated Media Systems Center,
researchers are developing
techniques to create 3-D
facial
models from a pair of two-dimensional pictures.
The pictures are used to
identify geometric
deformations
(such as the bulges in the cheek created
by a smile) as well as the
face's texture (wrinkly or smooth)
to re-create a lifelike image.
Graduate
student Doug Fidaleo is analyzing video
images to determine what
goes on beneath the skin to make
facial models more realistic. He also is studying
the details of facial
expression so that the models can provide
clues about a person's mental state. Such
touches are designed to
convey some of the most subtle elements
of communication--the sly smile, the sarcastic
eye roll, the doubtful
raised eyebrow.
Fidaleo
also is teaching computers to recognize
facial expressions in
humans. "Expression recognition
gives
the computer a higher level of knowledge of how
you're feeling," he
said. "It helps with the
computer-human
interface."
The
problem is that human senses are so refined that
even the slightest computer
errors are easily noticed.
It's
Hard to Replicate Shapes and Textures
Consider
the seemingly simple problems of
synchronization (making sure
an avatar's mouth is
moving
at the same time his words are spoken) and
latency (the delay between
when an avatar is spoken to
and
when it responds).
"Even if there are a few microseconds of delay,
people
can notice," Nikias said. "It can't be more than
50
microseconds. You need to have it right for things
like
eye contact."
Even those problems are simple compared with the
task
of duplicating the sense of touch.
Researchers are working on a force-feedback
technology
called haptics, which is designed to enable
people
to feel the shape and texture of virtual objects.
Advances in haptics could allow blind people to feel
objects
that others can see. A museum Web site could
allow
visitors to feel the shape of an ancient Greek urn,
for
example, and an e-commerce site could let
shoppers
feel the texture of a fur-trimmed wool coat.
But they have been struggling to replicate even some
of
the most basic sensations.
"Creating devices that can faithfully measure and
reproduce
touch is really challenging, and making the
Internet
powerful enough to transmit that information is
very
ambitious," Lanier said.
Commercially available devices enable users to
poke
with a stylus or grab with a glove to get a
rudimentary
feel for the shape of an object depicted on
a
computer screen.
But Joao Hespanha, an assistant professor of
electrical
engineering systems at USC, said trying to
duplicate
such simple textures as "soft" or "spongy" will
take
years or even decades.
"The device has to apply a force on you that mimics
the
force you would get in real life," he said. "To make
an
object squishy is far more difficult because the model
changes
when you touch it. A rigid object is easier."
Whether digital tricks will ever be good enough to
seduce
people into thinking that these virtual
environments
are real is a matter of much debate.
Some researchers believe that it's just a matter of
time
before advances in technology will catch up to the
awesome--though
finite--abilities of the human sensory
system.
Others, like Lanier, think human senses learn
from
technology to continually stay at least one step
ahead
of the pretenders.
"If you go back 100 years, there were experiments
where
subjects were unable to distinguish a recorded
opera
singer from a real singer behind a curtain," he
said.
"In the early days of cinema, people ran out of the
theater
when a train was coming right at the camera.
Our
experience with technology has caused us to learn and
to hear better."
Even the most optimistic people doubt that digital
systems
will ever truly mimic the sensations of touch,
smell
and taste. (For starters, what kind of user
interface
could even transmit flavors and odors?)
There is some reason for hope. The sense of
sound--dynamic
sound that comes from many
directions
at once--already has been replicated to an
acceptable
level.
Chris Kyriakakis, an assistant professor at USC's
Signal
& Image Processing Institute, has developed a
system
to provide virtual surround sound so that a
single
audio stream coming over the Internet sounds as
if
it's coming from a full array of speakers.
Basically, Kyriakakis uses a set of filters to expand
a
single audio stream into multiple channels.
Each channel is manipulated so that it sounds as if it
is
emanating from a different place. To create the filters
to
reproduce the sound in a concert hall, for example,
he
outfits a real auditorium with as many as 24 microphones
and records a musical performance.
Then he uses a process called adaptive filtering to
compare
the sound waves captured by the various
microphones.
Those comparisons produce a digital
filter
so that in the future, an audio stream from a single
microphone
can be expanded into multiple channels.
A similar process can turn a single pair of speakers
into
a virtual set of surround-sound speakers.
Once all this immersive technology comes to pass,
some
people probably will still prefer the Internet and
other
communication technologies, such as
videoconferencing,
the way they are today, said Desai,
the
NSF program director.
"Maybe for some people, immersipresense is too
much,"
she said. "Those people won't be shut out of the Internet.
This is just in addition to what's already there."
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