Collaborative Virtual Environments are systems that transform computer networks into navigable and populated 3D spaces. Technological advances in optics and computer graphics, as well as the rapid development of network technology and distributed systems, open new doors for building effective distributed augmented reality systems. Such systems allow the development of interactive interfaces that will make space and time transparent for people located remotely, giving birth to new ways of interaction. This article presents a collaborative environment that is utilized as a test bed for interdisciplinary research in the Optical Diagnostics and Applications Laboratory (ODALab) co-located in the School of Optics and the School of Electrical Engineering and Computer Science at the University of Central Florida (UCF). The system described by the authors uses augmented reality techniques to improve human-to-human interaction. Central to this approach is an infrastructure for distribution of three-dimensional objects shared by interested communities of users. This sharing within an augmented reality increases their communication capacity adding new dimensions to their collaborations.
Augmented reality (AR) systems are used to enhance the perception of the real world. Visually, this means that the real
scene a person sees is augmented with computer-generated objects. These virtual objects are placed in the scene in such
a way that the computer generated information appears in the correct location with respect to the real objects in the
scene. AR can be classified along a virtuality continuum [1]. The following figure describes how real and virtual worlds
can be combined in different proportions.
Envision a world where people from remote locations actively participate in a live three-dimensional demonstration instead
of just watching a broadcast. Imagine being able to learn concepts by manipulating three-dimensional models that represent
those concepts. At UCF, researchers push augmented environments and human-computer interaction technologies beyond the current
envelope of understanding and application by allowing the users of these environments to share knowledge through
three-dimensional computer generated objects embedded in the environment.
Distributed Augmented Reality Environment (DARE) is a computer supported collaborative environment based on
AR. The system offers distributed access to electronic data and enhanced visualization. DARE system allows real time,
remote demonstrations. Several applications built on top of this system support these assertions about the system’s
capabilities. A prototype of the system being implemented was first tested for remote medical diagnosis and remote
medical procedure demonstration.
The applications of the DARE technology can be categorized based on the bandwidth requirements:
High communication bandwidth applications (above 50 Mbps): 3D Face-to-Face collaboration. In this application a stereo pair of video images and 3D sound is captured through the head-mounted display and can be visualized remotely with 3D visualization hardware, such as, but not restricted to, a head mounted display.
Medium communication bandwidth applications (below 50 Mbps), for example: Medical Diagnosis and Procedure Demonstration. The first application will allow medical personnel to diagnose a patient at a remote location by visualizing the three dimensional models generated from the magnetic resonance imaging (MRI) data. In this collaborative environment, medical personnel from geographically dispersed sites can visualize the same three-dimensional models and interact with the main site. In the procedure demonstration scenario, a team of experts will perform medical procedures, while at different geographically dispersed locations, the users of the system will be able to visualize in three-dimensions how the procedure evolves and will be able to interact with the main team.
The ARC Display
The ARC Display represents a significant advancement towards the authors' vision for a multi-modal augmented reality system that
includes 3D visual, 3D audio and haptic capability. The display consists of a curved, retroreflective wall, a teleportal
head-mounted projective display (THMPD), a commercially available optical tracking system, custom designed optical probes,
and a Linux-based PC. The retroreflective material affixed to the wall is also pliable enough to be attached to clothing
while still maintaining its retroreflective properties. The retroreflective material is manufactured by 3M and uses
micro-structures of either corner-cubes or beads of about 50 microns.
The Teleportal Head Mounted Projective Display
To see the computer generated virtual objects and to allow remote virtual teleportation of a user to another collaborative
site, users wear a teleportal head mounted projective display [2]. The THMPD, which was designed in the ODALab, takes
advantage of a revolutionary set of lightweight optics. This set in its current implementation allows for a 52º field of
view with optics that weight 8 grams per eye. The transparent beam splitter allows the user to see the real world and
the virtual objects at the same time. The virtual 3D images are currently rendered on two 640 x 480 pixel liquid crystal
displays (LCDs) encased inside the THMPD. Higher resolution systems are being implemented in the ODALab. The THMPD also
allows stereoscopic face capture of a user via two mirrors strategically placed in front of the user and two miniature
video cameras placed close to the head
The computer-generated images are projected through the THMPD’s optics onto the curved retroreflective wall. The beams
of light that compose the images are retro-reflected (reflected onto the same path) to the user’s eyes allowing him/her
to see the three dimensional virtual images superimposed on the real scene.
