If you are an online learning platform dealing with low student engagement in remote courses — this project developed a blended learning scenario that allows students to be realistically immersed in 3D spaces. This increases the feeling of presence and interaction for remote learners.
Hyper-Realistic 3D Holographic Communication for Remote Presence and Immersive Experiences
Imagine being able to step into a digital twin of a real place and feel like you are actually there, while people in that real place see a 3D hologram of you. It is like a high-tech bridge that lets people from different cities share the same room and feel the atmosphere together. This tech makes it possible to stream these complex 3D images and sensory data smoothly over the internet.
What needed solving
Remote communication currently lacks the physical presence and sensory depth of real-life interaction. This makes remote learning and entertainment feel disconnected and less impactful.
What was built
A scalable communication pipeline for holographic and multi-sensory 3D data. It includes tools for real-time streaming and rendering of hyper-realistic 3D spaces.
Who needs this
Who can put this to work
If you are an event production company dealing with limited venue capacity for music festivals or opera shows — this project developed a system for holographic rendering and multi-sensory media. This allows remote users to experience the event in a hyper-realistic 3D space.
If you are a modern theatre house dealing with the challenge of integrating remote performers into a live stage — this project developed a way for in-presence users to interact with holograms of remote users. This enables a new type of hybrid performance regardless of the actor's location.
Quick answers
How does this affect the cost of 3D data acquisition?
The system aims to facilitate agile multi-sensory 3D data acquisition techniques to enhance performance while reducing technology costs.
Can this be scaled for many users?
Yes, the project is creating a scalable communication pipeline for encoding, processing, storage, and real-time streaming of various media types.
What is the IP or licensing status?
Based on available project data, specific licensing terms are not mentioned, but the project involves 16 partners including 6 industry members.
How is user privacy handled in these immersive environments?
The project uses a privacy and ethics by design methodology to ensure that GDPR and ethics are addressed for all end-users.
When will the results be ready for integration?
The project period runs from 2024-06-01 to 2027-05-31, suggesting the final results will be available by May 2027.
Who built it
The consortium is well-balanced for technology transfer, featuring 16 partners across 8 countries. With a 38% industry ratio (6 companies, including 4 SMEs), there is a strong commercial pull to ensure the holographic and VR developments are grounded in market needs rather than just academic research.
Contact Universita degli Studi di Cagliari
Talk to the team behind this work.
Contact us to explore licensing opportunities for the holographic streaming pipeline.