Over the past decade, EVL has developed an aggressive program to partner with dozens of computational scientists and engineers nationwide to create visualization and virtual reality applications for collaborative exploration of scientific and engineering data over national and global high-speed networks. This effort is called “tele-immersion”.
Tele-immersion is defined as collaborative virtual reality over networks, an extension of the “human / computer interaction” paradigm to “human / computer / human collaboration,” with the computer providing real-time data in shared, collaborative environments, to enable computational science and engineering researchers to interact with each other (the “tele-conferencing” paradigm) as well as their computational models, over distance. Current tele-immersion research focuses on providing easy access to integrated heterogeneous distributed computing environments, whether supercomputers, remote instrumentation, networks, or mass storage devices using advanced real-time 3D immersive interfaces.
CAVERNsoft G2, a C++ toolkit for building collaborative networked applications or logistical networking applications has been developed to support EVL’s tele-immersion research. It has low- and mid-level networking classes to support general collaborative application building, and it has higher-level modules to specifically support tele-immersion (or collaborative virtual reality). Refinements and enhancements to the CAVERNsoft G2 toolset are ongoing.
EVL’s goal is to move tele-immersion from the laboratory to the Next Generation Internet. Scientists are now learning how to take advantage of global connectivity to empower collaborative solutions to complex problems. Through advanced networking techniques, researchers can access distributed computing, storage and display resources more efficiently than ever. EVL will continue to work toward achieving these goals on a global scale.
EVL is a technology Innovator, building industry and cross-institutional connections and partnerships. In 2022, EVL deployed two GPU FIONAs in… Read more
STCI: OptIPlanet Cyber-Mashup: Persistent Visualization and Collaboration Services for Global Cyber Infrastructure The goal of this project is to… Read more
related url: www.evl.uic.edu/cavern/optiputer The OptIPuter is a five-year, $13.9 million National Science Foundation funded project to interconnect… Read more
The GeoPad Project Andrew Johnson, Jason Leigh, Paul Morin / University of Minnesota, Peter Knopp, Ben van der Pluijm, Peter van Keken / University of Michigan, Brian Davis / US Geological Survey
September 1, 2002 - May 15, 2003
The GeoPad project is an extension of the collaboration of geoscientist and computer scientist initiated with the GeoWall Consortium. The focus of… Read more
The goal of this project is to develop advanced data mining, visualization and collaboration technologies that maximize the use of high-speed Gigabit… Read more
Immersaview is an Open Inventor / VRML model viewer for the GeoWall / AGAVE. The data can be a single Inventor model or a flipbook of models that you… Read more
TeraScope is a massively parallelized set of information visualization tools for Visual Data Mining. TeraScope enables researchers to interactively… Read more
This research focuses on the development of Tele-immersive (collaborative virtual reality) applications, the middleware (software infrastructure)… Read more
AGAVE (pronounced agavay) is a panel-based, head-tracked, barrier-strip auto-stereographic display, where the viewer does not wear stereo glasses… Read more
The goal of the Continuum Project is to develop integrated ubiquitous tools and environments and to study how these tools can be used to enhance… Read more
EVL is using the Access Grid (AG) project developed by Argonne National Laboratories (ANL) as the communications backbone for high-bandwidth… Read more
The 3D model of the person is obtained using depth from stereo. The range information obtained from depth from stereo is used to segment the… Read more
The Tele-Immersive Data Explorer is a CAVERNsoft-based collaborative, immersive environment for querying and visualizing data from massive and… Read more
This project is an interactive and collaborative learning environment that aims to teach children about collective sample spaces. It is a Tandem… Read more
One of the areas of research that Motorola actively engages in is the drop testing of their products. Physical drop tests typically produce few… Read more
With the advent of collaborative virtual reality applications, there is a need for representing users with a higher degree of realism for better… Read more
Traditionally E-mail has been the most effective asynchronous collaboration tool available to us. The goal of V-mail is to provide an equally, if not… Read more
CAVERNsoft is a C++ toolkit for building collaborative networked applications or logistical networking applications. It has low and mid level… Read more
LIMBO / VTK Jason Leigh, Paul J. Rajlich, Robert J. Stein
September 1, 1998 - May 15, 2001
LIMBO / VTK combines LIMBO with the Visualization Toolkit to allow application developers to use the rich set of visualization tools built into VTK… Read more
The UIC Electronic Visualization Laboratory (EVL) has six years of experience building first and second-generation virtual reality devices (the CAVE… Read more
This project seeks to expedite the creation of more compelling collaborative VR applications using either the CAVE or Immersadesk VR display devices… Read more
Studies are being conducted involving a cooperative tele-operation task in which two remote participants in CAVEs work together to manipulate shared… Read more
NCSA: National Computational Science Alliance Thomas A. DeFanti, L. Smarr, R. Abdulla, C. Bender, D. Ceperley, J. Connolly, R. GileJ. Hennessy, K. Kennedy;. McRae, J. Ostriker, D. Reed, R. Stevens, M. Vernon, P. Woodward
October 1, 1997 - September 30, 2005
After 10 years, the NSF Supercomputer Centers Program was replaced with the NSF Partnerships for Advanced Computational Infrastructure (PACI)… Read more
Alliance Expeditions Jason Leigh, Maxine Brown, Thomas A. DeFanti, National Center for Supercomputing Applications, Argnonne National Laboratory, Network for Earthquake Simulation, Earthscope, GriPhyN, TeraGrid communities
October 1, 1997 - September 30, 2004
For the past 17 years, EVL’s partnership with NCSA and the Alliance has enabled the rapid deployment and acceptance of EVL’s advanced… Read more
The Round Earth Project is investigating how virtual reality technology can be used to help teach concepts that are counter-intuitive to a… Read more
CAVE6D Abhinav Kapoor, Jason Leigh, G.H. Wheless, C. Lascara - Center for Coastal Physcial Oceanography, Old Dominion University
January 1, 1997 - December 1, 1999
CAVE5D, co-developed by Wheless and Lascara from ODU and Dr. Bill Hibbard from the University of Wisconsin-Madison, is a configurable virtual reality… Read more
In Dimension Land a remotely located instructor uses a shared virtual environment and the three dimensions of VR to teach about hypercubes and 4D… Read more
The use of communication technology has an effect on communication. Studies have been conducted that show these effects vary by transmission channel… Read more
Tele-immersive virtual applications utilize avatars to represent users in remote environments, primarily to aid in communication during collaborative… Read more
The VideoAvatar Library is a collection of functions that works in conjunction with the CAVE Library, and can be used to add static, photo-realistic… Read more
NICE is a project that applies virtual reality to the creation of a family of educational environments for young users. Our approach is based on… Read more
Walkabout is an application that allows users to explore geo-referenced terrains. It is an educational application for elementary school kids to… Read more
One of the current long term goals at the Electronic Visualization Laboratory (EVL) is to create a persistent virtual environment enabling multiple… Read more