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Wikipedia

Mixed reality

Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.

Clip from a mixed reality Job Simulator game

Mixed reality that incorporates haptics has sometimes been referred to as Visuo-haptic mixed reality.[1][2]

In a physics context, the term "interreality system" refers to a virtual reality system coupled with its real-world counterpart.[3] A 2007 paper describes an interreality system comprising a real physical pendulum coupled to a pendulum that only exists in virtual reality.[4] This system has two stable states of motion: a "Dual Reality" state in which the motion of the two pendula are uncorrelated, and a "Mixed Reality" state in which the pendula exhibit stable phase-locked motion, which is highly correlated. The use of the terms "mixed reality" and "interreality" is clearly defined in the context of physics and may be slightly different in other fields, however, it is generally seen as, "bridging the physical and virtual world".[5]

Applications

Mixed reality has been used in applications across fields including design, education, entertainment, military training, healthcare, product content management, and human-in-the-loop operation of robots.

Education

Simulation-based learning includes VR and AR based training and interactive, experiential learning. There are many potential use cases for Mixed Reality in both educational settings and professional training settings. Notably in education, AR has been used to simulate historical battles, providing an unparalleled immersive experience for students and potentially enhanced learning experiences.[6] In addition, AR has shown effectiveness in university education for health science and medical students within disciplines that benefit from 3D representations of models, such as physiology and anatomy.[7][8]

Entertainment

From television shows to game consoles, mixed reality has many applications in the field of entertainment.

The 2004 British game show Bamzooki called upon child contestants to create virtual "Zooks" and watch them compete in a variety of challenges.[9] The show used mixed reality to bring the Zooks to life. The television show ran for one season, ending in 2010.[9]

The 2003 game show FightBox also called upon contestants to create competitive characters and used mixed reality to allow them to interact.[10] Unlike Bamzoomi's generally non-violent challenges, the goal of FightBox was for new contestants to create the strongest fighter to win the competition.[10]

In 2009, researchers presented to the International Symposium on Mixed and Augmented Reality (ISMAR) their social product called "BlogWall," which consisted of a projected screen on a wall.[11] Users could post short text clips or images on the wall and play simple games such as Pong.[11] The BlogWall also featured a poetry mode where it would rearrange the messages it received to form a poem and a polling mode where users could ask others to answer their polls.[11]

Mario Kart Live: Home Circuit is a mixed reality racing game for the Nintendo Switch that was released in October 2020.[16a-New] The game allows players to use their home as a race track[12] Within the first week of release, 73,918 copies were sold in Japan, making it the country's best selling game of the week.[13]

Other research has examined the potential for mixed reality to be applied to theatre, film, and theme parks.[14]

Military training

The first fully immersive mixed reality system was the Virtual Fixtures platform, which was developed in 1992 by Louis Rosenberg at the Armstrong Laboratories of the United States Air Force.[15] It enabled human users to control robots in real-world environments that included real physical objects and 3D virtual overlays ("fixtures") that were added enhance human performance of manipulation tasks. Published studies showed that by introducing virtual objects into the real world, significant performance increases could be achieved by human operators.[15][16][17]

Combat reality can be simulated and represented using complex, layered data and visual aides, most of which are head-mounted displays (HMD), which encompass any display technology that can be worn on the user's head.[18] Military training solutions are often built on commercial off-the-shelf (COTS) technologies, such as Improbable's synthetic environment platform, Virtual Battlespace 3 and VirTra, with the latter two platforms used by the United States Army. As of 2018, VirTra is being used by both civilian and military law enforcement to train personnel in a variety of scenarios, including active shooter, domestic violence, and military traffic stops.[19][20] Mixed reality technologies have been used by the United States Army Research Laboratory to study how this stress affects decision-making. With mixed reality, researchers may safely study military personnel in scenarios where soldiers would not likely survive.[21]

In 2017, the U.S. Army was developing the Synthetic Training Environment (STE), a collection of technologies for training purposes that was expected to include mixed reality. As of 2018, STE was still in development without a projected completion date. Some recorded goals of STE included enhancing realism and increasing simulation training capabilities and STE availability to other systems.[22]

It was claimed that mixed-reality environments like STE could reduce training costs,[23][24] such as reducing the amount of ammunition expended during training.[25] In 2018, it was reported that STE would include representation of any part of the world's terrain for training purposes.[26] STE would offer a variety of training opportunities for squad brigade and combat teams, including Stryker, armory, and infantry teams.[27]

Blended spaces

A blended space is a space in which a physical environment and a virtual environment are deliberately integrated in a close knit way. The aim of blended space design is to provide people with the experience of feeling a sense of presence in the blended space, acting directly on the content of the blended space.[28][29] Examples of blended spaces include augmented reality devices such as the Microsoft HoloLens and games such as Pokémon Go in addition to many smartphone tourism apps, smart meeting rooms and applications such as bus tracker systems.

The idea of blending comes from the ideas of conceptual integration, or conceptual blending introduced by Gilles Fauconnier and Mark Turner.

Manuel Imaz and David Benyon introduced blending theory to look at concepts in software engineering and human-computer interaction.[30]

The simplest implementation of a blended space requires two features. The first required feature is input. The input can range from tactile, to changes in the environment. The next required feature is notifications received from the digital spaces. The correspondences between the physical and digital space have to be abstracted and exploited by the design of the blended space. Seamless integration of both the spaces is rare. Blended spaces need anchoring points or technologies to link the spaces.[29]
A well designed blended space advertises and conveys the digital content in a subtle and unobtrusive way. Presence can be measured using physiological, behavioral, and subjective measures derived from the space.[30]

 
Conceptual Blending in Mixed Reality Spaces

There are two main components to any space. They are:

  1. Objects – The actual distinct objects which make up the medium/space. The objects thus effectively describe the space.
  2. Agents – Correspondents/users inside the space who interact with it through the objects.[28]


For presence in a blended space, there must be a physical space and a digital space. In the context of blended space, the higher the communication between the physical and digital spaces, the richer the experience.[28] This communication happens through the medium of correspondents which relay the state and nature of objects.
For the purpose of looking at blended spaces, the nature and characteristics of any space can be represented by these factors:

  1. Ontology – Different types of objects present in the space the total number of objects and the relationships between objects and the space.
  2. Topology – The way objects are placed and positioned.
  3. Volatility – Frequency with which the objects change.
  4. Agency – Medium of communication between the objects, and between the objects and users. Agency also encompasses the users inside the space.


