Mixed Reality Research Papers - Academia.edu (original) (raw)
Yovcheva, Z., Buhalis, D., Gatzidis, C., & van Elzakker, C. P. (2014). Empirical Evaluation of Smartphone Augmented Reality Browsers in an Urban Tourism Destination Context. International Journal of Mobile Human Computer Interaction... more
The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with... more
The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with virtual environments, digital objects and people such as virtual reality (VR) and augmented reality (AR). Hence, the Metaverse is an interconnected web of social, networked immersive environments in persistent multiuser platforms. It enables seamless embodied user communication in real-time and dynamic interactions with digital artifacts. Its first iteration was a web of virtual worlds where avatars were able to teleport among them. The contemporary iteration of the Metaverse features social, immersive VR platforms compatible with massive multiplayer online video games, open game worlds and AR collaborative spaces.
This study introduces a framework to build a new concept of architectural education based on the idea of Mixed Reality (MR) as a technique of merging real and virtual learning environment, studying its impact on the education curricular... more
This study introduces a framework to build a new concept of architectural education based on the idea of Mixed Reality (MR) as a technique of merging real and virtual learning environment, studying its impact on the education curricular contents and the course outline especially in design studio courses to provide new possibilities for innovation design. the study aims to achieve strategies to design a model for architectural design education with the focus on the concept of design studio’s evolution through the analysis of its basic components, between Mind (Think of the human factor), Reality (spatial factor for the design process), Media (tools used in Design) and the work organization in the studio between students and instructor/s and the Design Processes from the pre-design stage to design development stage.
A previous study indicated that peripheral visual information strongly affects the judgment of egocentric distances for users of immersive virtual environments. The experiment described in this document aimed to investigate if these... more
A previous study indicated that peripheral visual information strongly affects the judgment of egocentric distances for users of immersive virtual environments. The experiment described in this document aimed to investigate if these effects could be explained in terms of changes in gait caused by visual information in the extreme periphery. Three conditions with varying degrees of peripheral occlusion were tested and participants' walking characteristics measured. The results indicate that the improvements in distance ...
Mixed Reality, MR, is defined as the integration of real and virtual worlds to create an environment which allows co -existing of physical and digital objects enabling users to interact with both. MR is a cross of reality, virtual... more
Mixed Reality, MR, is defined as the integration of real and virtual worlds to create an environment which allows co -existing of physical and digital objects enabling users to interact with both. MR is a cross of reality, virtual reality including augmented reality and augmented virtuality. With the advent of wireless technologies and ever-increasing integration of the virtual world with the real world, MR has gained more significance in the last 5 years. Also, because of its real-life applications in education, gaming, entertainment, medicine, and military. But no technology comes without risks and shortcomings. Thus, MR also faces many threats and attacks which are broadly classified into 5 types namely, input, output, data, user interaction and device protection some of which include latency, data collection, physical device threats, user threats etc. This paper presents a comprehensive analysis of these threats on MR and solutions to mitigate the effects of it
We propose an approach to creating shared mixed realities based on the construction of transparent boundaries between real and virtual spaces. First, we introduce a taxonomy that classifies current approaches to shared spaces according to... more
We propose an approach to creating shared mixed realities based on the construction of transparent boundaries between real and virtual spaces. First, we introduce a taxonomy that classifies current approaches to shared spaces according to the three dimensions of transportation, artificiality, and spatiality. Second, we discuss our experience of staging a poetry performance simultaneously within real and virtual theaters. This demonstrates the complexities involved in establishing social interaction between real and virtual spaces and motivates the development of a systematic approach to mixing realities. Third, we introduce and demonstrate the technique of mixed-reality boundaries as a way of joining real and virtual spaces together in order to address some of these problems.
Japan is a super-aging society, one marked by a steadily silvering population and shrinking birthrates. Social effects range from a decline in intergenerational homes to new tensions between the generations as elders delay retirement or... more
Japan is a super-aging society, one marked by a steadily silvering population and shrinking birthrates. Social effects range from a decline in intergenerational homes to new tensions between the generations as elders delay retirement or return to work. Towards improving relations between the generations, two versions of an inclusive, intergenerational game employing "shared action," or time-movement synchrony, were developed: a finger-based version inspired by medical exercise technology from gerontology and a smart shoe-based version as a familiar form factor. A series of three exploratory studies were conducted with young Japanese adults and elders. Findings suggest that the foot version was most suitable overall and reveal initial, complex effects of age and gender on empathy measures that can inform affective computing initiatives within and beyond the cultural milieu of modern Japan.
