10:30-11:00am
Tethering and Reattachment in Collaborative Virtual Environments
Principal Investigators:
Dr. Eric A. Wernert
Advanced Visualization Laboratory
University Information Technology Services
Indiana University
Dr. Andrew Hanson
Associate Professor
Department of Computer Science
College of Arts and Sciences
Indiana University Bloomington
This talk presents our research into a family of real-time
navigation methods that support the contrasting goals of
co-presence and independence in collaborative virtual
environments. We focus on the basic tasks of "tethering"
keeping a collaborator close to a group or leader, and
"reattachment" returning to a collaborative virtual activity
after a period of independent exploration. We define taxonomies
of methods and parameters for tethering and reattachment that
incorporate our previous research on constrained navigation
techniques. These methods have been implemented in a CAVE
environment that allows us to dynamically adjust taxonomy
parameters while also simulating of a variety of VR display
devices. This system was used to conduct formative user
evaluation studies that resulted in a set of collaborative
navigation design heuristics. We illustrate the application of
these techniques to collaborative environments ranging from
molecular visualizations to architectural models to astronomical
simulations.
11:00-11:30am
A Scalable Immersive Virtual Environments (SIVE) for
3D Virtual Tour of
Mayan Ruins
Principal Investigator:
Susan Tennant
Assistant Professor of Media Arts and Science
New Media Program
School of Informatics
Indiana University-Purdue University, Indianapolis
With the support of high performance networks, viewers will enter the 3D
virtual world and self-learn from realistic experience and exploration.
The Scalable Immersive Virtual Environments (SIVE) is being interfaced to
various platforms, ranging from high-end immersive environments (such as the
Immersadesk and the CAVE) to commodity desktop environments. SIVE is a
multi-disciplinary research and development project, requiring a team
effort in a variety of disciplines within the School of Informatics' New
Media Program at IUPUI, whose objectives will be achieved by integrating
several advanced technologies contributed by the following areas:
- Photography and Digital Processing for data acquisition,
- Journalism and Archeology for script writing and navigation flow design,
- Computer Science for 3D visualization of large volume-image datasets and
real-time multimedia networking for virtual reality, and
- Informatics for digital information management.
The Abilene network will be used for
real-time delivery of high-bandwidth 3D rendered images through central
server and streams to geographically scattered users for exploration.
1:15-1:45pm
iUniverse Creating a Collaborative
Information Universe for Indiana University
Principal Investigator:
Dr. Katy Börner
Assistant Professor of Information Science
School of Library and Information Science
Indiana University Bloomington
Today's digital revolution and the rapid development of the
Internet affect every major field of human knowledge and
ultimately the way we teach and learn. Large amounts of human
knowledge are already available online in the form of texts and
images, but also as audio files, 3-D models, video files, etc.
Two-dimensional Web interfaces are equipped with more and
more plug-ins to access these different data formats. Research and
teaching projects become collaborative efforts that bring people
with different skills and expertise together. Domain experts are
often spread out in space and time zones, consultation and
collaboration proceeding remotely instead of face-to-face.
Required are learning and teaching environments that allow users
to exploit multi-modal data, that are accessible from anywhere and
at any time, and that support student-to-student and student-to-
instructor collaborations efficiently.
The talk will give a demonstration of a 3D desktop world that was
designed by L578 students in collaboration with IU faculty. The
world, named iUni, hosts different learning areas such as a
natural disaster area, a science house, a Quest Atlantis portal to
different theme parks, an art cafe, and a virtual collaboration
area.
1:45-2:15pm
Biomedical Tele-Visualization
Princiapl Investigators:
Dr. Mathew Palakal
Associate Professor of Computer Science
Department of Computer and Information Science
School of Science
Indiana University-Purdue University at Indianapolis
Dr. Zhiqing Liu
Assistant Professor of Computer Science
Department of Computer and Information Science
School of Science
Indiana University-Purdue University at Indianapolis
This talk presents the Biomedical Tele-Visualization (BTV) project at the
Department of Computer and Information Science at Indiana University-Purdue
University at Indianapolis. BTV aims to provide real-time and interactive
collaboration on biomedical visualization using commercial, off-the-shelf
computers with advanced techniques that are recently available from
emerging networking infrastructures and sophisticated visualization
algorithms. More specifically, BTV separates traditional biomedical
visualization into two tasks: 3D visualization rendering performed on a
dedicated high-end graphics server; and 2D visualization display performed
as multiple clients are connected by a high-performance network.
Visualization rendering is performed "on-the-fly," with visualization
images transmitted to participating clients in real-time multicasting. This
talk discusses the assumptions of the project, our design and
implementation of a proof-of-concept prototype, and its performance.
2:30-3:00pm
Seismographs in Schools:
A Mechanism for Enhancing Science
Education
Princial Investigators:
Dr. Gary L. Pavlis
Professor of Geophysics and Tectonics
Geological Sciences
College of Arts and Sciences
Indiana University Bloomington
Dr. Michael W. Hamburger
Associate Professor of Geological Sciences
Geological Sciences
College of Arts and Sciences
Indiana University Bloomington
Through a unique program of collaboration with area high schools,
we currently run the first ever seismic network in the State of
Indiana. Eleven schools throughout the state are currently sending
us data via the Internet, with 4-10 more expected to begin sending
information within the next six months. In addition, approximately
10 other schools around the nation routinely send data by the same
mechanism. Each school has a research-quality seismic sensor that
records both local earthquakes and large distant earthquakes that
produce low frequency waves that are routinely picked up by our
network. The sensors are connected to a PC-based digitizer which
transmits data continuously in near-real time via the Internet
using a UDP protocol. These data are recorded at IU on a Unix
workstation running a commercial, real-time seismic recording
system, known as Antelope. Antelope runs real-time detection and
location algorithms, providing preliminary location and magnitude
information within approximately five minutes of a major event. We
currently return information products to participating schools,
primarily through special event bulletins on our Web page. In the
near future, we hope to exploit the "Virtual Seismic Network
Explorer" currently under development by IRIS, a national
consortium of seismology institutions, to provide a simpler real-
time interface for returning data to participating schools.
Participating schools have used these instruments for innovative
science projects with physics and earth science students,
providing a better perspective on "real science." A major
technical problem we have faced in this work is dealing with
school corporations' firewalls. We have found that most school
corporations are seriously understaffed to handle IT problems
which leads to problems in getting data from some schools.
3:00-3:30pm
CAVE-to-CAVE Artspeak: Visual Metaphors for Collaborative Navigation
Margaret Dolinsky
Visiting Assistant Professor
Henry Radford Hope School of Fine Arts
School of Informatics
Indiana University Bloomington
Real-time three-dimensional imagery, sound design and elements of video are manipulated and combined with human experience for interactive exhibition and
dramatic spectacle. This experience is rendered in the CAVE Automatic Virtual Environment (CAVE) where social landscapes based on visual metaphors are
created to guide participants' experiences and cognition. These first hand sensory involvements (i.e. pursuing an object of desire or having a face-to-face
confrontation) allow participants to develop personal meaning and significance in virtual environments. Participants cooperate between CAVE systems that are linked
in a symbiotic relationship across high-speed networks to unite in the culmination and realization of the artwork. Remote persons are portrayed through
motion-activated graphics where control of a graphical output is created by their performance, choices and actions. The action is guided by providing metaphorical
imagery in a non-linear narrative to offer modes for interaction and to exploit perception in virtual environments.