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    Star Trek HoloDeck 1.0 - HoloVizio 3D Makes Its Debut
    By News Staff | June 8th 2008 02:05 PM | 17 comments | Print | E-mail | Track Comments
    Star Trek: The Next Generation's holodeck allowed crewmembers to walk through their childhood home, re-enact famous historical events or watch performances of famous plays. It was also a consistent source of story lines for Star Trek writers who had nothing left to fall back on, because the holodeck offered so many opportunities to just make things up that didn't rely on logic or the Star Trek universe's core mythology.

    Of course, if leisure time permitted they could also learn new skills or execute training drills by simulating surgery, flight, and engine repairs in a truly realistic environment but most of the time it involved being Sherlock Holmes or something like that.

    Virtual life seemed pretty good on TV but it's still just science fiction for us. However, last year researchers took the first steps towards it with the COHERENT project, an EU-funded research project to create a commercial, true 3-D display.

    They could have called it Holodeck 1.0. They went with HoloVizio instead.

    No glasses needed, the 3D image can be seen unassisted.


    The HoloVizio is a 3-D screen that will allow designers to visualize true 3-D models of cars, engines or components. Better yet, gesture recognition means that observers can manipulate the models by waving their hands in front of the screen. The function offers enormous scope for collaboration across the globe.

    "The aim of the COHERENT project was to create a new networked holographic audio-visual platform to support real-time collaborative 3-D interaction between geographically distributed teams," explains Akos Demeter, spokesperson for the project.

    Two applications drove the design of the basic networked audiovisual components – a collaborative visualisation system for the medical sector and a collaborative design review system for the automotive industry.

    The researchers based the display component on innovative holographic techniques that can present, at natural human interaction scale, realistic animated 3-D images simultaneously to an unlimited number of freely moving viewers.

    The upshot is that users do not need goggles, and the 3-D image is maintained as they move about – both in contrast with early attempts at holographic displays. But the real star of the Coherent project is not simply the display. The researchers made exciting advances in enabling applications that show the system's real potential.

    Viewers can walk around the screen in a wide field of view seeing the objects and shadows moving continuously as in the normal perspective. It is even possible to look behind the objects. Hidden details appear while others disappear (motion parallax).


    The COMEDIA application, for example, uses raw data from medical imaging devices to create 3-D models of anatomy. The development, led by Coherent partner CRS4 Visual Computing, demonstrated the system to 50 clinicians in Italy.

    "The strength of the COMEDIA system is related to the collaboration, discussion and evaluation of clinical cases, since it provides users with an immediate 3-D understanding of the anatomy shown," explains Demeter.

    COMEDIA led to the 'Holo-Heart' series of seminars last year.

    CRS4 also developed rendering and visualisation software that may reveal the artistic secrets of the great masters, like Michelangelo. A scan of his famous David revealed that the eyes diverge.

    It is impossible to see this by standing in front of the statue, because of its height and the position of the left forearm. But it becomes clear when viewed through the COHERENT system, and theorists posit that Michelangelo wanted to present two different faces of the same character.

    Coherent also led to the development of the COLLAUDA application for collaborative automotive design. The application, developed with CS Systemes d’Information and Peugeot in France, led to a series of demonstrations to potential end users.

    The demonstration led to a new project collaboration, named ARIVA, which starts in June 2008.

    Finally, COHERENT's researchers explored the potential for applying holographic systems for oil exploration, using Shell's data. The system displayed real examples of subsurface data. Holografika, the Hungarian research company behind the Holovizio system, developed a lot of the core technology used by the project.

    In all, the team developed useful applications for a leading edge, emergent technology, explored excellent commercial opportunities and perfected holographic and allied systems for real-world use. The research also stimulated enormous interest in the area and prompted a wave of activity in the sector. But history, perhaps, will remember the Coherent project as the precursor to a real world holodeck.

    The project received funding from the EU's Sixth Framework Programme for research.

    More on the COHERENT project.

    More from Cordis.

    Comments

    This is pretty much like Edusim here http://edusim3d.com

    There are a few things wrong with this video.

    1. It's impossible, from this single-camera recording, for any 3rd party to tell if the 3D perspective is actually changing related to the user's position without being there or if the 3D perspective is driven from camera position by a device relaying the camera position. What you need is a simulataneous camera capture from 2 or more cameras showing both their perspective and the position of the other cameras as they are moving. Of course this could be fudged, but only with a lot of work.
    2. What's with the terrible interaction? The interaction with the rubik's cube didn't seem like the user was moving it at all and the guy guiding the monster was moving his hand AFTER the monster's head started moving? I'm not sure if they are trying to completely fake us out or if they just haven't gotten very far on the interaction piece.
    3. Also, the basic interaction model is disturbing because your interaction with a 3D model is relative to it's projection into your physical space. This projection is different if I'm directly in front of the model or to the side of it. This means that my hand motions are dependent on my head's Z-position, my hand's z-position as well as the viewing angle. This didn't seem right in the Rubik's cube demo. It didn't seem like the interaction involved the user moving their hands through the z-dimension to place them on the object to which he was interacting. Of course, that whole demo seemed strange... See end of comment #2...
    4. The music was bland. Just kidding.