Based on a brief overview of the history of ontology and on some philosophical problems of virtual reality, a new approach to virtuality is proposed. To characterize the representational (information, cognitive, cultural, communication)... more
Based on a brief overview of the history of ontology and on some philosophical problems of virtual reality, a new approach to virtuality is proposed. To characterize the representational (information, cognitive, cultural, communication) technologies in the Internet age, I suggest that Aristotle’s dualistic ontological system (which distinguishes between actual and potential being) be complemented with a third form of being: virtuality. In the virtual form of being actuality and potentiality are inseparably intertwined. Virtuality is potentiality considered together with its actualization. In this view, virtuality is reality with a measure, a reality which has no absolute character, but which has a relative nature. This situation can remind us the emergence of probability in the 17th century: then the concept of certainty, now the concept of reality is reconsidered and relativized. Currently, in the descriptions of the world created by representational technologies, there are two coh...
Mixed Reality (MR) applications are becoming very popular in different sectors such as communication, education and entertainment for its extensive application areas and also for the wide adoption of mobile and especially wearable... more
Mixed Reality (MR) applications are becoming very popular in different sectors such as communication, education and entertainment for its extensive application areas and also for the wide adoption of mobile and especially wearable devices. Due to weak computational efficiency and short battery life of these devices, MR applications performance can be hampered. Offloading the MR application burden to the cloud server can be a solution to this problem but this approach also creates high communication latency. Mobile Edge Computing (MEC) is an emerging technology which brings cloud close to the user proximity at the base station and utilizes radio access network for maintaining communication with the users. This paper presents a MEC based MR application for assisting blind and visually impaired people. In the proposed scheme, the computational task is offloaded to the nearest MEC server in order to prolong the battery life of the MR devices. Finally, experimental results based on laten...
This paper introduces a novel vehicle-in-the-loop testing methodology called "Hybrid Testing", which enables the evaluation of a real vehicle in a virtual traffic scenario in an enclosed proving ground with simulated traffic components... more
This paper introduces a novel vehicle-in-the-loop testing methodology called "Hybrid Testing", which enables the evaluation of a real vehicle in a virtual traffic scenario in an enclosed proving ground with simulated traffic components and sensor signals. Among the other benefits, the introduced methodology is particularly suited to test and verify ADAS functions in virtual scenarios, which would otherwise be very difficult to create in real world. Development of ADAS functions require extensive testing and validation prior to deployment and generally, exhaustive real-life scenario evaluation of such systems is not feasible, let alone possible. With Hybrid Testing we can combine the benefits of simulation and real-life testing. We show how this methodology, as was developed in the EU-funded project INFRAMIX, can be used to evaluate ADAS functions on an example of a trajectory planning algorithm to demonstrate its working principles and benefits.
- by Selim Solmaz and +1
- •
- Mixed Reality, Simulation, Trajectory Planning, SUMO
In this paper, we describe a method of dynamic creation of interactive presentations for Mixed Reality environments. The presentations are created automatically for collections of multimedia objects arbitrarily arranged in virtual... more
In this paper, we describe a method of dynamic creation of interactive presentations for Mixed Reality environments. The presentations are created automatically for collections of multimedia objects arbitrarily arranged in virtual presentation spaces stored in a database. Users can navigate between the spaces using Web and 3D multimedia contents. The objects in each space are presented through a presentation template, which determines both the visualization and the interaction aspects of the presentation. The possible user interactions are described using a novel language called MR-ISL. The presentation templates are coded in X-VRML, a high-level modeling language. The method can be used in various application domains. Examples discussed in the paper relate to presentation of cultural heritage and educational resources.
In this paper a set of concepts to design mixed reality systems is presented. The principle of interaction space is proposed and then integrated in a development process, especially, to take into account the mixed reality specifications... more
In this paper a set of concepts to design mixed reality systems is presented. The principle of interaction space is proposed and then integrated in a development process, especially, to take into account the mixed reality specifications in the information system design. Models are elaborated to highlight relationships between business and interaction spaces. The development of the proposed method is presented on a case study.
