Virtual Reality ChallengesOnline virtual environments, are gaining immense popularity for a host of purposes such as social networking, entrepreneurship, advertising, and training and education. Further, press releases, product launches, advertising campaigns, and so on, are being simultaneously hosted in the real world as well as some of the most popular online virtual worlds. Such popularity, coupled with the efforts to standardize the technology that drives online virtual environments, has virtual worlds being widely regarded as the internet’s future. Enterprises are looking for ways to leverage this technology for increasing productivity, reducing costs and as a new means of conducting business. OverviewThe Graphics and Virtual Reality group focuses on productive uses of shared 3D environments and how enterprises can benefit from them. We are building our own virtual environment platform which may be customised for various purposes. We are also working on techniques for interactive content creation for virtual environments using images. We have experience in public domain virtual environments. Examples of projects we have conducted include a retail store on Second Life with a natural language enabled shopping assistant powered by NATAS and a virtual exhibition on OpenSim for our organisation-wide technical conference TACTiCS (TCS Technical Architect’s Conference). Major Research Projects
Workplace Collaboration in a 3D Virtual Office For the vast majority of knowledge workers in the world each work day begins by `going to office'. The office is where one's `desk' is, where team meetings take place, where one meets colleagues, supervisors, and team members; and also where one catches up on organizational gossip. At the same time, spatially and often globally distributed teams are commonplace these days with variable degrees of distribution. For example, teams may be distributed over floors, buildings, cities or countries. It is becoming increasingly common for knowledge workers to conduct a majority of their interactions during the course of a work day electronically, using email, chat, phone or even video, without ever meeting face-to-face. In fact, a growing number of employees today work from home; some organizations have even gone to the extent of dispensing with the physical offices for thousands of such remote workers. So, why do we still `go to office'? Are we losing something by working remotely? If so, how can innovative collaboration technology restore this missing 'something' for remote workers and distributed teams, and perhaps even go beyond it. Motivated by this need we have designed a collaboration tool that provides a user the ability to `virtually visit' another office, in the process creating opportunities for serendipitous interactions. Our application creates a virtual office that replicates the real-world office's architectural layout and seating plan using 3D graphics and enables multi-user real-time collaboration in this environment. |