    Skeptic

    With you there Skeptic. There were roughly two moments where I could sense a 3D effect, however none of this "look behind objects" was apparent.

    Hank
    I suppose it's difficult to achieve a true 3D effect in a small 2D video.

    Skeptic - 4. The music was bland. Just kidding.

    :)

    Want more no-nonsense, independent science? Buy Science Left Behind
    This technology would benefit from a more candid demonstration. Try a hand held camera, please. Explain to us how multiple viewers see their respective intended views.
    Overproduced videos like this are better at raising suspicion than interest.

    I have to say that I have seen this thing first hand and it is incredible. The videos don't do it justice. I've been working with passive stereo and volumetric systems for a long time and when I saw this at SigGraph I was shocked. It is by far the best holographic system I have seen. The field of view was incredible. My biggest complaint when I saw it was they didn't have a lot of demos to look at where the objects were clipped by the frame. When it occurs, it often breaks the feeling of immersion.

    It's entirely possible that the rubiks cube demo "looked wrong" because the camera was not positioned at the guy's head.

    The premise is that the 3d image such that all observers would agree on the location and orientation of the object, relativistic effects notwithstanding. =) That's supposed to be the novelty of the innovation.

    As for motion capture, without easy-to-capture dots all over you, it would be hard for any simulation. Likely would be a lot easier with a nintendo-style glove. =) If the holography is truly this cool, i don't think most people would mind the glove. Or a Wii nunchuck for chrissakes. =)

    Isn't this old news? From what I can tell there is no actual projection, this is still a 3d object on a 2d screen. And the manipulation of the image seems very clunky. Has anyone checked out the projects from Johnny Lee? You can achieve this with a $40 Nintendo Wii-Mote some IR led's and reflective tape.

    http://www.cs.cmu.edu/~johnny/projects/wii/

    Obviously a 2D system cannot show the 3D like the actual 3D system, but a nifty demo nonetheless.

    Does anyone know if the 3D effect partly works if you are blind in one eye? The glasses/goggles system don't work at all in such a case, but with holograms you can still get a 3D sense with one eye.

    -Chris

    This article looks to be a fake. There is nothing in there that seems to be 3D! Only the current technology... projections of 3D objects on 2D plains.

    "The HoloVizio is a 3-D screen that will allow designers to visualize true 3-D models of cars, engines or components."

    Well that sounds and looks like my home monitor. Nothing special about it.

    And one more thing... the Rubik cube... it is not interacting with the dude that's flapping his arms around like a maniac...

    Conclusion: FAKE

    What's the title of the background music in the 640RC demo?
    P.S. Your CAPTCHA is horrible, lol. I've been entering stuffs into it forever...

    If they really want the technology to take off they need to bring the Video Gaming Industry on board. - No industry can push a visual technology forward as fast or as hard as it.

    There are several things that are very encouraging about this. For me the area of hope is that the EU continues to fund projects like this, and that it is possible that now in the United States futuristic, better world type science will be a priority. When watching Star Trek, it is the rational, yet romantic future that is so appealing. A Halodeck is a bit of a fantasy for many of us, but the worldview is actually a dream that we would like to make a a reality.

    CRS4 also developed rendering and visualisation software that may reveal the artistic secrets of the great masters, like Michelangelo. A scan of his famous David revealed that the eyes diverge.

    It is impossible to see this by standing in front of the statue, because of its height and the position of the left forearm. But it becomes clear when viewed through the COHERENT system, and theorists posit that Michelangelo wanted to present two different faces of the same character.


    I disagree. Michelangelo was very aware of optical illusions that can occur in sculptures as large as the David. The ancient Greeks were also aware of these optical illusions in their architecture. For example, the Parthenon in Athens has a slight convex curvature to the front steps that lead to the entrance as well as slightly bulging Doric style columns. They realized that if they hadn't made the base curve upwards slightly and if the columns didn't have a convex curve to them instead of being straight, then the Parthenon base would have appeared to be sagging in the middle and the columns would have appeared concave instead of straight when viewed at a distance.

    Michelangelo had a saying, "Always keep your compass in your eye!"

    What he meant by this is that in considering the proportions of a composition you must look at the composition as a whole. A perfect example of this is his Pietà (pictured below).



    Now the composition works, but if you take careful a look, if Mary were to stand up, she would be 14 feet tall! Michelangelo had to exaggerate the proportions of her lower extremities in order to make the composition as a whole work. If Michelangelo had made Mary's entire body life-like, then the body of Jesus would have dwarfed that of Mary.

    Well, you have to remember that the David was created with the intention of being place high up on top of the dome of a church. But a panel, which consisted of Leonardo da Vinci, himself, as well as leading authorities of Florence, thought that the work was too beautiful to put up so high where no one could see it. So, they decided to change it from a religious symbol into a political one by placing it in front of the Pallazzio Vechhio, the then government building of the Republic of Florence, in defiance of the de' Medici, who they perceived as a Goliath.

    So, the reason for the diverging eyes is because one 1) it was meant to be viewed from the ground high up on top of a dome of a church and 2) even on a pedestal on the ground, if Michelangelo hadn't made the eyes diverge slightly, then David, being as tall as he is, would have appeared to be crossed-eye. Do you see what I am saying?

    Other than that, the article and video were very interesting. : )