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software:remotecollab [2012/03/18 17:49]
sumner
software:remotecollab [2016/07/18 11:41] (current)
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 +====== Remote Collaboration ======
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 We are developing a prototype tele-immersive system for collaborative visual data analysis that consists of three major components. The backbone of the KeckCAVES prototype is a distributed system representing a shared 3D virtual world, implemented as a set of application-level client/​server protocols layered over standard Internet protocols such as TCP or RTP. This backbone provides session management, i.e., the ability for users to log into and off the system dynamically,​ ensures that all participants see a consistent view of the shared world, and provides basic services for data exchange among participants. Layered over this backbone are application-specific protocols implementing visualizations of, and interaction with, particular types of scientific data, e.g., high-density 3D point clouds from LiDAR or 3D gridded data from 3D imaging or numerical simulation. Finally, the system provides several means of embedding participants themselves into the shared virtual world. This capability is achieved via several complementary means, including 3D spatialized audio transmission,​ real-time 2D video, or — ideally — real-time 3D video. We are developing a prototype tele-immersive system for collaborative visual data analysis that consists of three major components. The backbone of the KeckCAVES prototype is a distributed system representing a shared 3D virtual world, implemented as a set of application-level client/​server protocols layered over standard Internet protocols such as TCP or RTP. This backbone provides session management, i.e., the ability for users to log into and off the system dynamically,​ ensures that all participants see a consistent view of the shared world, and provides basic services for data exchange among participants. Layered over this backbone are application-specific protocols implementing visualizations of, and interaction with, particular types of scientific data, e.g., high-density 3D point clouds from LiDAR or 3D gridded data from 3D imaging or numerical simulation. Finally, the system provides several means of embedding participants themselves into the shared virtual world. This capability is achieved via several complementary means, including 3D spatialized audio transmission,​ real-time 2D video, or — ideally — real-time 3D video.