Physical Space – Physical spaces are spaces which afford spatial interaction.[31] This kind of spatial interaction greatly impacts the user's cognitive model.[32]
Digital Space – Digital space (also called the information space) consists of all the information content. This content can be in any form.[33]

Remote working

Mixed reality allows a global workforce of remote teams to work together and tackle an organization's business challenges. No matter where they are physically located, an employee can wear a headset and noise-canceling headphones and enter a collaborative, immersive virtual environment. As these applications can accurately translate in real time, language barriers become irrelevant. This process also increases flexibility. While many employers still use inflexible models of fixed working time and location, there is evidence that employees are more productive if they have greater autonomy over where, when, and how they work. Some employees prefer loud work environments, while others need silence. Some work best in the morning; others work best at night. Employees also benefit from autonomy in how they work because of different ways of processing information. The classic model for learning styles differentiates between Visual, Auditory, and Kinesthetic learners.[34]

Machine maintenance can also be executed with the help of mixed reality. Larger companies with multiple manufacturing locations and a lot of machinery can use mixed reality to educate and instruct their employees. The machines need regular checkups and have to be adjusted every now and then. These adjustments are mostly done by humans, so employees need to be informed about needed adjustments. By using mixed reality, employees from multiple locations can wear headsets and receive live instructions about the changes. Instructors can operate the representation that every employee sees, and can glide through the production area, zooming in to technical details and explaining every change needed. Employees completing a five-minute training session with such a mixed-reality program have been shown to attain the same learning results as reading a 50-page training manual.[35] An extension to this environment is the incorporation of live data from operating machinery into the virtual collaborative space and then associated with three dimensional virtual models of the equipment. This enables training and execution of maintenance, operational and safety work processes, which would otherwise be difficult in a live setting, while making use of expertise, no matter their physical location.[36]

Functional mockup

Mixed reality can be used to build mockups that combine physical and digital elements. With the use of simultaneous localization and mapping (SLAM), mockups can interact with the physical world to gain control of more realistic sensory experiences [37] like object permanence, which would normally be infeasible or extremely difficult to track and analyze without the use of both digital and physical aides.[38][39]

Healthcare

Smartglasses can be incorporated into the operating room to aide in surgical procedures; possibly displaying patient data conveniently while overlaying precise visual guides for the surgeon.[40][41] Mixed reality headsets like the Microsoft HoloLens have been theorized to allow for efficient sharing of information between doctors, in addition to providing a platform for enhanced training.[42][41] This can, in some situations (i.e. patient infected with contagious disease), improve doctor safety and reduce PPE use.[43] While mixed reality has lots of potential for enhancing healthcare, it does have some drawbacks too.[41] The technology may never fully integrate into scenarios when a patient is present, as there are ethical concerns surrounding the doctor not being able to see the patient.[41][44] Mixed reality is also useful for healthcare education. For example, according to a 2022 report from the World Economic Forum, 85% of first-year medical students at Case Western Reserve University reported that mixed reality for teaching anatomy was “equivalent” or “better” than the in-person class.[45]

Product content management

Product content management before the advent of Mixed Reality consisted largely of brochures and little customer-product engagement outside of this 2-dimensional realm.[46] With mixed reality technology improvements, new forms of interactive product content management has emerged.  Most notably, 3-dimensional digital renderings of normally 2-dimensional products have increased reachability and effectiveness of consumer-product interaction.[47]

Human-in-the-loop operation of robots

Recent advances in mixed-reality technologies have renewed interest in alternative modes of communication for human-robot interaction.[48] Human operators wearing mixed reality glasses such as HoloLens can interact with (control and monitor) e.g. robots and lifting machines[49] on site in a digital factory setup. This use case typically requires real-time data communication between a mixed reality interface with the machine / process / system, which could be enabled by incorporating digital twin technology.[49]

Business firms

Mixed reality allows sellers to show the customers how a certain commodity will suit their demands. A seller may demonstrate how a certain product will fit into the homes of the buyer. The buyer with the assistance of the VR can virtually pick the item, spin around and place to their desired points. This improves the buyer’s confidence of making a purchase and reduces the number of returns.[50]

Architectural firms can allow customers to virtually visit their desired homes.

Display technologies and Products

While Mixed Reality refers to the intertwining of the virtual world and the physical world at a high level, there are a variety of digital mediums used to accomplish a mixed reality environment. They may range from handheld devices to entire rooms, each having practical uses in different disciplines.[51][52]

Cave Automatic Virtual Environment

 
A user standing in the middle of a Cave Automatic Virtual Environment

The Cave Automatic Virtual Environment (CAVE) is an environment, typically a small room located in a larger outer room, in which a user is surrounded by projected displays around them, above them, and below them.[51] 3D glasses and surround sound complement the projections to provide the user with a sense of perspective that aims to simulate the physical world.[51] Since being developed, CAVE systems have been adopted by engineers developing and testing prototype products.[53] They allow product designers to test their prototypes before expending resources to produce a physical prototype, while also opening doors for "hands-on" testing on non-tangible objects such as microscopic environments or entire factory floors.[53] After developing the CAVE, the same researchers eventually released the CAVE2, which builds off of the original CAVE's shortcomings.[54] The original projections were substituted  for 37 megapixel 3D LCD panels, network cables integrate the CAVE2 with the internet, and a more precise camera system allows the environment to shift as the user moves throughout it.[54]

Head-up display

 
Photograph of the Head-up display of a F/A-18C.