Mixed Reality (MR) technology is a combination of Virtual Reality (VR) and Augmented Reality (AR), which is recently very popular in game engine and art work presentation. In digital fabrication field, robotic technology is still most... more
Mixed Reality (MR) technology is a combination of Virtual Reality (VR) and Augmented Reality (AR), which is recently very popular in game engine and art work presentation. In digital fabrication field, robotic technology is still most normally used, because we human beings can't have a live feedback between real world and digital data. However, as the rapid development of MR technology, we can easily add digital data into the real world only by a smartphone and a pair of VR glasses, so now it's possible to build a system to guide human workers to complete nonstandard fabrication jobs instead of robotic arms. So based on the recent researches, the author built an android software and a set of MR equipment. By loading digital model data in the software, the smartphone can recognize a target image through the camera, and figure out the 3D position of this target image, so that the digital model can be shown as an image upon real world image taken by the camera. After wearing the headset equipment , users can see a live updated digital model in the real world space. Using this system, an experimental wooden blocks assembly was tested. Its success points out that, untrained workers can complete nonstandard fabrication works with the help of MR technology. So we can tell, MR technology will be widely used in start-up companies and student research in the future.
The rapid development of Virtual Reality (VR) technology offers new opportunities for the promotion of tourism products and experiences. VR pro-vides potential tourists with a compelling imagery and a chance to get a first im-pression of... more
The rapid development of Virtual Reality (VR) technology offers new opportunities for the promotion of tourism products and experiences. VR pro-vides potential tourists with a compelling imagery and a chance to get a first im-pression of what it feels like to be at a destination. Previous studies have mostly focused on visual and auditory VR experiences and have rather neglected the possibility of adding additional sensory stimuli, i.e. haptic and olfactory feed-back, to a VR experience. This study is novel in that it takes a multisensory ap-proach to VR and examines its impact on the intention to recommend a destina-tion through the lens of presence. A multi-stage laboratory experiment with 64 participants was conducted. The analysis reveals that the stimulation of additional senses does not lead to a significant enhancement of the user’s sense of presence. However, a significant increase in the user’s intention to recommend a destina-tion can be observed. For destination marketers, this study proposes multisensory VR as a novel and effective tool to positively influence travel recommendations.
User studies need to be perform on the new technology such as Mixed reality (MR) before it reach maturity. In this paper we would like to reveal the study that has been done to determine users' perception and acceptance on the mixed... more
User studies need to be perform on the new technology such as Mixed reality
(MR) before it reach maturity. In this paper we would like to reveal the study that has been
done to determine users' perception and acceptance on the mixed reality prototype, named
Mixed Reality Regenerative Concept (MRRC). The aim of MRRC is to increase users
understanding on regenerative concept and tissue engineering.
The currently applied maintenance strategies, including Reactive and Preventive maintenance can be considered obsolete. The constant improvements in Information and Communication Technologies as well as in Digital Technologies along with... more
The currently applied maintenance strategies, including Reactive and Preventive maintenance can be considered obsolete. The constant improvements in Information and Communication Technologies as well as in Digital Technologies along with the increase of computational power, have facilitated the development of new Artificial Intelligence algorithms to integrate cognition in computational systems. This trend is posing a great challenge for engineers, as such developments will enable the creation of robust systems that can monitor the current status of the machines and by extension to predict unforeseeable situations. Furthermore, Smart Computers will be capable of examining all possible scenarios and suggest viable solutions in a fraction of time compared to humans. Therefore, in this paper, the modelling, design and development of a Predictive Maintenance and Remote Monitoring system are proposed, based on the utilization of Artificial Intelligence algorithms for data acquisition, fusion, and postprocessing. In addition to that, the proposed framework will integrate a Mixed Reality application for the intuitive visualization of the data, that will ultimately facilitate production and maintenance engineers to monitor the condition of the machines, and most importantly to get an accurate prediction of the oncoming failures.
Immersive systems can be used to capture new data, create new experiences, and provide new insights by generating virtual elements of physical and imagined worlds. Immersive systems are seeing increased application across a broad array of... more
Immersive systems can be used to capture new data, create new experiences, and provide new insights by generating virtual elements of physical and imagined worlds. Immersive systems are seeing increased application across a broad array of fields. However, in many situations it is unknown if an immersive application performs as well or better than the existing application in accomplishing a specific task. The purpose of this study is to conduct a systematic review of the literature that addresses the performance of immersive systems. This review assesses those applications where experiments, tests, or clinical trials have been performed to evaluate the proposed application. This research addresses a broad range of application areas and considers studies that compared one or more immersive systems with a control group or evaluated performance data for the immersive system pre- and post-test. The results identify those applications that have been successfully tested and also delineate areas of future research where more data may be needed to assess the effectiveness of proposed applications.
