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2001, Computers & Graphics
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4 pages
1 file
The rapid advances in computing and communications are dramatically changing all aspects of our lives. In particular, sophisticated 3D visualization, display, and interaction technologies are being used to complement our familiar physical world with computer-generated augmentations. These new interaction and display techniques are expected to make our work, learning, and leisure environments vastly more efficient and appealing.
Mixed reality (MR) is something that can be defined as a combination of real and virtual words. It can be used to provide newer visualizations and environments in the digital world and can interact with each other. It is a true mixture of how virtual and physical worlds can coexist. It is a sophisticated approach which uses a specific model and architecture to support 3-D display for free and augmented virtuality. The first phase conceptual design benefits like the first stage of the prototype by additional shapes, patterns and annotations. Both workspaces share a common interface and allow collaboration with different experts, who can configure the system for a specific task .A speedy design workflow and CAD data consistency can be naturally achieved .There is no similar approach that integrates the creation and editing phase of 3D curves and surfaces in Virtual and Augmented Reality (VR/AR).Herein we see the major contributions of our new application.
2020
Mixed reality (MR) is an area of computer research dealing with the combination of real-world and computer-generated data (virtual reality), where computer-generated graphical objects are visually mixed into the real environment and vice versa in real time. This chapter contains an introduction to this modern technology. Mixed reality combines real and virtual and is interactive, real-time processed, and registered in three dimensions. We can create mixed reality by using at least one of the following technologies: augmented reality and augmented virtuality. The mixed reality system can be considered as the ultimate immersive system. MR systems are usually constructed as optical see-through systems (usually by using transparent displays) or video see-through. Implementation of MR systems is as marker systems (real scene will be added with special markers. These will be recognized during runtime and replaced with virtual objects) or (semi) markerless systems (processing and inserting...
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.
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.
. The presented system, exemplified here by an augmented volcano mock-up, allows one or more users to use and transition between multiple mixed reality modalities while interacting with augmented artifacts. The increase in instrumentation provides increasing flexibility, while keeping the interaction framed in the physical world.
IEICE Transactions on Information and Systems E …, 1994
● Paul Milgram received the BASc. degree from the University of Toronto in 1970, the MSEE degree from the Technion (Israel) in 1973 and the Ph.D. degree from the University of Toronto in 1980. From 1980 to 1982 he was a ZWO Visiting Scientist and a NATO Postdoctoral in ...
IEEE Computer Graphics and Applications, 2005
CHI, 2019
What is Mixed Reality (MR)? To revisit this question given the many recent developments, we conducted interviews with ten AR/VR experts from academia and industry, as well as a literature survey of 68 papers. We find that, while there are prominent examples, there is no universally agreed on, one-size-fits-all definition of MR. Rather, we identified six partially competing notions from the literature and experts' responses. We then started to isolate the different aspects of reality relevant for MR experiences, going beyond the primarily visual notions and extending to audio, motion, haptics, taste, and smell. We distill our findings into a conceptual framework with seven dimensions to characterize MR applications in terms of the number of environments, number of users, level of immersion, level of virtuality, degree of interaction , input, and output. Our goal with this paper is to support classification and discussion of MR applications' design and provide a better means to researchers to contextualize their work within the increasingly fragmented MR landscape.
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.
2000
This paper surveys types of user interaction in Mixed Reality systems. Describes the basics concepts of this kind of applications and classifies some interfaces based in the type of augmentation that provides to users, namely interaction, action and perception augmentation.
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