The tracking system
When the user moves his/her head, the viewpoint position and orientation will change. The 3D virtual objects are correctly
rendered to the user’s point of view, using the transformations supplied by the Northern Digital Polaris optical tracking
system. This tracking system will not only track the user’s movements, but also will track the movement of other objects in the real
environment.
The graphic rendering systems
Each node is equipped with a graphical rendering device. Used here is a Linux based PC, which applies transformations to
the models in the virtual world and then renders the 3D scene to both left and right eyes. The PC is composed of dual,
1.5+ GHz processors, 1 GB of RAM, and a GeForce4 Ti4600 with twin view, which allows independent rendering for the left
and for the right eye.
In ideal AR applications the user should not be able to distinguish the rendered virtual objects from the real objects
in the scene. In actual fact, this problem is extremely difficult to resolve, primarily because of illumination issues,
so deftly handled by nature for the real objects, but so hard to achieve in real time for the virtual ones. To solve (or
at least mitigate) this problem, the authors are working closely with a graphics team in Computer Science headed by Sumanta
Pattaniak.
DARE application layer uses a diverse group of application programming interfaces in conjunction with the ARC display.
These include Open Inventor, Open Performer and Java3D.
3D distributed visualization module
The software visualization module was built on top of Open Performer libraries and allows 3D visualization of
three-dimensional computer generated images. Basically the application allows professionals from different domains to
share information and interact by manipulating three-dimensional models.
One or more users wearing THMPDs, can be linked to a DARE node. The users can see a 3D model (anatomical model of a
mandible in this case) from the same viewpoint and they can manipulate the position of the object. Meanwhile at another
remote location, another user connected to a DARE node and wearing a THMPD can see the same 3D image.
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3D distributed procedure demonstration module
In the following scenario, at one location a team of experts performs a specific medical procedure. At the same time at
several geographically dispersed locations, the users of the system will be able from their own location to visualize in
three-dimensions the anatomical parts involved in the medical procedure and will be able to interact with the main team.
Of course, the position in the real scene of each anatomical 3D model has to be known. The position and orientation of
the 3D models with respect to the user’s viewpoint is computed with the help of an optical tracker.
The hypothesis for this emerging technology is that the ability to visualize the dynamics of the 3D anatomical models
in real-time during the medical procedure demonstration will improve learning for that particular procedure [3][4].
As a result, the emergence of an enhanced learning tool allows the sharing of knowledge in a way that has not been done
before.
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Software components
The main purpose of the DARE is to distribute data among the users of the system such that each client is able to recreate
and visualize locally 3D scenes from their own unique viewpoint. The current architecture of the system is client–server.
A novel architecture that will allow easy scalability of the system is currently being developed. This architecture
is a hybrid between the traditional client-server and peer-to-peer decentralized scheme.
The new architecture of the systems is based on clusters. A cluster is defined as a subset of client-server nodes (CSNs)
that has associated with it a tracking system (TK), a database system (DS) that will allow the 3D models persistency and a
cluster monitor (CM) as shown in the next figure.
CSNs represent the users who want to participate in the demonstration. They are named client-server nodes because they have
the ability to function as a client or as a server, in case bottlenecks appear in the cluster or in the case of failures
of the cluster components. In server mode the nodes continuously interrogate the tracking systems or other parent server
nodes for position information and make the information available for the clients. Clients update their local 3D
environment allowing each user to see the real scene augmented with the 3D models at the current position and orientation.
Since the most important system parameters are reliability and low latency, this hybrid architecture will allow distributed
control of the system performance parameters and good scalability.
The number of CSNs in a cluster is dictated by the performance requirements of certain applications for a specific domain.
The gathering and analysis of the performance parameters is the main task of the cluster monitor. The CM is responsible for
the Quality of Service (QoS) parameters management, requested by the users of the system and by the application that is
running at each node. One of the capabilities of the CM is to invalidate some of the CSNs in the cluster to maintain the
QoS parameters. Each CSN will have a priority associated.
The tracking system (TK) is used in case of applications that require tracking [5], for example the remote medical procedure
demonstration. TK gives precise information regarding the objects’ locations and the viewpoint of the user who performs the
procedure. The server component of the CSN will pull this data from the TK or from its parent CSN at interactive speed and
will make this data available to its clients. The CSN, in client mode, will use the tracking data to render the 3D models
at correct positions in the virtual scene, allowing remote three-dimensional visualization during the procedure
demonstration.
