IMMERSIVE
COMMUNICATIONS
LABORATORY

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The Immersive Communications Laboratory located at the UPV is an experimental space consisting of multiple areas equipped with various immersive communication technologies:

Holograms

3D images that represent reality without the need for portable devices.

Telepresence

Technology that allows the user to feel as if they are in another place or be perceived as if they were there, facilitating interaction with other individuals.

Haptics

Technology capable of recreating the sense of touch by applying forces, vibrations, or movements to the user’s body.

XR (Extended Reality)

A blend of real and virtual worlds, where virtual and real objects coexist in real-time.

Volumetric Capture

A system that allows the creation of a 3D model of a person by collecting video and depth information.

Immersive Booth

A set of devices that allows the user to remotely control robots, offering a realistic experience.

360 Capture

Audiovisual setup that allows capturing a complete environment, enabling the user to view different perspectives of the same event.

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The Immersive Communications Laboratory is designed to accommodate human-centered use cases in the context of Beyond 5G (B5G) networks. This space is equipped with specialized immersive technologies and portable configurations that can be used outside the facilities, offering great accessibility both in-person and remotely to application developers, integrators, and entities from various sectors. Communication for immersive applications outside the laboratory is achieved through a combination of a federated edge architecture with Stand Alone 5G wireless connectivity (both indoors and outdoors).

View a replica of the Lab in Unreal Engine 5

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The available immersive
equipment includes:

1
Brainstorm Multimedia chroma configurations, holographic systems, and an Alfalite LED screen, equipped with specific hardware and software that enable the insertion of subjects into immersive virtual environments with high realism.

2
Augmented/Virtual Reality Headsets (HMDs) for XR applications that combine virtual environments with real-time video through passthrough cameras (e.g., MetaQuest Pro).

3
Evercoast volumetric capture system to create realistic 3D models of people.

4
YBVR 360º video setup for immersive experiences in media such as sports and events.

5
Haptic gloves and suits (e.g., bHaptics TactGlove and TactSuit X40, or OWO Vest) with gesture detection, wireless connectivity, and tactile/kinesthetic feedback.

6
Universal Robots UR5e robotic arm with a gripper, suitable for remote control through haptic gloves.

7
Autonomous mobile robots (AGVs/AMRs, e.g., Robotnik Summit XL) equipped with RoboSense LiDAR and 360º cameras, teleoperated from internal booths and HMDs.

8
Audio and video capture systems and playback in a Holoconnects holographic booth.

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The laboratory is divided into two interconnected locations or sub-laboratories. One of them houses most of the resources and equipment (chroma, holograms, LED screen, booths, haptics, HMDs, volumetric capture, and 360º capture) in static positions with high-performance capabilities. The other space is mainly focused on telepresence and portable holograms, to test applications remotely.

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