Introducing Connected Visual Computing (CVC)

By George Jobi (Intel) (7 posts) on September 9, 2008 at 9:47 pm

Virtual Worlds, social web and web3.0 are some of the recent cool buzzwords making the rounds recently. Everybody seems to have a different view and definition for each one of them. Intel had been looking into the space for some time and see this as as the next logical evolution of web, where “connectedness” and “immersion” (not just richness) come together to bring us to an era of  “Connected Visual Computing”.

Jim Held , Intel Fellow put out the concept and requirements behind Connected Visual Computing (CVC) recently in a keynote at Intel Developer Forum (IDF). Connected Visual Computing is the seen as the next stop on the Intel’s “Visual Computing”vision. Visual Computing is the first stop on our road map where we bring almost real 3D rendering experience to Intel platforms, and are truly driving home the message of “Looks Real, Acts Real, Feels Real”.

CVC market builds on early adopters of the Gaming & Visual Computing market that had been pushing the limits on rendering and elements of interaction (e.g Wii) and connectedness (Xbox Live). But going forward the bigger growth will be coming from the other two segments Metaverse and Paraverse. Metaverse are traditionally oriented and focused towards the social experiences and the relationship aspect of players & users. The focus is on social interaction, doing stuff together and creative explorations. The content is mostly user generated and hence allows creativity to bloom. Examples include virtual worlds like Habbo, ClubPenguin, Secondlife and others

Paraverse on the other hand has two major flavors – Augmented Reality & Mirror Worlds. Augmented Reality (AR)– Focuses on overlaying information on top of real world interactions. The emphasis is on “Always Connected” and "Context" including location. Cellphones and mobile form devices will rule this category. Mirror Worlds like Google Earth are focused on simulating the real world information. Information is overlayed on the reflection of real world.

CVC Segment

The three segments of usages will start driving applications that are main stream and could kick off a new content spiral. Be it the new uses for existing vast amount of 3D content from architecture, CAD, mechanical CAD, engineering, movies, games or from new sources like - user generated content, mapping, sensors, mobile phones etc. The whole world is getting digitized and most of it is happening in 3D. Even though majority of the content we visualize today and consume are in 2D lots of those blueprints are in 3D. Take the case of Google that had been mapping the globe but certainly is building the database in 3D and soon we can expect 3D visualization to start emerging on Google Properties.

Not only are we seeing hardware and software that can do richer rendering capability emerge but with pervasive connectivity and immersive interaction the CVC market is really starting to take off.

What do you think. Are we on the cusp of a new content spiral leading towards a connected, immersive computing era ?

Categories: Game Development, Graphics & Media, Uncategorized
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Comments (4)

September 15, 2008 10:26 AM PDT

George Jobi (Intel)
George Jobi (Intel)Total Points:
585
Registered User
Thanks for the link and a great interview. Mic is a great guy and had been one of the main architect of Intel CVC vision. He is currently leading Intel efforts in the OpenSim platform.
September 15, 2008 3:05 PM PDT

George Jobi (Intel)
George Jobi (Intel)Total Points:
585
Registered User
Justin - Thanks for your comments and I am not sure where I lost you. Of course immersion is part of the story and is part of the overall CVC experience. I am surprised why you think it is only part of the Gaming segment. I think immersion and immersive interfaces are the big barriers today and when they are mainstream will make CVC really happen. Some of the great work happening in 'Serious Gaming" side starts in the Gaming segment but certainly crosses over. The three usage segment- Gaming, Metaverse and Paraverse are distinct to begin with but eventually are going to merge into one segment. This is already starting to happen - e.g. Lucas Films has developer of movies and games developing side by side etc.. (topic for another blog)

People often ask me when does CVC really happen? My short answer usually is think - "Minority Report"
October 29, 2008 5:11 PM PDT


Seth
Gaming is certainly the driving force behind improvements in manipulating and navigating 3D environments. As a gamer, I find navigating a 3D world comfortable and effortless. On the other hand, non-gamers are at best intimidated and at worst frustrated when they attempt to move around in 3D. This learning "bump" can be overcome with practice, but those first hours of training can be quite a turn-off if you aren't sure what the benefit will be. This learning bump is probably the biggest roadblock to rapid adoption of 3D interfaces and environments.

As the gaming generation ages, and 3D manipulation becomes a common skill, we'll see great strides in 3D social environments, and even work environments. You make a good point about Paraverse applications, however, that create 3D assets but allow users to manipulate them with familiar point-and-click tools.
November 3, 2008 10:03 AM PST


Minh
Hi George,

I am interested in how you've drawn the relation between the different visual computing platforms and Intel's CVC initiatives. Could you point me to where I can find more publications about these concepts?

Thanks,
-Minh

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