One Reality: Augmenting How the Physical World is Experienced by combining Multiple Mixed Reality Modalities (original) (raw)
The augurscope: a mixed reality interface for outdoors
2002
The augurscope is a portable mixed reality interface for outdoors. A tripod-mounted display is wheeled to different locations and rotated and tilted to view a virtual environment that is aligned with the physical background. Video from an onboard camera is embedded into this virtual environment. Our design encompasses physical form, interaction and the combination of a GPS receiver, electronic compass, accelerometer and rotary encoder for tracking. An initial application involves the public exploring a medieval castle from the site of its modern replacement. Analysis of use reveals problems with lighting, movement and relating virtual and physical viewpoints, and shows how environmental factors and physical form affect interaction. We suggest that problems might be accommodated by carefully constructing virtual and physical content.
Mixed Reality Interaction Techniques
ArXiv, 2021
This chapter gives an overview of interaction techniques for mixed reality including augmented and virtual reality (AR/VR). Various modalities for input and output are discussed. Specifically, techniques for tangible and surface-based interaction, gesture-based, pen-based, gaze-based, keyboard and mouse-based, as well as haptic interaction are discussed. Furthermore, the combination of multiple modalities in multisensory and multimodal interaction as well as interaction using multiple physical or virtual displays are presented. Finally, interaction with intelligent virtual agents is considered.
A Survey of Interaction in Mixed Reality Systems
2000
This paper surveys types of user interaction in Mixed Reality systems. Describes the basics concepts of this kind of applications and classifies some interfaces based in the type of augmentation that provides to users, namely interaction, action and perception augmentation.
Lecture Notes in Computer Science, 2009
This chapter presents an overview of the Mixed Reality (MR) paradigm, which proposes to overlay our real-world environment with digital, computer-generated objects. It presents example applications and outlines limitations and solutions for their technical implementation. In MR systems, users perceive both the physical environment around them and digital elements presented through, for example, the use of semitransparent displays. By its very nature, MR is a highly interdisciplinary field engaging signal processing, computer vision, computer graphics, user interfaces, human factors, wearable computing, mobile computing, information visualization, and the design of displays and sensors. This chapter presents potential MR applications, technical challenges in realizing MR systems, as well as issues related to usability and collaboration in MR. It separately presents a section offering a selection of MR projects which have either been partly or fully undertaken at Swiss universities and rounds off with a section on current challenges and trends.
CHI, 2019
What is Mixed Reality (MR)? To revisit this question given the many recent developments, we conducted interviews with ten AR/VR experts from academia and industry, as well as a literature survey of 68 papers. We find that, while there are prominent examples, there is no universally agreed on, one-size-fits-all definition of MR. Rather, we identified six partially competing notions from the literature and experts' responses. We then started to isolate the different aspects of reality relevant for MR experiences, going beyond the primarily visual notions and extending to audio, motion, haptics, taste, and smell. We distill our findings into a conceptual framework with seven dimensions to characterize MR applications in terms of the number of environments, number of users, level of immersion, level of virtuality, degree of interaction , input, and output. Our goal with this paper is to support classification and discussion of MR applications' design and provide a better means to researchers to contextualize their work within the increasingly fragmented MR landscape.
2009
This chapter presents an overview of the Mixed Reality (MR) paradigm, which proposes to overlay our real-world environment with digital, computer-generated objects. It presents example applications and outlines limitations and solutions for their technical implementation. In MR systems, users perceive both the physical environment around them and digital elements presented through, for example, the use of semitransparent displays. By its very nature, MR is a highly interdisciplinary field engaging signal processing, computer vision, computer graphics, user interfaces, human factors, wearable computing, mobile computing, information visualization, and the design of displays and sensors. This chapter presents potential MR applications, technical challenges in realizing MR systems, as well as issues related to usability and collaboration in MR. It separately presents a section offering a selection of MR projects which have either been partly or fully undertaken at Swiss universities and rounds off with a section on current challenges and trends.
Mixed Reality: A Known Unknown
2020
Mixed reality (MR) is an area of computer research dealing with the combination of real-world and computer-generated data (virtual reality), where computer-generated graphical objects are visually mixed into the real environment and vice versa in real time. This chapter contains an introduction to this modern technology. Mixed reality combines real and virtual and is interactive, real-time processed, and registered in three dimensions. We can create mixed reality by using at least one of the following technologies: augmented reality and augmented virtuality. The mixed reality system can be considered as the ultimate immersive system. MR systems are usually constructed as optical see-through systems (usually by using transparent displays) or video see-through. Implementation of MR systems is as marker systems (real scene will be added with special markers. These will be recognized during runtime and replaced with virtual objects) or (semi) markerless systems (processing and inserting...
UX Challenges in Mixed Reality: Designing for Seamless Interaction
International Journal Research of Leading Publication , 2024
The development of mixed reality (MR) has provided new opportunities for fully immersive user experience, merging physical and virtual worlds in real time. Yet, making intuitive interfaces in MR environments is still a major problem, since developers are required to deal with varying interaction modalities, device constraints, and cognitive loads on people. This paper discusses the major challenges of creating seamless and user-focused MR interfaces with the focus on smooth switching between tangible and virtual environments. The challenges in this regard are gesture recognition, spatial awareness, multimodal feedback, latency, and ergonomics in MR devices such as HoloLens and smart glasses. The study points out case studies in cultural heritage, museums, and collaborative design settings by applying real-world implementations and user experiences to find crucial design traps. In addition, the paper covers hybrid interaction models and adaptive UI models to allow for more natural and fluid interactions. Evaluation techniques like heuristic walkthroughs, affective computing, and eye-tracking are also discussed to quantify user experience. Priority is given to obtaining a unified sense of presence and embodiment, which is critical for task performance and engagement. Finally, the research suggests best practices and design principles to overcome these hurdles, helping develop more intuitive MR systems. The research promotes interdisciplinary collaboration to close technical limitations and human factors, making MR technologies deliver on their full potential across different fields.
Pushing mixed reality boundaries
1999
We report on task 7b.1, the eRENA workshop on pushing mixed reality boundaries. We introduce the concept of a mixed reality boundary that distinguishes our approach to mixed reality from other approaches such as augmented reality and augmented virtuality. We then review the history of boundaries in theatre in order to raise new requirements for mixed reality boundaries.
Rapid Prototyping of Mixed Reality Applications That Entertain and Inform
Entertainment Computing, 2003
This paper describes a prototyping environment for rapid application development. We combine existing AR-technologies with a component-based 3D animation library and a scripting API. Through the development of an interface to a high-level 3D modelling system we are able to use this visual tool for modelling and basic animation features in MR design. This provides content experts with a powerful tool to quickly design and test mixed reality prototypes. We consider applications in the area of interactive mixed reality illustrations in the context of technical descriptions / user manuals and interactive exhibitions in museums.