Head-up display (HUD) is a display that projects imagery directly in front of a viewer without heavily obfuscating their environment. A standard HUD is composed of three elements: a projector, which is responsible for overlaying the graphics of the HUD, the combiner, which is the surface the graphics are projected onto, and the computer, which integrates the two other components and computes any real-time calculations or adjustments.[55] Prototype HUDs were first used in military applications to aid fighter pilots in combat, but eventually evolved to aid in all aspects of flight - not just combat.[56] HUDs were then standardized across commercial aviation as well, eventually creeping into the automotive industry. One of the first applications of HUD in automotive transport came with Pioneer's Heads-up system, which replaces the driver-side sun visor with a display that projects navigation instructions onto the road in front of the driver.[57] Major manufacturers such as General Motors, Toyota, Audi, and BMW have since included some form of head-up display in certain models.

Head-mounted display

 
An Augmented reality head-mounted display

A head-mounted display (HMD), worn over the entire head or worn in front of the eyes, is a device that uses one or two optics to project an image directly in front of the user's eyes. Its applications range across medicine, entertainment, aviation, and engineering, providing a layer of visual immersion that traditional displays cannot achieve.[58] Head-mounted displays are most popular with consumers in the entertainment market, with major tech companies developing HMDs to complement their existing products.[59][60] However, these head-mounted displays are virtual reality displays and do not integrate the physical world. Popular augmented reality HMDs, however, are more favorable in enterprise environments. Microsoft's HoloLens is an augmented reality HMD that has applications in medicine, giving doctors more profound real-time insight, as well as engineering, overlaying important information on top of the physical world.[61] Another notable augmented reality HMD has been developed by Magic Leap, a startup developing a similar product with applications in both the private sector and the consumer market.[62]

Mobile devices

Mobile devices, including smartphones and tablets, have continued to increase in computing power and portability. Many modern mobile devices come equipped with toolkits for developing augmented reality applications.[52] These applications allow developers to overlay computer graphics over videos of the physical world. The first augmented reality mobile game with widespread success was Pokémon GO, which released in 2016 and accumulated 800 million downloads.[63] While entertainment applications utilizing AR have proven successful, productivity and utility apps have also begun integrating AR features. Google has released updates to their Google Maps application that includes AR navigation directions overlaid onto the streets in front of the user, as well as expanding their translate app to overlay translated text onto physical writing in over 20 foreign languages.[64] Mobile devices are unique display technologies due to the fact that they are commonly equipped at all times.

See also

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  62. ^ Crecente, Brian (2017-12-20). "Magic Leap: Founder of Secretive Start-Up Unveils Mixed-Reality Goggles". Variety. Retrieved 2020-11-05.
  63. ^ Rauschnabel, Philipp A.; Rossmann, Alexander; tom Dieck, M. Claudia (November 2017). "An adoption framework for mobile augmented reality games: The case of Pokémon Go". Computers in Human Behavior. 76: 276–286. doi:10.1016/j.chb.2017.07.030.
  64. ^ "Take off to your next destination with Google Maps". Google. 2019-08-08. Retrieved 2020-11-05.

Further reading

  • Signer, Beat & Curtin, Timothy J. (2017). Tangible Holograms: Towards Mobile Physical Augmentation of Virtual Objects, Technical Report WISE Lab, WISE-2017-01, March 2017.
  • Fleischmann, Monika; Strauss, Wolfgang (eds.) (2001). Proceedings of "CAST01//Living in Mixed Realities" Intl. Conf. On Communication of Art, Science and Technology, Fraunhofer IMK 2001, 401. ISSN 1618-1379 (Print), ISSN 1618-1387 (Internet).
  • A research lab at the National University of Singapore focuses on Multi-modal Mixed Reality interfaces.
  • Costanza, E., Kunz, A., and Fjeld, M. 2009. Mixed Reality: A Survey. In Human Machine interaction: Research Results of the MMI Program, D. Lalanne and J. Kohlas (Eds.) LNCS 5440, pp. 47–68.
  • Mixed Reality Scale – Milgram and Kishino's (1994) Virtuality Continuum paraphrase with examples.
  • IEICE Transactions on Information Systems, Vol E77-D, No.12 December 1994 - A taxonomy of mixed reality visual displays - Paul Milgram, Fumio Kishino 4 May 2017 at the Wayback Machine