Borrowing from film and filmmaking styles, techniques and devices that manipulate spectators ’ attention and experience, this paper proposes an approach to inform design of games and gameplay to manipulate player’s focus of attention and... more
Borrowing from film and filmmaking styles, techniques and devices that manipulate spectators ’ attention and experience, this paper proposes an approach to inform design of games and gameplay to manipulate player’s focus of attention and encourage contemplation – in design features, characters, story elements, etc. or even break the player’s engaged attention in the game/virtual world altogether – to provide meaning, experience and opportunities for learning. Focusing on film styles alternative to the continuity style of Hollywood filmmaking, we discuss examples of design for contemplative gameplay in game-based learning environments/serious games, machinima and augmented and mixed reality games in previous, current and future projects. We propose that one goal of game design is to establish a rhythm between contemplation and engagement, and the appropriate rhythm is determined largely by a game’s genre, platform and/or narrative.
This study presents an ecosystemic approach to music interaction, through the practice-based development of a mixed reality installation artwork. It fuses a generative, immersive audio composition with augmented reality visualisation,... more
This study presents an ecosystemic approach to music interaction, through the practice-based development of a mixed reality installation artwork. It fuses a generative, immersive audio composition with augmented reality visualisation, within an architectural space as part of a blended experience. Participants are encouraged to explore and interact with this combination of elements through physical engagement, to then develop an understanding of how the blending of real and virtual space occurs as the installation unfolds. The sonic layer forms a link between the two, as a three-dimensional sound composition. Connections in the system allow for multiple streams of data to run between the layers, which are used for the real-time modulation of parameters. These feedback mechanisms form a complete loop between the participant in real space, soundscape and mixed reality visualisation, providing a participant mediated experience that exists somewhere between creator and observer.
How may we find new and engaging solutions for access to, and the application of, digital photo archives? Digitized collections continue to be relatively unused and unexploited, despite formidable investments over several decades.... more
How may we find new and engaging solutions for access to, and the application of, digital photo archives? Digitized collections continue to be relatively unused and unexploited, despite formidable investments over several decades. Innovation in design and implementation could open the way to a plethora of new techniques for the display and dissemination of digitized resources. In this paper, we explore some new and potentially valuable techniques to enhance use of digitized historical photographs by combining (mobile) Augmented Reality (AR) with elements of gameplay (gamification). To make the design practical, we drew from features found in common 'analogue' games such as the jigsaw puzzle and the 'Hot & Cold' game. In addition to this experimental design for a ‘Photo Positioning Puzzle’, the application includes a dynamic 3D–reconstruction of an historic city square (Raekoja Plats in Old Narva, Estonia), as well as an information layer for access to background information, including additional historical photos and online resources. The system has been tested and assessed by users on location. Our conclusion is that the presented ‘Photo Positioning Puzzle’ and its integration with other forms of mobile AR functionality was successful, and should have general value and suitability for additional historical places with corresponding photo collections and archived documentation.
— This paper provides a multidisciplinary overview of the research issues and achievements in the field of Big Data and its visualization techniques and tools. The main aim is to summarize challenges in visualization methods for existing... more
— This paper provides a multidisciplinary overview of the research issues and achievements in the field of Big Data and its visualization techniques and tools. The main aim is to summarize challenges in visualization methods for existing Big Data, as well as to offer novel solutions for issues related to the current state of Big Data Visualization. This paper provides a classification of existing data types, analytical methods, visualization techniques and tools, with a particular emphasis placed on surveying the evolution of visualization methodology over the past years. Based on the results, we reveal disadvantages of existing visualization methods. Despite the technological development of the modern world, human involvement (interaction), judgment and logical thinking are necessary while working with Big Data. Therefore, the role of human perceptional limitations involving large amounts of information is evaluated. Based on the results, a non-traditional approach is proposed: we discuss how the capabilities of Augmented Reality and Virtual Reality could be applied to the field of Big Data Visualization. We discuss the promising utility of Mixed Reality technology integration with applications in Big Data Visualization. Placing the most essential data in the central area of the human visual field in Mixed Reality would allow one to obtain the presented information in a short period of time without significant data losses due to human perceptual issues. Furthermore, we discuss the impacts of new technologies, such as Virtual Reality displays and Augmented Reality helmets on the Big Data visualization as well as to the classification of the main challenges of integrating the technology.