The Database System (DS) assures data persistency and 3D models storage. Some of the procedures or demonstration data can be permanently
saved in the database. In this way offline (asynchronous) demonstrations can be requested by a CSN in client mode. Another
use of the DS is to allow users to download the 3D models before the demonstration starts. Since the requirements for the
bandwidth and latency are very stringent, we assume that at demonstration time the 3D models used are already available at
each node. The only data that are near-synchronously sent at interactive speed are the scene parameters and/or the
position/orientation from the TK.
Results, achieving the application domain requirements
Scalability
Because it is a distributed system, DARE must scale well and its performance must not degrade as more users are added to the system
by joining a demonstration. Adding a new user to this system will basically mean the creation of a new CSN which can be
added to the current cluster or can trigger the creation of a new cluster.
Bandwidth and latency
The most stringent requirements are the ones imposed by the near real-time attribute of the system [6]. For real time
collaborative applications, interactive speed is necessary. To archive interactive speed the delays must be limited to the
range of 10 to a few tens of milliseconds. The first category of the DARE applications, remote visualization, does not
have high bandwidth requirements; however the delays must be bounded. In this case to achieve the interactive-speed
requirements over different domains, the system distributes only the tracking data. The amount of data is very small and
allows medium bandwidth nodes to join the system. However the packets delay over several hops might still be high
and this will have a negative impact on the interactivity of the application.
In support of this real time system development the authors have performed preliminary tests using C/C++ and Java Sun technology.
A 10Mbps network connection has been used, knowing that success here will guarantee future success as 100Mbps connections
are rapidly becoming widespread. The hardware consists of:
Computers and computer networks are already the primary vehicles for the distribution of information. They are also the
main ingredients available to us for going beyond information dissemination, creating powerful knowledge distribution
systems. Since knowledge is embedded in people and, unlike information, occurs in a process of social interaction, this
work focuses on the development of distributed collaborative environments that enhance human-to-human interactivity.
Technological advances in optical projection and computer graphics allow us to augment reality with computer generated
three-dimensional objects. Moreover the distribution of these three-dimensional objects at dispersed locations allows
efficient communication of ideas through three-dimensional images.
The DARE framework and early results presented here are extremely promising. The average delay due to the system components
is 50 milliseconds. This allows development of interactive applications on medium to low bandwidth networks. The authors envision a
global coverage of platforms like DARE with a universal augmented world in which three dimensional models, information and
services can be integrated as easily as pages in the World Wide Web.
Felix G. Hamza-Lup is a Ph.D student in the Computer Science department in the School of Electrical Engineering and
Computer Science at the University of Central Florida (UCF). He received his M.S. in Computer Science from University of
Central Florida in 2001 and the B.A. in Computer Science from Technical University of Cluj-Napoca, Romania, in 1999.
In 2001 he received the Java Developer Certification from Sun Microsystems. Felix is also member of the International
Honor Society for the Computing Sciences, SPIE and ACM. His research interests are: distributed systems and mixed reality.
Larry Davis is a Ph.D. candidate in Electrical Engineering. His doctoral research focuses on conformal tracking for
virtual environments. Larry's other research interests include virtual environment development and head-mounted display
design. He is a student member of the ACM and IEEE.
Charles E. Hughes is Professor of Computer Science at the University of Central Florida. He received the B.A. in
Mathematics from Northeastern University in 1966, and the M.S. and Ph.D. in Computer Science from Penn State University
in 1968 and 1970, respectively. He served on the faculties of Computer Science at Penn State and the University of
Tennessee prior to joining UCF in 1980. His research interests are in mixed reality, distributed interactive simulation
and models of concurrency. He is a member of the ACM, IEEE and IEEE Computer Society.
Jannick P. Rolland is Professor of Optics, Computer Science, and Electrical Engineering at the University of Central
Florida (UCF). She received a Diploma from l’Ecole Superieure D’Optique in 1984, and her Ph.D. in Optical Science from the
University of Arizona in 1990. She served on the Faculty of Computer Science at the University of North Carolina at Chapel
Hill from 1990 till 1996 before joining UCF. Dr. Rolland is Associate Editor of Presence (MIT Press) since 1996, and
Associated Editor of Optical Engineering since 1999. She is the UCF Distinguished Professor of year 2001 for the UCF
Centers and Institutes. She is a member of the OSA, SPIE, and IEEE.
Copyright © 2002, Felix G. Hamza-Lup