External links

  Media related to Mixed reality at Wikimedia Commons

mixed, reality, microsoft, product, windows, mixed, reality, music, album, mixed, reality, album, term, used, describe, merging, real, world, environment, computer, generated, physical, virtual, objects, exist, mixed, reality, environments, interact, real, tim. For the Microsoft product see Windows Mixed Reality For the music album see Mixed Reality album Mixed reality MR is a term used to describe the merging of a real world environment and a computer generated one Physical and virtual objects may co exist in mixed reality environments and interact in real time source source source source source source source source source source source source Clip from a mixed reality Job Simulator game Mixed reality that incorporates haptics has sometimes been referred to as Visuo haptic mixed reality 1 2 In a physics context the term interreality system refers to a virtual reality system coupled with its real world counterpart 3 A 2007 paper describes an interreality system comprising a real physical pendulum coupled to a pendulum that only exists in virtual reality 4 This system has two stable states of motion a Dual Reality state in which the motion of the two pendula are uncorrelated and a Mixed Reality state in which the pendula exhibit stable phase locked motion which is highly correlated The use of the terms mixed reality and interreality is clearly defined in the context of physics and may be slightly different in other fields however it is generally seen as bridging the physical and virtual world 5 Contents 1 Applications 1 1 Education 1 2 Entertainment 1 3 Military training 1 4 Blended spaces 1 5 Remote working 1 6 Functional mockup 1 7 Healthcare 1 8 Product content management 1 9 Human in the loop operation of robots 1 10 Business firms 2 Display technologies and Products 2 1 Cave Automatic Virtual Environment 2 2 Head up display 2 3 Head mounted display 2 4 Mobile devices 3 See also 4 References 5 Further reading 6 External linksApplications EditMixed reality has been used in applications across fields including design education entertainment military training healthcare product content management and human in the loop operation of robots Education Edit Simulation based learning includes VR and AR based training and interactive experiential learning There are many potential use cases for Mixed Reality in both educational settings and professional training settings Notably in education AR has been used to simulate historical battles providing an unparalleled immersive experience for students and potentially enhanced learning experiences 6 In addition AR has shown effectiveness in university education for health science and medical students within disciplines that benefit from 3D representations of models such as physiology and anatomy 7 8 Entertainment Edit See also List of augmented reality software Games From television shows to game consoles mixed reality has many applications in the field of entertainment The 2004 British game show Bamzooki called upon child contestants to create virtual Zooks and watch them compete in a variety of challenges 9 The show used mixed reality to bring the Zooks to life The television show ran for one season ending in 2010 9 The 2003 game show FightBox also called upon contestants to create competitive characters and used mixed reality to allow them to interact 10 Unlike Bamzoomi s generally non violent challenges the goal of FightBox was for new contestants to create the strongest fighter to win the competition 10 In 2009 researchers presented to the International Symposium on Mixed and Augmented Reality ISMAR their social product called BlogWall which consisted of a projected screen on a wall 11 Users could post short text clips or images on the wall and play simple games such as Pong 11 The BlogWall also featured a poetry mode where it would rearrange the messages it received to form a poem and a polling mode where users could ask others to answer their polls 11 Mario Kart Live Home Circuit is a mixed reality racing game for the Nintendo Switch that was released in October 2020 16a New The game allows players to use their home as a race track 12 Within the first week of release 73 918 copies were sold in Japan making it the country s best selling game of the week 13 Other research has examined the potential for mixed reality to be applied to theatre film and theme parks 14 Military training Edit The first fully immersive mixed reality system was the Virtual Fixtures platform which was developed in 1992 by Louis Rosenberg at the Armstrong Laboratories of the United States Air Force 15 It enabled human users to control robots in real world environments that included real physical objects and 3D virtual overlays fixtures that were added enhance human performance of manipulation tasks Published studies showed that by introducing virtual objects into the real world significant performance increases could be achieved by human operators 15 16 17 Combat reality can be simulated and represented using complex layered data and visual aides most of which are head mounted displays HMD which encompass any display technology that can be worn on the user s head 18 Military training solutions are often built on commercial off the shelf COTS technologies such as Improbable s synthetic environment platform Virtual Battlespace 3 and VirTra with the latter two platforms used by the United States Army As of 2018 update VirTra is being used by both civilian and military law enforcement to train personnel in a variety of scenarios including active shooter domestic violence and military traffic stops 19 20 Mixed reality technologies have been used by the United States Army Research Laboratory to study how this stress affects decision making With mixed reality researchers may safely study military personnel in scenarios where soldiers would not likely survive 21 In 2017 the U S Army was developing the Synthetic Training Environment STE a collection of technologies for training purposes that was expected to include mixed reality As of 2018 update STE was still in development without a projected completion date Some recorded goals of STE included enhancing realism and increasing simulation training capabilities and STE availability to other systems 22 It was claimed that mixed reality environments like STE could reduce training costs 23 24 such as reducing the amount of ammunition expended during training 25 In 2018 it was reported that STE would include representation of any part of the world s terrain for training purposes 26 STE would offer a variety of training opportunities for squad brigade and combat teams including Stryker armory and infantry teams 27 Blended spaces Edit A blended space is a space in which a physical environment and a virtual environment are deliberately integrated in a close knit way The aim of blended space design is to provide people with the experience of feeling a sense of presence in the blended space acting directly on the content of the blended space 28 29 Examples of blended spaces include augmented reality devices such as the Microsoft HoloLens and games such as Pokemon Go in addition to many smartphone tourism apps smart meeting rooms and applications such as bus tracker systems The idea of blending comes from the ideas of conceptual integration or conceptual blending introduced by Gilles Fauconnier and Mark Turner Manuel Imaz and David Benyon introduced blending theory to look at concepts in software engineering and human computer interaction 30 The simplest implementation of a blended space requires two features The first required feature is input The input can range from tactile to changes in the environment The next required feature is notifications received from the digital spaces The correspondences between the physical and digital space have to be abstracted and exploited by the design of the blended space Seamless integration of both the spaces is rare Blended spaces need anchoring points or technologies to link the spaces 29 A well designed blended space advertises and conveys the digital content in a subtle and unobtrusive way Presence can be measured using physiological behavioral and subjective measures derived from the space 30 Conceptual Blending in Mixed Reality Spaces There are two main components to any space They are Objects The actual distinct objects which make up the medium space The objects thus effectively describe the space Agents Correspondents users inside the space who interact with it through the objects 28 For presence in a blended space there must be a physical space and a digital space In the context of blended space the higher the communication between the physical and digital spaces the richer the experience 28 This communication happens through the medium of correspondents which relay the state and nature of objects For the purpose of looking at blended spaces the nature and characteristics of any space can be represented by these factors Ontology Different types of objects present in the space the total number of objects and the relationships between objects and the space Topology The way objects are placed and positioned Volatility Frequency with which the objects change Agency Medium of communication between the objects and between the objects and users Agency also encompasses the users inside the space Physical Space Physical spaces are spaces which afford spatial interaction 31 This kind of spatial interaction greatly impacts the user s cognitive model 32 Digital Space Digital space also called the information space consists of all the information content This content can be in any form 33 Remote working Edit Mixed reality allows a global workforce of remote teams to work together and tackle an organization s business challenges No matter where they are physically located an employee can wear a headset and noise canceling headphones and enter a collaborative immersive virtual environment As these applications can accurately translate in real time language barriers become irrelevant This process also increases flexibility While many employers still use inflexible models of fixed working time and location there is evidence that employees are more productive if they have greater autonomy over where when and how they work Some employees prefer loud work environments while others need silence Some work best in the morning others work best at night Employees also benefit from autonomy in how they work because of different ways of processing information The classic model for learning styles differentiates between Visual Auditory and Kinesthetic learners 34 Machine maintenance can also be executed with the help of mixed reality Larger companies with multiple manufacturing locations and a lot of machinery can use mixed reality to educate and instruct their employees The machines need regular checkups and have to be adjusted every now and then These adjustments are mostly done by humans so employees need to be informed about needed adjustments By using mixed reality employees from multiple locations can wear headsets and receive live instructions about the changes Instructors can operate the representation that every employee sees and can glide through the production area zooming in to technical details and explaining every change needed Employees completing a five minute training session with such a mixed reality program have been shown to attain the same learning results as reading a 50 page training manual 35 An extension to this environment is the incorporation of live data from operating machinery into the virtual collaborative space and then associated with three dimensional virtual models of the equipment This enables training and execution of maintenance operational and safety work processes which would otherwise be difficult in a live setting while making use of expertise no matter their physical location 36 Functional mockup Edit Mixed reality can be used to build mockups that combine physical and digital elements With the use of simultaneous localization and mapping SLAM mockups can interact with the physical world to gain control of more realistic sensory experiences 37 like object permanence which would normally be infeasible or extremely difficult to track and analyze without the use of both digital and physical aides 38 39 Healthcare Edit Smartglasses can be incorporated into the operating room to aide in surgical procedures possibly displaying patient data conveniently while overlaying precise visual guides for the surgeon 40 41 Mixed reality headsets like the Microsoft HoloLens have been theorized to allow for efficient sharing of information between doctors in addition to providing a platform for enhanced training 42 41 This can in some situations i e patient infected with contagious disease improve doctor safety and reduce PPE use 43 While mixed reality has lots of potential for enhancing healthcare it does have some drawbacks too 41 The technology may never fully integrate into scenarios when a patient is present as there are ethical concerns surrounding the doctor not being able to see the patient 41 44 Mixed reality is also useful for healthcare education For example according to a 2022 report from the World Economic Forum 85 of first year medical students at Case Western Reserve University reported that mixed reality for teaching anatomy was equivalent or better