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2004
Abstract This chapter introduces a component-oriented approach for developing mixed reality (MR) applications. After a short definition of mixed reality, we present two possible solutions for a component-oriented framework. Both solutions have been implemented in two different MR projects (SAVE and AMIRE). The first project, SAVE, is a safety training system for virtual environments, whereas the goal of the AMIRE project is to develop different authoring tools for mixed reality applications.
2003
Abstract: This paper describes the basic ideas of our effort to develop a framework for the structured authoring of mixed reality (MR) applications. The overall objective of the AMIRE project is to define and implement a software system that allows content experts to easily design and implement mixed reality applications without detailed knowledge about the underlying base technologies.
While Mixed Reality (MR) technology is steadily maturing, application development is still lacking advanced authoring tools -even the simple presentation of information, which should not require any programming, is not systematically addressed by development tools. Moreover, there is also a severe lack of agreed techniques or best practices for the structuring of MR content. In this paper we present APRIL, the Augmented Presentation and Interaction Languge, an authoring platform for MR presentations which provides tools and techniques that are independent of specific applications or target hardware platforms, and should be suitable to raise the level of abstraction on which MR content creators can operate.
2003
Abstract This paper describes the requirements for a training demonstrator based on Mixed Reality in the context of the AMIRE project. Moreover, a generic framework, that allows an easy communication between the objects (MR components) used in the AMIRE applications, is introduced.
2005
Mixed Reality (MR) offers a unique challenge in integrating interacting agents, show-control devices, graphics and audio presentation, and human interaction into a single consolidated system. While each component may be addressed individually, combining their various functionalities via a dynamic script that delivers an interactive, non-linear story (scenario, world) requires a robust process and system. In this paper, we present a
Proceedings of the International Workshop on …, 2001
This paper describes a program of research to develop and implement an integrated system of data collection and authoring tools and a concomitant infrastructure for collecting and presenting a range of information about a specific location in a Mixed Reality experience. The system has been designed so that a wide range of users such as scientific domain experts, artists, or any user with a mobile phone, can author and "post" information to a particular site.
lava.cs.st-andrews.ac.uk
This paper addresses the integration of sensor networks, game engines and network protocol technologies. An architecture is presented which will enable these technologies to be leveraged to create mixed reality systems that support a number of applications. An instantiation of this architecture has been created. The design and implementation of the system gives a virtual representation of a smart building. The system allows data from sensor networks within the building at known locations to be integrated into a 3D virtual world, facilitating easy monitoring and control of the environment. This project will provide a solid future test bed for exploring and experimenting with a gateway enabling sensor networks to feed information into game protocols or any other appropriate information rendering platform. This paper also discusses the challenges that exist in developing such a system.
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.
2003
In this paper, we describe our initial experiences with Mixed Reality Architecture (MRA) in use in an everyday office setting. Two offices and one meeting space were dynamically linked across a single virtual space for a period of three weeks. MRA has become useful for maintaining general background awareness of others but also as an easy to engage with tool for remote communication. We describe issues in the design of MRA, its implementation in an everyday office setting and outline early results from its evaluation before briefly describing its future extension.
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.
SBC Journal on Interactive Systems, 2013
This special issue of the JIS (SBC Journal on 3D Interactive Systems) is for the third year acknowledging the best papers of the Symposium on Virtual and Augmented Reality (SVR). The SVR is the most important Brazilian conference about Virtual, Augmented and Mixed Reality, which is being conducted by acadeThis special issue of the SBC Journal on 3D Interactive Systems is dedicated to Virtual, Augmented, and Mixed Reality Applications. Our goal is to present systems papers focusing on applications and on how they are being used (or how they are intended to be used) to solve real problems. We received seven manuscripts and after a peer review phase, were able to select five papers. The selected papers for this issue cover very different areas, ranging from industry to digital art, through medicine, spacecraft simulation and terrain generation.
This chapter describes the evolution of a software system specifically designed to support the creation and delivery of Mixed Reality (MR) experiences. We first describe some of the attributes required of such a system. We then present a series of MR experiences that we have developed over the last four years, with companion sections on lessons learned and lessons applied. We conclude with several sample scripts that one might write to create experiences within the current version of this system. The authors' goals are to show the readers the unique challenges in developing an MR system for multimodal, multi-sensory experiences and to demonstrate how developing MR applications informs the evolution of such a framework.
2001
There are many toolkits that aid the process of constructing virtual environments. Each of these development systems has a special set of features, they support a set of hardware and they give developers and end users a level of abstraction. This paper presents a new component based system for the development of VR based applications. With a pool of components everybody should be able to create a virtual environment.
