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Grant: Strategic Projects - Group

University of Ottawa

$150,500.00

Massive Gain: Massively Multiuser Virtual Environments and Games with Haptic Interaction

FY 2011-12

Summary
Massively Multiuser Virtual Environments (MMVE) set out to create an environment for thousands, tens of thousands, or even millions of users to simultaneously interact with each other as in the real world. Interestingly, and to some extent counter-intuitively due to inherent technical challenges, it is this massiveness that has made MMVEs more successful than traditional virtual environments which could only support about a dozen simultaneous users interacting in real time. For example, Massively Multiuser Online Games (MMOGs), now a very profitable sector of the industry and subject to academic and industry research, is a special case of MMVEs where hundreds of thousands of players simultaneously interact with each other. Although originally designed for gaming, MMOGs are now widely used for socializing, business, commerce, scientific experimentation, and many other practical purposes, and are among the few industries unaffected by the global economic downturn. One could say that MMOGs are the ""killer app"" that brings MMVEs into the realm of eSociety. In parallel, haptics, has emerged as a new media that will significantly change the way human-human and human-computer interaction is done. The potential of haptics technology is highly significant and can affect fields as diverse as modeling & animation, geophysical analysis, medical training, virtual museums, engineering design and planning, surgical simulations, tele-operation and control of scientific instruments, gaming, and robotic manipulation in hazardous environments. The impact of haptics becomes even more significant when networking is added to it, called tele-haptics, and used in human to human communication, collaboration, and tele-operation using the sense of touch. Beyond the obvious extension to remote collaboration, however, recasting haptics as an intrinsically networked technology allows reconsideration of the entire architectural model for CVEs and MMVEs. This research sets out to design and implement an architecture called MASSIVE GAIN that could be used as a platform for interaction among massive number of users, not just through conventional audio/visual media, but also through high fidelity haptic media.
Program
Strategic Projects - Group
Location
Ontario, Canada
Recipient Type
Academia
Type
Grant
Source
NSERC's Awards Data

As published

Application id
381051-2009
Name nom
Shirmohammadi, Shervin
Department département
Electrical Engineering and Computer Science , School of
Organization id
28
Institution établissement
University of Ottawa
Province en
Ontario
Province fr
Ontario
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2011
Competition year année de concours
2009
Award amount
150500
Program id
STPGP
Program nane en
Strategic Projects - Group
Program name fr
Projets stratégiques - De groupe
Group en
Research partnerships programs
Group fr
Programmes de partenariat
Committee code
1041
Committee name en
Strategic Projects Selection Panel - Communications and Information
Committee name fr
Comité de sélection des projets stratégiques - Communication et information
Area of application code
1207
Area of application group en
Advancement of knowledge
Area of application group fr
Avancement des connaissances
Area of application en
Information, computer and communication technologies
Area of application fr
Technologie de l'information, des ordinateurs et des réseaux de communications
Research subject code
2721
Research subject group en
Information technology
Research subject group fr
Technologie de l'information
Research subject en
Multimedia systems and networks
Research subject fr
Systèmes et réseaux multimédias
Partie
3
Nb partie
3
Application title
Massive Gain: Massively Multiuser Virtual Environments and Games with Haptic Interaction
Keyword
NSERC
Application summary
Massively Multiuser Virtual Environments (MMVE) set out to create an environment for thousands, tens of thousands, or even millions of users to simultaneously interact with each other as in the real world. Interestingly, and to some extent counter-intuitively due to inherent technical challenges, it is this massiveness that has made MMVEs more successful than traditional virtual environments which could only support about a dozen simultaneous users interacting in real time. For example, Massively Multiuser Online Games (MMOGs), now a very profitable sector of the industry and subject to academic and industry research, is a special case of MMVEs where hundreds of thousands of players simultaneously interact with each other. Although originally designed for gaming, MMOGs are now widely used for socializing, business, commerce, scientific experimentation, and many other practical purposes, and are among the few industries unaffected by the global economic downturn. One could say that MMOGs are the ""killer app"" that brings MMVEs into the realm of eSociety. In parallel, haptics, has emerged as a new media that will significantly change the way human-human and human-computer interaction is done. The potential of haptics technology is highly significant and can affect fields as diverse as modeling & animation, geophysical analysis, medical training, virtual museums, engineering design and planning, surgical simulations, tele-operation and control of scientific instruments, gaming, and robotic manipulation in hazardous environments. The impact of haptics becomes even more significant when networking is added to it, called tele-haptics, and used in human to human communication, collaboration, and tele-operation using the sense of touch. Beyond the obvious extension to remote collaboration, however, recasting haptics as an intrinsically networked technology allows reconsideration of the entire architectural model for CVEs and MMVEs. This research sets out to design and implement an architecture called MASSIVE GAIN that could be used as a platform for interaction among massive number of users, not just through conventional audio/visual media, but also through high fidelity haptic media.