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Mobile holographic meeting solution Disclosure Number: IPCOM000200715D
Publication Date: 2010-Oct-26
Document File: 4 page(s) / 99K

Publishing Venue

The Prior Art Database


This article describes a software / middleware system used to support the enablement of mobile holographic communications via ubiquitous consumer devices.

This text was extracted from a PDF file.
This is the abbreviated version, containing approximately 45% of the total text.

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Mobile holographic meeting solution

Disclosed is a system for enabling mobile holographic communications on commonly available end-user devices (cellular phones, laptops, etc.) consisting of a middleware solution running a specialized streaming algorithm on a standard communication protocol which connects end-user devices and end-user software to enable a holographic experience for the end user.


Business professionals today need to be increasingly mobile, yet mobility has significant drawbacks - for instance not being able to see the reaction of the person(s) you are speaking with. This solution attempts to solve that.

Some examples where this technology may be useful:
1. While sitting in a traffic jam, an executive opens his smart phone and attends a meeting that he would otherwise have missed.
2. A student attends a virtual class on server maintenance. In addition to conventional training materials, the instructor uses a cardboard box to demonstrate particular hardware operations, which is then augmented with an image of the actual server before transmission to the students.

Some solutions available today include solutions for each of the individual components, or solutions that require a lot of space, but nothing that is compact enough for a mobile worker and an end-to-end software solution:
1. Video conferencing - it is however not as tangible as a hologram.
2. Cisco telepresence [1] / Musion Eyeliner [2] - the downside is that this requires a lot of space to set up.
3. 3D-Internet solutions, e.g. Second Life [3] - however you cannot see the actual facial expressions and gestures of the speaker.
4. Samsung B710, W960 Smart phones [4] - however they can only play gaming videos or streamed media coded in a proprietary format created by two cameras filming the object at different angles.
5. Depth and motion analysis to convert static images to stereographic images - Microsoft and University of Washington's imaging technology [5] employs similar techniques.
6. Object tracking / 3D recognition, e.g. Camtrax [6] - recognizes object movements in a real-time stream and converts it to 3D coordinates to influence the on-screen gameplay.

Context for this solution

A software that would use a video capturing device to capture a entity and transmit this in real-time to a end device capable of creating a holographic projection from it, possibly augmenting the captured data with additional data or entities before transmission to the end device, thus enabling a holographic meeting to take place. This software system would comprise of client side software for video capture and



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holographic rendering, as well as server side software for real-time processing of video input and holographic output streaming to the end device. It work as follows (See Figure 1):

A video capturing device (e.g. integrated webcam on a notebook or mobile


phone) captures a video stream.

End-user software sends this video stream to the server....