2017
Virtual Reality (VR) is widely used in training simulators of dangerous or expensive vehicles such as aircraft or heavy mining machinery. The vehicles often have very complicated controls that users need to master before attempting to operate a real world version of the machine. VR allows users to safely train in a simulated environment without the risk of injury or damaging expensive equipment in the field. VR however visually cuts off the user from the real environment, which may obtain obstructions. Users are unable to safely move or gesture while wearing a VR headset. Additionally users are unable to use standard input devices such as mice and keyboards. By mixing in a live view of the the real world, the user can still see and interact with the physical environment. The contribution of this research is presenting ways of using Mixed Reality to enhance the user experience of traditional VR based simulators. Mixed Reality improves on traditional VR simulators by allowing the user...
Smart homes, smart cars, smart classrooms are now a reality as the world becomes increasingly interconnected by ubiquitous computing technology. The next step is to interconnect such environments; however there are a number of significant barriers to advancing research in this area, most notably the lack of available environments, standards and tools etc. A possible solution is the use of simulated spaces; nevertheless as realistic as strive to make them, they are, at best, only approximations to the real spaces, with important differences such as utilising idealised rather than noisy sensor data. In this respect, an improvement to simulation is emulation, which uses specially adapted physical components to imitate real systems and environments. In this paper we present our work-in-progress towards the creation of a development tool for intelligent environments based on the interconnection of simulated, emulated and real intelligent spaces using a distributed model of mixed reality. To do so, we propose the use of physical/virtual components (xReality objects) able to be combined through a 3D graphical user interface, sharing real-time information. We present three scenarios of interconnected real and emulated spaces, used for education, achieving integration between real and virtual worlds.
Springer eBooks, 2015
Mixed reality systems overlay real data with virtual information in order to assist users in their current task. They generally combine several hardware components operating at different time scales, and software that has to cope with these timing constraints. MIRELA, for MIxed REality LAnguage, is a framework aimed at modelling, analysing and implementing systems composed of sensors, processing units, shared memories and rendering loops, communicating in a well-defined manner and submitted to timing constraints. The framework is composed of (i) a language allowing a high level, and partially abstract, specification of a concurrent real-time system, (ii) the corresponding semantics, which defines the translation of the system to concrete networks of timed automata, (iii) a methodology for analysing various real-time properties, and (iv) an implementation strategy. We present here a summary of several of our papers about this framework, as well as some recent extensions concerning probability and non-deterministic choices.
IEEE Virtual Reality (VR), 2018
This poster formulates the concept of heterogeneous distributed mixed reality (HDMR) applications in order to state some interesting research questions in this domain. HDMR applications give synchronous access to shared virtual worlds, from diverse mixed reality (MR) hardware, and at similar levels of functionality. We show the relationship between HDMR and previous concepts, state challenges in their development, and illustrate this concept and its challenges with an example.
2003
This paper describes a software platform oriented to the augmented reality/mixed reality application developer, aiming at simplifying his/her programming tasks. This platform comprises a software development kit (SDK) for the Windows environment, consisting of a set of C++ classes packaged into modules. The platform is known as MX toolkit and utilises extensively the AR toolkit, for all matters regarding marker-based tracking, but is defined at a somewhat higher abstraction level than the AR toolkit software layer, by hiding from the programmer, low level implementation details and facilitating AR/MR object-oriented programming. The MX toolkit is presented by means of a comparison with the AR toolkit processing pipeline and API and by explaining its eight system modules. We expect to provide this package as an aid for AR toolkit-based applications development. The paper also describes a visual AR/MR authoring tool, the Mix It application, from the user interface point of view, as an illustration of the development support potential of the MX toolkit SDK.
The Engineering of Mixed …, pp. 57-78, 2010
The deployment of mixed reality environments for use by members of the public poses very different challenges to those faced during focused lab studies and in defined engineering settings. This chapter discusses and presents examples from a set of case studies that have implemented and evaluated fully functioning mixed reality environments in three different organisational settings. Based on these case studies, common themes that are critical in the engineering of publicly deployed mixed reality are drawn out. Specifically, it is argued how the creation of a mixed reality interaction space depends on the technology as well as the environment, how asymmetric access provided to different sets of participants can be desirable and how social interaction reflects the particulars of the embedded technology, the length of deployment and the existing social organisation.
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.
Mixed Reality Architecture (MRA) dynamically links and overlays physical and virtual spaces. This paper investigates the topology of and the relationships between the components of MRA. As a phenomenon, MRA takes its place in a long history of technologies that have influenced conditions for social interaction as well as the environment we build around us. However, by providing a flexible spatial topology spanning physical and virtual environments it presents new opportunities for social interaction across electronic media. An experimental MRA is described that allowed us to study some of the emerging issues in this field. It provided material for the development of a framework describing virtual and physical spaces, the links between those and the types of mixed reality structure that we can envisage it being possible to design using these elements. We propose that by re-introducing a level of spatiality into communication across physical and virtual environments MRA will support everyday social interaction, and may convert digital communication media from being socially conservative to a more generative form familiar from physical space.