than the in person class 45 Product content management Edit Product content management before the advent of Mixed Reality consisted largely of brochures and little customer product engagement outside of this 2 dimensional realm 46 With mixed reality technology improvements new forms of interactive product content management has emerged Most notably 3 dimensional digital renderings of normally 2 dimensional products have increased reachability and effectiveness of consumer product interaction 47 Human in the loop operation of robots Edit Recent advances in mixed reality technologies have renewed interest in alternative modes of communication for human robot interaction 48 Human operators wearing mixed reality glasses such as HoloLens can interact with control and monitor e g robots and lifting machines 49 on site in a digital factory setup This use case typically requires real time data communication between a mixed reality interface with the machine process system which could be enabled by incorporating digital twin technology 49 Business firms Edit Mixed reality allows sellers to show the customers how a certain commodity will suit their demands A seller may demonstrate how a certain product will fit into the homes of the buyer The buyer with the assistance of the VR can virtually pick the item spin around and place to their desired points This improves the buyer s confidence of making a purchase and reduces the number of returns 50 Architectural firms can allow customers to virtually visit their desired homes Display technologies and Products EditWhile Mixed Reality refers to the intertwining of the virtual world and the physical world at a high level there are a variety of digital mediums used to accomplish a mixed reality environment They may range from handheld devices to entire rooms each having practical uses in different disciplines 51 52 Cave Automatic Virtual Environment Edit Main article Cave automatic virtual environment A user standing in the middle of a Cave Automatic Virtual Environment The Cave Automatic Virtual Environment CAVE is an environment typically a small room located in a larger outer room in which a user is surrounded by projected displays around them above them and below them 51 3D glasses and surround sound complement the projections to provide the user with a sense of perspective that aims to simulate the physical world 51 Since being developed CAVE systems have been adopted by engineers developing and testing prototype products 53 They allow product designers to test their prototypes before expending resources to produce a physical prototype while also opening doors for hands on testing on non tangible objects such as microscopic environments or entire factory floors 53 After developing the CAVE the same researchers eventually released the CAVE2 which builds off of the original CAVE s shortcomings 54 The original projections were substituted for 37 megapixel 3D LCD panels network cables integrate the CAVE2 with the internet and a more precise camera system allows the environment to shift as the user moves throughout it 54 Head up display Edit Main article Head up display Photograph of the Head up display of a F A 18C Head up display HUD is a display that projects imagery directly in front of a viewer without heavily obfuscating their environment A standard HUD is composed of three elements a projector which is responsible for overlaying the graphics of the HUD the combiner which is the surface the graphics are projected onto and the computer which integrates the two other components and computes any real time calculations or adjustments 55 Prototype HUDs were first used in military applications to aid fighter pilots in combat but eventually evolved to aid in all aspects of flight not just combat 56 HUDs were then standardized across commercial aviation as well eventually creeping into the automotive industry One of the first applications of HUD in automotive transport came with Pioneer s Heads up system which replaces the driver side sun visor with a display that projects navigation instructions onto the road in front of the driver 57 Major manufacturers such as General Motors Toyota Audi and BMW have since included some form of head up display in certain models Head mounted display Edit Main article Head mounted display An Augmented reality head mounted display A head mounted display HMD worn over the entire head or worn in front of the eyes is a device that uses one or two optics to project an image directly in front of the user s eyes Its applications range across medicine entertainment aviation and engineering providing a layer of visual immersion that traditional displays cannot achieve 58 Head mounted displays are most popular with consumers in the entertainment market with major tech companies developing HMDs to complement their existing products 59 60 However these head mounted displays are virtual reality displays and do not integrate the physical world Popular augmented reality HMDs however are more favorable in enterprise environments Microsoft s HoloLens is an augmented reality HMD that has applications in medicine giving doctors more profound real time insight as well as engineering overlaying important information on top of the physical world 61 Another notable augmented reality HMD has been developed by Magic Leap a startup developing a similar product with applications in both the private sector and the consumer market 62 Mobile devices Edit Main article Mobile device Mobile devices including smartphones and tablets have continued to increase in computing power and portability Many modern mobile devices come equipped with toolkits for developing augmented reality applications 52 These applications allow developers to overlay computer graphics over videos of the physical world The first augmented reality mobile game with widespread success was Pokemon GO which released in 2016 and accumulated 800 million downloads 63 While entertainment applications utilizing AR have proven successful productivity and utility apps have also begun integrating AR features Google has released updates to their Google Maps application that includes AR navigation directions overlaid onto the streets in front of the user as well as expanding their translate app to overlay translated text onto physical writing in over 20 foreign languages 64 Mobile devices are unique display technologies due to the fact that they are commonly equipped at all times See also EditExtended reality Mixed reality games Multimodal interaction Simulated reality Computer mediated realityReferences Edit Cosco Francesco Garre Carlos Bruno Fabio Muzzupappa Maurizio Otaduy Miguel A January 2013 Visuo Haptic Mixed Reality with Unobstructed Tool Hand Integration IEEE Transactions on Visualization and Computer Graphics 19 1 159 172 doi 10 1109 TVCG 2012 107 ISSN 1941 0506 PMID 22508901 S2CID 2894269 Aygun Mehmet Murat Ogut Yusuf Cagri Baysal Hulusi Tascioglu Yigit January 2020 Visuo Haptic Mixed Reality Simulation Using Unbound Handheld Tools Applied Sciences 10 15 5344 doi 10 3390 app10155344 ISSN 2076 3417 J van Kokswijk Hum n Telecoms amp Internet as Interface to Interreality Archived 2007 09 26 at the Wayback Machine Bergboek The Netherlands 2003 V Gintautas and A W Hubler Experimental evidence for mixed reality states in an interreality system Phys Rev E 75 057201 2007 Repetto C and Riva G 2020 From Virtual Reality To Interreality In The Treatment Of Anxiety Disorders online Jneuropsychiatry org Available at https www jneuropsychiatry org peer review from virtual reality to interreality in the treatment of anxiety disorders neuropsychiatry pdf Accessed 30 October 2020 Lubrecht Anna Augmented Reality for Education Archived 5 September 2012 at the Wayback Machine The Digital Union The Ohio State University 24 April 2012 Moro Christian Birt James Stromberga Zane Phelps Charlotte Clark Justin Glasziou Paul Scott Anna Mae 2021 Virtual and Augmented Reality Enhancements to Medical and Science Student Physiology and Anatomy Test Performance A Systematic Review and Meta Analysis Anatomical Sciences Education 14 3 368 376 doi 10 1002 ase 2049 ISSN 1935 9780 PMID 33378557 S2CID 229929326 Moro Christian Phelps Charlotte Redmond Petrea Stromberga Zane 2021 HoloLens and mobile augmented reality in medical and health science education A randomised controlled trial British Journal of Educational Technology 52 2 680 694 doi 10 1111 bjet 13049 ISSN 1467 8535 S2CID 229433413 a b Bamzooki TV Series 2004 2010 IMDb IMDb Online Available https www imdb com title tt2065104 Accessed 01 Nov 2020 a b FightBox TV Series 2003 2004 IMDb IMDb Online Available https www imdb com title tt0386197 Accessed 01 Nov 2020 a b c Cheok Adrian David Haller Michael Fernando Owen Noel Newton Wijesena Janaka Prasad 2009 01 01 Mixed Reality Entertainment and Art International Journal of Virtual Reality 8 2 83 90 doi 10 20870 IJVR 2009 8 2 2729 ISSN 1081 1451 Mario Kart Live Home Circuit Official Site mklive nintendo com Retrieved Nov 1 2020 Romano Sal October 22 2020 Famitsu Sales 10 12 20 10 18 20 Gematsu Retrieved October 22 2020 Stapleton C Hughes C Moshell M Micikevicius P Altman M December 2002 Applying mixed reality to entertainment Computer 35 12 122 124 doi 10 1109 MC 2002 1106186 ISSN 0018 9162 a b Rosenberg Louis B 1992 The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments Technical Report AL TR 0089 USAF Armstrong Laboratory Wright Patterson AFB OH 1992 Rosenberg Louis B 1993 12 21 Kim Won S ed Virtual fixtures as tools to enhance operator performance in telepresence environments Telemanipulator Technology and Space Telerobotics Boston MA 2057 10 21 Bibcode 1993SPIE 2057 10R doi 10 1117 12 164901 S2CID 111277519 Hughes C E Stapleton C B Hughes D E Smith E M November 2005 Mixed reality in education entertainment and training IEEE Computer Graphics and Applications 25 6 24 30 doi 10 1109 MCG 2005 139 ISSN 0272 1716 PMID 16315474 S2CID 14893641 Pandher Gurmeet Singh March 2 2016 Microsoft HoloLens Preorders Price Specs Of The Augmented Reality Headset The Bitbag Archived from the original on March 4 2016 Retrieved April 1 2016 VirTra Inc VirTra s Police Training Simulators Chosen by Three of the Largest U S Law Enforcement Departments GlobeNewswire News Room Retrieved 2018 08 22 How do police use VR Very well Police Foundation www policefoundation org 2017 08 14 Retrieved 2018 08 22 Patton Debbie Marusich Laura 2015 03 09 2015 IEEE International Multi Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision pp 145 150 doi 10 1109 COGSIMA 2015 7108190 ISBN 978 1 4799 8015 4 S2CID 46712515 Eagen Andrew June 2017 Expanding Simulations as a Means of Tactical Training with Multinational Partners PDF A thesis presented to the Faculty of the U S Army Command and General Staff College Archived PDF from the original on March 27 2020 Bukhari Hatim Andreatta Pamela Goldiez Brian Rabelo Luis 2017 01 01 A Framework for Determining the Return on Investment of Simulation Based Training in Health Care INQUIRY The Journal of Health Care Organization Provision and Financing 54 0046958016687176 doi 10 1177 0046958016687176 ISSN 0046 9580 PMC 5798742 PMID 28133988 Smith Roger 2010 02 01 The Long History of Gaming in Military Training Simulation amp Gaming 41 1 6 19 doi 10 1177 1046878109334330 ISSN 1046 8781 S2CID 13051996 Shufelt Jr J W 2006 A Vision for Future Virtual Training In Virtual Media for Military Applications pp KN2 1 KN2 12 Meeting Proceedings RTO MP HFM 136 Keynote 2 Neuilly sur Seine France RTO Available from Mixed Reality MR Archived 2007 06 13 at the Wayback Machine STAND TO www army mil Retrieved 2018 08 22 Augmented reality may revolutionize Army training U S Army Research Laboratory www arl army mil Retrieved 2018 08 22 a b c Benyon David 2014 Spaces of Interaction Places for Experience 1 ed Morgan and Claypool p 97 ISBN 9781608457724 a b Benyon David July 2012 Presence in Blended Spaces Interacting with Computers 24 4 219 226 doi 10 1016 j intcom 2012 04 005 a b Benyon David Imaz Manuel 2007 Designing with blends 1 ed Cambridge Mass amp London MIT Press pp 209 218 ISBN 9780262090421 Dourish Paul Implications for Design Proceedings of the SIGCHI Conference on Human Factors in Computing Systems dl acm org SIGHCI doi 10 1145 1124772 1124855 Buxton Bill 2009 Mediaspace Meaningspace Meetingspace Media Space 20 Years of Mediated Life Computer Supported Cooperative Work Springer pp 217 231 doi 10 1007 978 1 84882 483 6 13 ISBN 978 1 84882 482 9 Benyon David 2012 Designing Blended Spaces PDF BCS HCI 12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers dl acm org BCS HCI pp 398 403 Sena Pete How The Growth Of Mixed Reality Will Change Communication Collaboration And The Future Of The Workplace TechCrunch Retrieved 2017 05 16 The Manufacturer Manufacturers are successfully using mixed reality today www themanufacturer com Bingham and Conner The New Social Learning Chapter 6 Immersive Environments Refine Learning Bruno Fabio Barbieri Loris Muzzupappa Maurizio 2020 A Mixed Reality system for the ergonomic assessment of industrial workstations International Journal on Interactive Design and Manufacturing IJIDeM 14 3 805 812 doi 10 1007 s12008 020 00664 x S2CID 225517293 Mealy P 2020 Virtual Reality Design User Experience Design Software Dummies online dummies Available at https www dummies com software virtual reality design user experience design software Accessed 29 October 2020 Sherman W and Craig A 2018 Object Permanence An Overview Sciencedirect Topics online Sciencedirect com Available at https www sciencedirect com topics computer science object permanence Accessed 30 October 2020 Taipei hits highs in Medica 2017 healthcare in europe com Retrieved 2019 04 05 a b c d Brainlab 2020 Mixed Reality Vs Augmented Reality Vs Virtual Reality Their Differences And Use In Healthcare online Available at https www brainlab com journal mixed reality augmented reality virtual reality differences and use in healthcare Accessed 1 November 2020 M Pell Envisioning Holograms Design Breakthrough Experiences for Mixed Reality 1st ed 2017 Berkeley CA Apress 2017 Mixed reality headsets in hospitals help protect doctors and reduce need for PPE Sherman W and Craig A 2018 Object Permanence An Overview Sciencedirect Topics online Sciencedirect com Available at https www sciencedirect com topics computer science object permanence Accessed 30 October 2020 Wish Baratz Susanne Crofton Andrew R Gutierrez Jorge Henninger Erin Griswold Mark A 2020 09 01 Assessment of Mixed Reality Technology Use in Remote Online Anatomy Education JAMA Network Open 3 9 e2016271 doi 10 1001 jamanetworkopen 2020 16271 ISSN 2574 3805 PMC 7499123 PMID 32940677 Lunka R 2015 What Is Product Content Management Nchannel Blog online Nchannel com Available at https www nchannel com blog what is product content management Accessed 28 October 2020 Melroseqatar com 2020 MELROSE Solutions W L L online Available at http www melroseqatar com reality technologies html Accessed 25 October 2020 Chakraborti Tathagata Sreedharan Sarath Kulkarni Anagha Kambhampati Subbarao October 2018 Projection Aware Task Planning and Execution for Human in the Loop Operation of Robots in a Mixed Reality Workspace 2018 IEEE RSJ International Conference on Intelligent Robots and Systems IROS Madrid IEEE 4476 4482 doi 10 1109 IROS 2018 8593830 ISBN 978 1 5386 8094 0 S2CID 13945236 a b Tu Xinyi Autiosalo Juuso Jadid Adnane Tammi Kari Klinker Gudrun 2021 10 12 A Mixed Reality Interface for a Digital Twin Based Crane Applied Sciences 11 20 9480 doi 10 3390 app11209480 ISSN 2076 3417 Adopting New Technologies for Effective Procurement SIPMM Publications publication sipmm edu sg 2018 01 29 Retrieved 2022 11 01 a b c Cruz Neira Carolina Sandin Daniel J DeFanti Thomas A Kenyon Robert V Hart John C June 1992 The CAVE audio visual experience automatic virtual environment Communications of the ACM 35 6 64 72 doi 10 1145 129888 129892 ISSN 0001 0782 S2CID 19283900 a b Demidova Liliya 2016 Ivanova S V Nikulchev E V eds Augmented Reality and ARToolkit for Android the First Steps SHS Web of Conferences 29 02010 doi 10 1051 shsconf 20162902010 ISSN 2261 2424 a b Ottosson Stig June 2002 Virtual reality in the product development process Journal of Engineering Design 13 2 159 172 doi 10 1080 09544820210129823 ISSN 0954 4828 S2CID 110260269 a b Febretti Alessandro Nishimoto Arthur Thigpen Terrance Talandis Jonas Long Lance Pirtle J D Peterka Tom Verlo Alan Brown Maxine Plepys Dana Sandin Dan 2013 03 04 CAVE2 a hybrid reality environment for immersive simulation and information analysis In Dolinsky Margaret McDowall Ian E eds The Engineering Reality of Virtual Reality 2013 Vol 8649 Burlingame California USA p 864903 doi 10 1117 12 2005484 S2CID 6700819 Spatial Disorientation in Aviation Historical Background Concepts and Terminology Spatial Disorientation in Aviation Progress in Astronautics and Aeronautics Reston VA American Institute of Aeronautics and Astronautics pp 1 36 January 2004 doi 10 2514 5 9781600866708 0001 0036 ISBN 978 1 56347 654 9 retrieved 2020 11 05 Fault Tolerant Avionics Digital Avionics Handbook CRC Press pp 481 504 2000 12 20 doi 10 1201 9781420036879 37 ISBN 978 0 429 12485 3 retrieved 2020 11 05 Alabaster Jay 2013 06 28 Pioneer launches car navigation with augmented reality heads up displays Computerworld Retrieved 2020 11 05 Shibata Takashi April 2002 Head mounted display Displays 23 1 2 57 64 doi 10 1016 S0141 9382 02 00010 0 Oculus Device Specifications Oculus Developers developer oculus com Retrieved 2020 11 05 VIVE Specs amp User Guide Developer Resources developer vive com Retrieved 2020 11 05 Evaluating the Microsoft Hololens Through an Augmented Reality Assembly Application dx doi org doi 10 1117 12 2262626 5460168961001 Retrieved 2020 11 05 Crecente Brian 2017 12 20 Magic Leap Founder of Secretive Start Up Unveils Mixed Reality Goggles Variety Retrieved 2020 11 05 Rauschnabel Philipp A Rossmann Alexander tom Dieck M Claudia November 2017 An adoption framework for mobile augmented reality games The case of Pokemon Go Computers in Human Behavior 76 276 286 doi 10 1016 j chb 2017 07 030 Take off to your next destination with Google Maps Google 2019 08 08 Retrieved 2020 11 05 Further reading EditSigner Beat amp Curtin Timothy J 2017 Tangible Holograms Towards Mobile Physical Augmentation of Virtual Objects Technical Report WISE Lab WISE 2017 01 March 2017 Fleischmann Monika Strauss Wolfgang eds 2001 Proceedings of CAST01 Living in Mixed Realities Intl Conf On Communication of Art Science and Technology Fraunhofer IMK 2001 401 ISSN 1618 1379 Print ISSN 1618 1387 Internet Interactive Multimedia Lab A research lab at the National University of Singapore focuses on Multi modal Mixed Reality interfaces Mixed Reality Geographical Information System MRGIS Costanza E Kunz A and Fjeld M 2009 Mixed Reality A Survey Costanza E Kunz A and Fjeld M 2009 Mixed Reality A Survey In Human Machine interaction Research Results of the MMI Program D Lalanne and J Kohlas Eds LNCS 5440 pp 47 68 H Regenbrecht and C Ott and M Wagner and T Lum and P Kohler and W Wilke and E Mueller An Augmented Virtuality Approach to 3D Videoconferencing Proceedings of the 2nd IEEE and ACM International Symposium on Mixed and Augmented Reality pp 290 291 2003 Kristian Simsarian and Karl Petter Akesson Windows on the World An example of Augmented Virtuality Interface Sixth International Conference Montpellier Man machine interaction pp 68 71 1997 Mixed Reality Project experimental applications on Mixed Reality Augmented Reality Augmented Virtuality and Virtual Reality Mixed Reality Scale Milgram and Kishino s 1994 Virtuality Continuum paraphrase with examples IEICE Transactions on Information Systems Vol E77 D No 12 December 1994 A taxonomy of mixed reality visual displays Paul Milgram Fumio Kishino Archived 4 May 2017 at the Wayback MachineExternal links Edit Media related to Mixed reality at Wikimedia Commons Retrieved from https en wikipedia org w index php title Mixed reality amp oldid 1135888507, wikipedia, wiki, book, books, library,

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