This article aims to respond to the lack of studies on the relationships between contemporary visual arts and VR, focusing on the role of "storytelling" and identifying what distinguishes VR art projects from other contemporary uses of... more
This article aims to respond to the lack of studies on the relationships between contemporary visual arts and VR, focusing on the role of "storytelling" and identifying what distinguishes VR art projects from other contemporary uses of VR, namely the criticism that they make of the VR medium itself. In the last five years, VR has developed a new language based on a specific visual grammar that has allowed for new forms of narration to arise. Visual artists have been attracted to VR in search of new modes of production and have exposed the negative impact of technology on our perception of reality, uncovering new mediated ways of seeing and distanced interaction with the world around us. The first part of the article will be dedicated to discussing Canadian artist Jon Rafman's View of Pariser Platz (2016) and American artist Jordan Wolfson's Real violence (2017), two of the first Oculus Rift-based art installations that developed a metalinguistic commentary on how VR, although promising immersion, produces, in fact, alienation, homogenization, brutalization and the loss of empathy. The article will continue with a discussion on the recent rise of tech companies that aim at producing contemporary artworks based on VR technology: Acute Art (London), Khora Contemporary (Copenhagen), and VIVE Arts (Taiwan). This is a new and expanding field that is changing the ontology of artmaking and redefining the artist's role, mainly in light of the cooperation with technicians and programmers.
The field of electronic games is a great experimental area that contributes to the implementation of new technologies in a variety of applications. This article explores the field of mixed reality through the use of physical computing for... more
The field of electronic games is a great experimental area that contributes to the implementation of new technologies in a variety of applications. This article explores the field of mixed reality through the use of physical computing for the development of the electronic game Inside. In such an interactive environment, the physical and the virtual worlds coexist and interact with each other. A user can alter the virtual world's characteristics through a special controller designed for the game that contains electronic components that can sense real-world properties. The attention of the user is not focused only on the screen but also on the controller through which a two-way interaction is achieved. A virtual environment created by a game engine can receive messages from the controller and vice versa. Changes on the properties of the virtual world can be communicated to the controller aiming at the alteration of the characteristics of the physical world. As a result, the user experiences an immersion in an environment in which real and virtual objects coexist.
The use of immersive technologies has changed the consumption environment in which retailers provide services. We present findings from a study designed to investigate consumer responses toward a $17 million AIembedded mixed reality (MR)... more
The use of immersive technologies has changed the consumption environment in which retailers provide services. We present findings from a study designed to investigate consumer responses toward a $17 million AIembedded mixed reality (MR) exhibit in a retail/entertainment complex which combines advanced technology entertainment with retail shopping. Findings from our study demonstrate that the quality of AI (i.e., speech recognition and synthesis via machine learning) associated with an augmented object increases MR immersion associated with spatial immersion, MR enjoyment, and consumers' perceptions of novel experiences. Collectively, these increase consumer engagement, and positively influence behavioral responses-specifically, purchase intentions and intentions to share experiences with social groups. Overall, findings from this study show that interactive AI and MR technology open new avenues to promote consumer engagement.
The admissibility of the inevitably increasing amount of digital evidence to the world's courtrooms may be one of the keys to the preservation of global justice. Digital evidence can take many forms, this paper will concentrate on... more
The admissibility of the inevitably increasing amount of digital evidence to the world's courtrooms may be one of the keys to the preservation of global justice. Digital evidence can take many forms, this paper will concentrate on both graphical evidence presentation technologies currently in use (such as forensic animations and interactive environments) and potential future applications (e.g. the introduction of
Computer simulations have been shown to be effective instruments for teaching students about difficult concepts, particularly in the STEM disciplines. Emerging interface technologies are expanding the modalities with which learners can... more
Computer simulations have been shown to be effective instruments for teaching students about difficult concepts, particularly in the STEM disciplines. Emerging interface technologies are expanding the modalities with which learners can interact with these simulations , but the effects of these new interactions on conceptual understanding and student engagement have not been examined in great depth. We present here a study where middle school students learned about gravity and planetary motion in an immer-sive, whole-body interactive simulation, and we compared their learning and attitudes about science with students who used a desktop version of the same simulation. Results of the study indicate that enacting concepts and experiencing critical ideas in physics through whole-body activity leads to significant learning gains, higher levels of engagement , and more positive attitudes towards science.
E-learning, virtual learning and mixed reality techniques are now a global integral part of the academic and educational systems. They provide easier access to educational opportunities to a very wide spectrum of individuals to pursue... more
E-learning, virtual learning and mixed reality techniques are now a global integral part of the academic and educational systems. They provide easier access to educational opportunities to a very wide spectrum of individuals to pursue their educational and qualification objectives. These modern techniques have the potentials to improve the quality of the teaching and learning process and elevate its performance to higher standards. Furthermore, e-learning in conjunction with mixed reality techniques can reduce the cost of higher education at both institutional and individual learner levels. In this paper, the focus will be on teaching-learning of applied science such as engineering. These studies demand special requirements, such as acquiring specific technical skills and practices through training. In this paper is the explanation and design of remote laboratories in mixed-reality mode. Decision making and evaluation of performance using fuzzy logic will be embedded in the proposed design.