Paper
23 May 2002 Cyber entertainment system using an immersive networked virtual environment
Masayuki Ihara, Shinkuro Honda, Minoru Kobayashi, Satoshi Ishibashi
Author Affiliations +
Proceedings Volume 4660, Stereoscopic Displays and Virtual Reality Systems IX; (2002) https://doi.org/10.1117/12.468068
Event: Electronic Imaging, 2002, San Jose, California, United States
Abstract
Authors are examining a cyber entertainment system that applies IPT (Immersive Projection Technology) displays to the entertainment field. This system enables users who are in remote locations to communicate with each other so that they feel as if they are together. Moreover, the system enables those users to experience a high degree of presence, this is due to provision of stereoscopic vision as well as a haptic interface and stereo sound. This paper introduces this system from the viewpoint of space sharing across the network and elucidates its operation using the theme of golf. The system is developed by integrating avatar control, an I/O device, communication links, virtual interaction, mixed reality, and physical simulations. Pairs of these environments are connected across the network. This allows the two players to experience competition. An avatar of each player is displayed by the other player's IPT display in the remote location and is driven by only two magnetic sensors. That is, in the proposed system, users don't need to wear any data suit with a lot of sensors and they are able to play golf without any encumbrance.
© (2002) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Masayuki Ihara, Shinkuro Honda, Minoru Kobayashi, and Satoshi Ishibashi "Cyber entertainment system using an immersive networked virtual environment", Proc. SPIE 4660, Stereoscopic Displays and Virtual Reality Systems IX, (23 May 2002); https://doi.org/10.1117/12.468068
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KEYWORDS
Telecommunications

Virtual reality

Sensors

Control systems

Head

Magnetic sensors

Glasses

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