Skip to main content

DEEP SPACE: High Resolution VR Platform for Multi-user Interactive Narratives

  • Conference paper
Interactive Storytelling (ICIDS 2009)

Abstract

DEEP SPACE is a large-scale platform for interactive, stereoscopic and high resolution content. The spatial and the system design of DEEP SPACE are facing constraints of CAVETM-like systems in respect to multi-user interactive storytelling. To be used as research platform and as public exhibition space for many people, DEEP SPACE is capable to process interactive, stereoscopic applications on two projection walls with a size of 16 by 9 meters and a resolution of four times 1080p (4K) each. The processed applications are ranging from Virtual Reality (VR)-environments to 3D-movies to computationally intensive 2D-productions. In this paper, we are describing DEEP SPACE as an experimental VR platform for multi-user interactive storytelling. We are focusing on the system design relevant for the platform, including the integration of the Apple iPod Touch technology as VR control, and a special case study that is demonstrating the research efforts in the field of multi-user interactive storytelling. The described case study, entitled “Papyrate’s Island”, provides a prototypical scenario of how physical drawings may impact on digital narratives. In this special case, DEEP SPACE helps us to explore the hypothesis that drawing, a primordial human creative skill, gives us access to entirely new creative possibilities in the domain of interactive storytelling.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Berger, F., Hörtner, H., Lindinger, C., Maresch, P., Plösch, R., Pomberger, G., Praxmarer, R., Ziegler, W.: ARSBOX and Palmist—Technologies for Digital Mock-up Development in Immersive Virtual Environments. In: Proc. IASTED International Conference on Internet and Multimedia Systems and Applications, pp. 521–526. ACTA Press/IASTED (2005)

    Google Scholar 

  2. Berger, F., Lindinger, C., Ziegler, W.: VRizer—Using Arbitrary OpenGL Software in the CAVE or other Virtual Environments. In: Pape, D., Roussos, M., Anstey, J. (eds.) VR for Public Consumption. IEEE VR 2004 Workshop (2004), http://resumbrae.com/vr04/berger.pdf (accessed 09-15-2009)

  3. Hörtner, H., et al.: 3D Simulation of Industrial Production Processes in a Virtual Continuous Casting Environment. In: Richir, S., Richard, P., Taravel, B. (eds.) Proceedings of the Virtual Reality International Conference, Laval Virtual (2001)

    Google Scholar 

  4. Kogler, P., Maresch, P., Pomassl, F.: CAVE. In: Stocker, G., Schöpf, C. (eds.) Ars Electronica 1999 - Life Science, pp. 364–367. Springer, Heidelberg (1999)

    Google Scholar 

  5. Deutsch, J.: Gesichtsraum-CAVE. In: Stocker, G., Schöpf, C. (eds.) Ars Electronica 2002 - Unplugged, p. 347. Hatje Cantz, Ostfildern (2002)

    Google Scholar 

  6. DeFanti, T.A., Dawe, G., Sandin, D.J., Schulze, J.P., Otto, P., Girado, J., Kuester, F., Smarr, L., Rao, R.: The StarCAVE, a third-generation CAVE and virtual reality OptIPortal. In: Sloot, P. (ed.) Future Generation Computer Systems, vol. 25(2), pp. 169–178 (2009)

    Google Scholar 

  7. Taylor, R.M., Hudson, T.C., Seeger, A., Weber, H., Juliano, J., Helser, A.T.: VRPN: A Device-Independent, Network-Transparent VR Peripheral System. In: Shaw, C.D., Wang, W., Green, M. (eds.) Proceedings of the ACM Symposium on Virtual Reality Software & Technology 2001, pp. 55–61. ACM Press, New York (2001)

    Chapter  Google Scholar 

  8. Kim, J.-S., Gracanin, D., Matkovic, K., Quek, F.: iPhone/iPod Touch as Input Devices for Navigation in Immersive Virtual Environments. In: Cruz-Neira, C., Sherman, W. (eds.) Proceedings of IEEE Virtual Reality 2009, pp. 261–262. IEEE Computer Society, Washington D.C (2009)

    Google Scholar 

  9. Media Interaction Lab (2009), http://mi-lab.org/ (accessed 09-15-2009)

  10. Leitner, J., Köffler, C., Haller, M.: Bridging the Gap between Real and Virtual Objects for Tabletop Games. The International Journal of Virtual Reality 7, 33–40 (2009) (in press)

    Google Scholar 

  11. Vogelsang, A., Signer, B.: The Lost Cosmonaut: An Interactive Narrative Environment on Basis of Digitally Enhanced Paper. In: Subsol, G. (ed.) ICVS-VirtStory 2005. LNCS, vol. 3805, pp. 270–279. Springer, Heidelberg (2005)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Kuka, D. et al. (2009). DEEP SPACE: High Resolution VR Platform for Multi-user Interactive Narratives. In: Iurgel, I.A., Zagalo, N., Petta, P. (eds) Interactive Storytelling. ICIDS 2009. Lecture Notes in Computer Science, vol 5915. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-10643-9_24

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-10643-9_24

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-10642-2

  • Online ISBN: 978-3-642-10643-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics