Academic literature on the topic 'Virtual and mixed reality'

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Journal articles on the topic "Virtual and mixed reality"

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Crowe, Dale, and Martin E. LaPierre. "Virtual/Mixed Reality." International Journal of Conceptual Structures and Smart Applications 6, no. 1 (January 2018): 33–47. http://dx.doi.org/10.4018/ijcssa.2018010103.

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Use of classroom and online learning and administrative technologies in schools and higher education institutions has grown at an exponential pace. With growth comes expectations by students of using new and emerging technologies to support their learning. Such expectations are due in part to the generational shift from digital immigrant to more students being digital natives, and is particularly true for Gen z/iGen/Centennials (born in 1996 or later). The purpose of the critical review and exploratory case study was to gain insights from 18 instructional designers, information systems professionals, and content/subject matter experts pertaining to the current and future use of virtual/mixed reality technologies for both public and higher education.
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Pan, Zhigeng, Adrian David Cheok, Hongwei Yang, Jiejie Zhu, and Jiaoying Shi. "Virtual reality and mixed reality for virtual learning environments." Computers & Graphics 30, no. 1 (February 2006): 20–28. http://dx.doi.org/10.1016/j.cag.2005.10.004.

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Lee Eun ah. "Virtual reality and body as mixed reality." Environmental Philosophy ll, no. 25 (June 2018): 125–46. http://dx.doi.org/10.35146/jecoph.2018..25.005.

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Cloete, Richard, Chris Norval, and Jatinder Singh. "Auditable Augmented/Mixed/Virtual Reality." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 5, no. 4 (December 27, 2021): 1–24. http://dx.doi.org/10.1145/3495001.

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Virtual, Augmented and Mixed Reality (XR) technologies are becoming increasingly pervasive. However, the contextual nature of XR, and its tight coupling of the digital and physical environments, brings real propensity for loss and harm. This means that auditability---the ability to inspect how a system operates---will be crucial for dealing with incidents as they occur, by providing the information enabling rectification, repair and recourse. However, supporting audit in XR brings considerations, as the process of capturing audit data itself has implications and challenges, both for the application (e.g., overheads) and more broadly. This paper explores the practicalities of auditing XR systems, characterises the tensions between audit and other considerations, and argues the need for flexible tools enabling the management of such. In doing so, we introduce Droiditor, a configurable open-source Android toolkit that enables the runtime capture of audit-relevant data from mobile applications. We use Droiditor as a means to indicate some potential implications of audit data capture, demonstrate how greater configurability can assist in managing audit-related concerns, and discuss the potential considerations that result. Given the societal demands for more transparent and accountable systems, our broader aim is to draw attention to auditability, highlighting tangible ways forward and areas for future work.
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Lewis, Kevin. "Mixed Perspectives and Virtual Reality." Dental Update 49, no. 1 (January 2, 2022): 5–8. http://dx.doi.org/10.12968/denu.2022.49.1.5.

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Marty, Jean-Charles, Thibault Carron, Philippe Pernelle, Stéphane Talbot, and Gregory Houzet. "Mixed Reality Games." International Journal of Game-Based Learning 5, no. 1 (January 2015): 31–45. http://dx.doi.org/10.4018/ijgbl.2015010103.

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The authors research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect knowledge related to a learning activity. In their university, the authors have set up numbers of experiments with students using gbl environments. They revealed weaknesses for specific learning activities. Sometimes, learners seem to acquire a skill in the game, but they are not able to reuse it easily in the real world. This is particularly the case for skills that require concrete manipulation of real objects to be acquired. Gbl environments thus lack of means to learn know-how aspects. Some of the learning processes involving real world objects are very difficult to reproduce in gbl environments and there is an essential technological issue in mixing virtual and real aspects in gbl environments. In this article, the authors describe the possible problems that can appear when using this mixed approach, give hints on how to avoid them and illustrate the proposition with examples issued from the electronic domain. The authors focus on issues linked to the transition between virtual and real worlds and they explore how new electronic features can facilitate this mixed approach, where identification, localisation and update of the user models are key issues.
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Radanovic, M., K. Khoshelham, and C. Fraser. "VIRTUAL ELEMENT RETRIEVAL IN MIXED REALITY." ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences V-4-2022 (May 18, 2022): 227–34. http://dx.doi.org/10.5194/isprs-annals-v-4-2022-227-2022.

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Abstract. The application of mixed reality visualisation in construction engineering requires accurate placement and retrieval of virtual models within the real world, which depends on the localisation accuracy. However, it is hard to understand what this means practically from localisation accuracy alone. For example, when we superimpose a Building Information Model (BIM) over the real building, it is unclear how well does a BIM element fit the real one and how small a BIM element are we able to retrieve. In this paper, we evaluate virtual element retrieval by designing an experiment where we attempt to retrieve a set of cubes of different sizes placed in both the real and the virtual world. Furthermore, inspired by existing camera localisation methods for indoor MR being almost exclusively image-based, we use a localisation approach based solely on 3D-3D model registration. The approach is based on the automated registration of a low-density mesh model of the surroundings created by the MR device to the existing point cloud of an indoor environment. We develop a prototype and perform experiments on real-world data which show high localisation accuracy, with average translation and rotation errors of 1.4 cm and 0.24°, respectively. Finally, we show that the success rate of virtual element retrieval is closely related to the localisation accuracy.
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Gardner, Michael, Jonathon Richter, and Aki Härmä. "Virtual and mixed reality intelligent environments." Journal of Ambient Intelligence and Smart Environments 4, no. 1 (2012): 3–4. http://dx.doi.org/10.3233/ais-2011-0134.

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Ponto, Kevin, Falko Kuester, Robert Nideffer, and Simon Penny. "Virtual Bounds: a teleoperated mixed reality." Virtual Reality 10, no. 1 (April 26, 2006): 41–47. http://dx.doi.org/10.1007/s10055-006-0030-x.

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Löckelt, Markus, Norbert Pfleger, and Norbert Reithinger. "Multi-party Conversation for Mixed Reality." International Journal of Virtual Reality 6, no. 4 (January 1, 2007): 31–42. http://dx.doi.org/10.20870/ijvr.2007.6.4.2706.

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The interactive scenarios realized in the two prototypes of Virtual Human require an approach that allows humans and virtual characters to interact naturally and flexibly. In this article we present how the autonomous control of the virtual characters and the interpretation of user interactions is realized in the Conversational Dialogue Engine (CDE) framework. For each virtual and real interlocutor one CDE is responsible for dialogue processing. We will introduce the knowledge needed for the CDE-approach and present the modules of a CDE. The real-time requirement resulted in the integrated processing of deliberative and reactive processing, which is needed, e.g., to generate an appropriate nonverbal behavior of virtual characters.
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Dissertations / Theses on the topic "Virtual and mixed reality"

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Filip, Mori. "A 2D video player for Virtual Reality and Mixed Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-217359.

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While 3D degree video in recent times have been object of research, 2D flat frame videos in virtual environments (VE) seemingly have not received the same amount of attention. Specifically, 2D video playback in Virtual Reality (VR) and Mixed Reality (MR) appears to lack exploration in both features and qualities of resolution, audio and interaction, which finally are contributors of presence. This paper reflects on the definitions of Virtual Reality and Mixed Reality, while extending known concepts of immersion and presence to 2D videos in VEs. Relevant attributes of presence that can applied to 2D videos were then investigated in the literature. The main problem was to find out the components and processes of the playback software in VR and MR with company request features and delimitations in consideration, and possibly, how to adjust those components to induce a greater presence within primarily the 2D video, and secondary the VE, although the mediums of visual information indeed are related and thus influence each other. The thesis work took place at Advrty, a company developing a brand advertising platform for VR and MR. The exploration and testing of the components, was done through the increment of a creating a basic standalone 2D video player, then through a second increment by implementing a video player into VR and MR. Comparisons with the proof-of-concept video players in VR and MR as well as the standalone video player were made. The results of the study show a feasible way of making a video player for VR and MR. In the discussion of the work, open source libraries in a commercial software; the technical limitations of the current VR and MR Head-mounted Displays (HMD); relevant presence inducing attributes as well as the choice of method were reflected upon.
Medan 360 graders video under senare tid varit föremål för studier, så verkar inte traditionella rektangulära 2D videos i virtuella miljöer ha fått samma uppmärksamhet. Mer specifikt, 2D videouppspelning i Virtual Reality (VR) och Mixed Reality (MR) verkar sakna utforskning i egenskaper som upplösning, ljud och interaktion, som slutligen bidrar till ”presence” i videon och den virtuella miljön. Det här pappret reflekterar över definitionerna VR och MR, samtidigt som den utökar de kända koncepten ”immersion” och ”presence” för 2D video i virtuella miljöer. Relevanta attribut till ”presence” som kan appliceras på 2D video utreddes sedan med hjälp av litteraturen. Det huvudsakliga problemet var att ta reda på komponenterna och processerna i den mjukvara som skall spela upp video i VR och MR med företagsönskemål och avgränsningar i åtanke, och möjligen, hur man kan justera dessa komponenter för att utöka närvaron i framförallt 2D video och sekundärt den virtuella miljön, även om dessa medium är relaterade och kan påverka varandra. Examensarbetet tog plats på Advrty, ett företag som utvecklar en annonseringsplattform för VR och MR. Utveckling och framtagande av komponenterna, var gjorda genom inkrementell utveckling där en enklare 2D videospelare skapades, sedan genom en andra inkrementell fas där videospelaren implementerades i VR och MR. Jämförelser med proof-of-concept-videospelaren i VR och MR samt den enklare videospelaren gjordes. I diskussionen om arbetet, gjordes reflektioner på användningen av open source-bibliotek i en kommersiell applikation, de tekniska begränsningarna i nuvarande VR och MR Head-mounted displays, relevanta ”presence” inducerande attribut samt val av metod för utvecklingen av videospelaren.
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Koleva, Boriana. "The properties of mixed reality boundaries." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.391397.

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Kadavasal, Sivaraman Muthukkumar. "Virtual reality based multi-modal teleoperation using mixed autonomy." [Ames, Iowa : Iowa State University], 2009.

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Hilton, David. "Virtual reality and stroke rehabilitation : a mixed reality simulation of an everyday task." Thesis, University of Nottingham, 2008. http://eprints.nottingham.ac.uk/13252/.

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This thesis is about the process of designing a computer simulation as a treatment tool for stroke rehabilitation. A stroke is a debilitating disease that is characterised by focal neural damage usually leading to physical and cognitive impairments. These impairments may severely compromise the stroke survivor's ability to perform everyday tasks of self-care such as dressing, washing and preparing meals. Safety issues are also an important consideration for the rehabilitation of the stroke survivor. Some everyday tasks can be hazardous, particularly when electrical equipment or hot liquids are involved. Computer simulations are gaining interest as a tool for stroke rehabilitation because they offer a means to replicate assessments and everyday tasks within ecologically valid environments. Training the motor skills required to perform everyday tasks together with the cognitive component of the activity is desirable however this is not always achieved due to the limitations of the human computer interface. These limitations are addressed by a simulation that is presented in this thesis. Stakeholders in stroke care contributed to the design and development of the simulation in order to ensure that it conformed to their requirements. The development culminated in a mixed reality system with a unique method of interaction in which real household objects were monitored by various electronic sensing technologies. The purpose of controlling the computer simulation using real objects was to encourage users to practice an everyday task (making a hot drink) using naturalistic upper limb movement whilst performing the task in a safe and controlled environment. The role of the computer was to monitor and score user's progress, and to intervene with prompts and demonstrations as required. The system was installed on a hospital stroke unit and tested by patients, something that had previously not been achieved. It was found to be acceptable and usable as a means of practicing making a hot drink. The system design, limitations and recommendations for future developments are discussed.
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Savage, Ruthann. "TRAINING WAYFINDING: NATURAL MOVEMENT IN MIXED REALITY." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3929.

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The Army needs a distributed training environment that can be accessed whenever and wherever required for training and mission rehearsal. This paper describes an exploratory experiment designed to investigate the effectiveness of a prototype of such a system in training a navigation task. A wearable computer, acoustic tracking system, and see-through head mounted display (HMD) were used to wirelessly track users' head position and orientation while presenting a graphic representation of their virtual surroundings, through which the user walked using natural movement. As previous studies have shown that virtual environments can be used to train navigation, the ability to add natural movement to a type of virtual environment may enhance that training, based on the proprioceptive feedback gained by walking through the environment. Sixty participants were randomly assigned to one of three conditions: route drawing on printed floor plan, rehearsal in the actual facility, and rehearsal in a mixed reality (MR) environment. Participants, divided equally between male and female in each group, studied verbal directions of route, then performed three rehearsals of the route, with those in the map condition drawing it onto three separate printed floor plans, those in the practice condition walking through the actual facility, and participants in the MR condition walking through a three dimensional virtual environment, with landmarks, waypoints and virtual footprints. A scaling factor was used, with each step in the MR environment equal to three steps in the real environment, with the MR environment also broken into "tiles", like pages in an atlas, through which participant progressed, entering each tile in succession until they completed the entire route. Transfer of training testing that consisted of a timed traversal of the route through the actual facility showed a significant difference in route knowledge based on the total time to complete the route, and the number of errors committed while doing so, with "walkers" performing better than participants in the paper map or MR condition, although the effect was weak. Survey knowledge showed little difference among the three rehearsal conditions. Three standardized tests of spatial abilities did not correlate with route traversal time, or errors, or with 3 of the 4 orientation localization tasks. Within the MR rehearsal condition there was a clear performance improvement over the three rehearsal trials as measured by the time required to complete the route in the MR environment which was accepted as an indication that learning occurred. As measured using the Simulator Sickness Questionnaire, there were no incidents of simulator sickness in the MR environment. Rehearsal in the actual facility was the most effective training condition; however, it is often not an acceptable form of rehearsal given an inaccessible or hostile environment. Performance between participants in the other two conditions were indistinguishable, pointing toward continued experimentation that should include the combined effect of paper map rehearsal with mixed reality, especially as it is likely to be the more realistic case for mission rehearsal, since there is no indication that maps should be eliminated. To walk through the environment beforehand can enhance the Soldiers' understanding of their surroundings, as was evident through the comments from participants as they moved from MR to the actual space: "This looks like I was just here", and "There's that pole I kept having trouble with". Such comments lead one to believe that this is a tool to continue to explore and apply. While additional research on the scaling and tiling factors is likely warranted, to determine if the effect can be applied to other environments or tasks, it should be pointed out that this is not a new task for most adults who have interacted with maps, where a scaling factor of 1 to 15,000 is common in orienteering maps, and 1 to 25,000 in military maps. Rehearsal time spent in the MR condition varied widely, some of which could be blamed on an issue referred to as "avatar excursions", a system anomaly that should be addressed in future research. The proprioceptive feedback in MR was expected to positively impact performance scores. It is very likely that proprioceptive feedback is what led to the lack of simulator sickness among these participants. The design of the HMD may have aided in the minimal reported symptoms as it allowed participants some peripheral vision that provided orientation cues as to their body position and movement. Future research might include a direct comparison between this MR, and a virtual environment system through which users move by manipulating an input device such as a mouse or joystick, while physically remaining stationary. The exploration and confirmation of the training capabilities of MR as is an important step in the development and application of the system to the U.S. Army training mission. This experiment was designed to examine one potential training area in a small controlled environment, which can be used as the foundation for experimentation with more complex tasks such as wayfinding through an urban environment, and or in direct comparison to more established virtual environments to determine strengths, as well as areas for improvement, to make MR as an effective addition to the Army training mission.
Ph.D.
Department of Psychology
Sciences
Psychology
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Santos, Lages Wallace. "Walk-Centric User Interfaces for Mixed Reality." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/84460.

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Walking is a natural part of our lives and is also becoming increasingly common in mixed reality. Wireless headsets and improved tracking systems allow us to easily navigate real and virtual environments by walking. In spite of the benefits, walking brings challenges to the design of new systems. In particular, designers must be aware of cognitive and motor requirements so that walking does not negatively impact the main task. Unfortunately, those demands are not yet fully understood. In this dissertation, we present new scientific evidence, interaction designs, and analysis of the role of walking in different mixed reality applications. We evaluated the difference in performance of users walking vs. manipulating a dataset during visual analysis. This is an important task, since virtual reality is increasingly being used as a way to make sense of progressively complex datasets. Our findings indicate that neither option is absolutely better: the optimal design choice should consider both user's experience with controllers and user's inherent spatial ability. Participants with reasonable game experience and low spatial ability performed better using the manipulation technique. However, we found that walking can still enable higher performance for participants with low spatial ability and without significant game experience. In augmented reality, specifying points in space is an essential step to create content that is registered with the world. However, this task can be challenging when information about the depth or geometry of the target is not available. We evaluated different augmented reality techniques for point marking that do not rely on any model of the environment. We found that triangulation by physically walking between points provides higher accuracy than purely perceptual methods. However, precision may be affected by head pointing tremors. To increase the precision, we designed a new technique that uses multiple samples to obtain a better estimate of the target position. This technique can also be used to mark points while walking. The effectiveness of this approach was demonstrated with a controlled augmented reality simulation and actual outdoor tests. Moving into the future, augmented reality will eventually replace our mobile devices as the main method of accessing information. Nonetheless, to achieve its full potential, augmented reality interfaces must support the fluid way we move in the world. We investigated the potential of adaptation in achieving this goal. We conceived and implemented an adaptive workspace system, based in the study of the design space and through user contextual studies. Our final design consists in a minimum set of techniques to support mobility and integration with the real world. We also identified a set of key interaction patterns and desirable properties of adaptation-based techniques, which can be used to guide the design of the next-generation walking-centered workspaces.
Ph. D.
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Guidi, Eleonora. "Ambiente di Mixed Reality per l'insegnamento della medicina veterinaria." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/12203/.

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La tesi progettuale, descritta in questo volume, nasce sulla base di un progetto accademico, sviluppato con la collaborazione di docenti della facoltà di Medicina Veterinaria dell’Università di Bologna. Obiettivo della tesi è lo sviluppo di un prototipo di un sistema per la realizzazione di un ambiente E-learning virtuale ed interattivo per uso didattico. Il progetto implementato ha permesso di creare un sistema basato su Realtà Mista che utilizza al suo interno immagini fotografiche a 360° della stalla della facoltà di Medicina Veterinaria su cui inserire modelli 3D animati di animali. L'utente potrà quindi visitare la fattoria, attraversando i vari ambienti in modalità di tour virtuale.
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Karlgren, Kasper. "Perceived physical presence in Mixed reality embodiment vs Augmented reality robot interaction." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265568.

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This thesis presents a novel interaction model using mixed reality simulating a robot human interaction; a clay embodiment is overlaid with animated facial features using mobile augmented reality. One of the challenges when building a social agent, whether it is for education or solely social interaction, is to achieve social presence. One way to increase the feeling of presence is to have the agent physically embodied by using a robot. Earlier research has found that users listen more to robots that are present, than robots that are presented through a screen. But there are problems that come with robots that are not yet solved. Robot are expensive, they break, they are hard to update and they are very limited to the realm and problems they are built for: even standing up can be a challenge. This thesis tests if the theory of embodiment as a tool to heighten presence can be achieved, even if the robot and the interaction is only present in a screen. The clay embodiment is built by hand and later 3D scanned. The clay embodiment is tracked using Vuforia’s object recognition of the scan and is given an animatable face in a mixed reality setting through unity. The interaction of comparison and the basis of evaluation consist of a fully virtual robot head placed in 3D space using ground plane tracking. These interactions are compared separately and test subjects are only exposed to one type of interaction. Through the study the participants interacting with the clay embodiment rated the exeprience higher in respect to physical presences and scored better ability to recall details than the one with the fully augmented robot human interaction. The results were significant and indicate, with the reservation of false positives given the small participation sample, that mobile augmented reality agent interactions are improved, in respect to attention allocation and physical presence, by the use of mixed reality embodiments. Overall the interaction was very well perceived. Both conditions were highly enjoyed and critique mostly focused on the lack of complexity in the dialogue - the participants wanted more. Initial positive feedback states that this can and should be tested further.
Den här uppsatsen presenterar en ny interaktionsmodell i mixed reality (förstärkt verklighet). Modellen simulerar en interaktion mellan en robot och en användare: en robotfigur gestaltad i lera är förstärkt med animerade ansiktsdrag som visas i en mixed reality - miljö genom en mobiltelefon. Interaktionsmodellen med den fysiska robotfiguren kombinerad med animerade ansiktsdrag testas mot en likadan interaktion med en helt virtuellt robot utan fysisk gestaltning. En av utmaningarna vid skapandet av sociala agenter, oavsett om de är byggda för undervisningsmiljöer eller enbart rent sociala interaktioner, är att åstadkomma en upplevelse av social närvaro. Ett sätt att öka känslan av närvaro är att använda sig av en fysisk gestaltning i form av en robot. Tidigare forskning har funnit att användare lyssnar mer på robotar som finns fysiskt närvarande än robotar som presenteras via en skärm. Problemet med robotar är att de är dyra, de går sönder, de är svåra att uppdatera och de kan vara väldigt fysiskt begränsade: till och med att gå kan vara en utmaning. Den här uppsatsen testar ifall fysisk gestaltning ökar känslan av social närvaro, trots att all interaktion sker via en skärm. Ler-gestaltningen är skulpterad för hand, 3D-skannad och sedan spårad med hjälp av Vuforias objektigenkän- ning. Ler-gestaltningen får animerbara ansiktsdrag i mobilen. Denna interaktion jämförs mot en interaktion utan fysisk gestaltning: ett enbart virtuellt robothuvud med samma ansiktsdrag som är virtuellt positionerad i det fysiska rummet med hjälp av yt- och plan-igenkänning. Resultaten visade att interaktion mellan en människa och en virtuell agent har en ökad upplevelse av fysisk närvaro och att en virtuell agent tilldelas mer uppmärksamhet av den mänskliga parten ifall agenten har en fysisk gestaltning. Resultaten är statistiskt signifikanta med viss reservation för deltagarantalet i studien. Överlag upplevdes interaktionerna väldigt positivt. Deltagare från bägge interaktionerna gillade upplevelse. Deltagarnas tydligaste kritiska synpunkter gällde brist på komplexitet i konversationen - deltagarna ville ha en rikare interaktion. Den positiva responsen visar att interaktionssättet kan och bör studeras yttligare.
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Göbel, Gunther, and Ralph Sonntag. "Erfahrungen zur Nutzung von Mixed und Virtual Reality im Lehralltag an der HTW Dresden." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-234638.

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Der Einsatz von immersiven Systemen, also Virtual Reality (VR), Augmented Reality (AR) und Mixed Reality (MR) Systemen in der Lehre ist naheliegend. Eigene interaktive Erfahrung einer Tätigkeit ist immer einer reinen rezeptiven Beobachtung bzw. verbalen Erläuterung vorzuziehen. Trotzdem ist heutige Lehre selbst in Praktika und Übungen zum sehr großen Teil passiv, die selbständige Umsetzung, etwa das Bedienen einer Anlage oder die eigenständige Synthese einer Chemikalie, können aus Gründen der Zeit, Verfügbarkeit, Sicherheitsbedenken und Kostengründen oft nur selten eingesetzt werden. Dem Einsatz o.g. neuer immersiven Technologien stand bisher nicht nur der erhebliche Aufwand zur Erstellung entsprechender Simulationen gegenüber. Vor allem aber auch der Hardwareaufwand bei gleichzeitigem nicht optimalem Grad an Immersivität ließ kaum Möglichkeiten offen. Jeden Studenten einzeln ausreichend Zeit in einer teuren und großen Cave-Umgebung zu ermöglichen, damit dieser virtuell technische Anlagen bedient, ist für größere Studentenzahlen untauglich. [... aus der Einleitung]
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Vadruccio, Alessandro. "Mixed Reality techniques applied to a Virtual and Georeferenced tour for displaying street art content." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15144/.

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Negli ultimi anni l’uso della tecnologia è aumentato considerevolmente, con un parallelo aumento di dati creati. Tale incremento ha portato alla necessita di avere nuove tecnologie che ci permettano di rappresentare nel contesto reale i dati raccolti. La “Mixed Reality” è una tecnologia che permette di inserire degli oggetti virtuali all’interno dell’ambiente reale circostante in cui viviamo. HoloLens è un dispositivo realizzato da Microsoft che permette l’esecuzione di applicazioni in Mixed Reality. Grazie a questa tecnologia è possibile mappare l’ambiente circostante per creare delle superfici virtuali, sulle quali è possibile posizionare degli oggetti virtuali. In questo lavoro di tesi abbiamo inizialmente effettuato uno studio sulle potenzialità e i limiti del dispositivo e successivamente abbiamo realizzato un’applicazione che consentisse di testare le prestazioni del dispositivo in un caso reale. L’applicazione realizzata, consente di effettuare un tour virtuale dei contenuti di street art della città di Bologna. Tale applicazione può essere utilizzata in due modi. Il primo consente all’utente di visualizzare immagini di graffiti scelti da una mappa tridimensionale. Il secondo invece, consente di utilizzare HoloLens sul territorio urbano, al fine di visualizzare opere di street art che sono state rimosse, direttamente sul muro su cui si trovavano.
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Books on the topic "Virtual and mixed reality"

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Bourdot, Patrick, Mariano Alcañiz Raya, Pablo Figueroa, Victoria Interrante, Torsten W. Kuhlen, and Dirk Reiners, eds. Virtual Reality and Mixed Reality. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90739-6.

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Zachmann, Gabriel, Mariano Alcañiz Raya, Partrick Bourdot, Maud Marchal, Jeanine Stefanucci, and Xubo Yang, eds. Virtual Reality and Mixed Reality. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-16234-3.

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Shumaker, Randall, ed. Virtual and Mixed Reality. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02771-0.

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Chen, Jessie Y. C., and Gino Fragomeni, eds. Virtual, Augmented and Mixed Reality. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77599-5.

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Shumaker, Randall, and Stephanie Lackey, eds. Virtual, Augmented and Mixed Reality. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-21067-4.

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Lackey, Stephanie, and Jessie Chen, eds. Virtual, Augmented and Mixed Reality. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57987-0.

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Lackey, Stephanie, and Randall Shumaker, eds. Virtual, Augmented and Mixed Reality. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39907-2.

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Gabriella, Giannachi, ed. Performing mixed reality. Cambridge, Mass: MIT Press, 2011.

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Shumaker, Randall, and Stephanie Lackey, eds. Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07464-1.

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Shumaker, Randall, ed. Virtual and Mixed Reality - New Trends. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22021-0.

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Book chapters on the topic "Virtual and mixed reality"

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Ellis, Stephen R., and Brian M. Menges. "Operator Localization of Virtual Objects." In Mixed Reality, 305–23. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_17.

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Ohya, Jun, Tsutomu Miyasato, and Ryohei Nakatsu. "Virtual Reality Technologies for Multimedia Communications." In Mixed Reality, 285–300. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_16.

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Hirose, Michitaka, Tomohiro Tanikawa, and Takaaki Endo. "Building a Virtual World from the Real World." In Mixed Reality, 183–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_10.

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Milgram, Paul, and Herman Colquhoun. "A Taxonomy of Real and Virtual World Display Integration." In Mixed Reality, 5–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_1.

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Loomis, Jack M., Roberta L. Klatzky, and Reginald G. Golledge. "Auditory Distance Perception in Real, Virtual, and Mixed Environments." In Mixed Reality, 201–14. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_11.

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Ohta, Yuichi, Goki Inoue, Toshihiro Kobayashi, and Long Quan. "Vision-Based Geometric Registration of Virtual and Real Worlds." In Mixed Reality, 85–100. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_5.

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Bordegoni, Monica, Umberto Giraudo, Giandomenico Caruso, and Francesco Ferrise. "Ergonomic Interactive Testing in a Mixed-Reality Environment." In Virtual Reality, 431–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_47.

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Santos, Pedro, André Stork, Thomas Gierlinger, Alain Pagani, Bruno Araújo, Ricardo Jota, Luis Bruno, et al. "IMPROVE: Collaborative Design Review in Mobile Mixed Reality." In Virtual Reality, 543–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_59.

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Salpisti, Despoina, Matthias de Clerk, Sebastian Hinz, Frank Henkies, and Gudrun Klinker. "A Procedural Building Generator Based on Real-World Data Enabling Designers to Create Context for XR Automotive Design Experiences." In Virtual Reality and Mixed Reality, 149–70. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-16234-3_9.

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Lin, Chengyuan, and Voicu Popescu. "Fast Intra-Frame Video Splicing for Occlusion Removal in Diminished Reality." In Virtual Reality and Mixed Reality, 111–34. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-16234-3_7.

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Conference papers on the topic "Virtual and mixed reality"

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Robb, Andrew, and Benjamin Lok. "Social presence in mixed agency interactions." In 2014 IEEE Virtual Reality (VR). IEEE, 2014. http://dx.doi.org/10.1109/vr.2014.6802076.

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Pinćjer, Ivan, Neda Milić, Irma Puškarević, and Nada Miketić. "CONVERSION OF VIRTUAL REALITY INTO A MIXED REALITY." In 9th International Symposium on Graphic Engineering and Design. Faculty of Technical Sciences, 2018. http://dx.doi.org/10.24867/grid-2018-p70.

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Mirza, Tabasum, Neha Tuli, and Archana Mantri. "Virtual Reality, Augmented Reality, and Mixed Reality Applications: Present Scenario." In 2022 2nd International Conference on Advance Computing and Innovative Technologies in Engineering (ICACITE). IEEE, 2022. http://dx.doi.org/10.1109/icacite53722.2022.9823482.

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Kantonen, Tuomas, Charles Woodward, and Neil Katz. "Mixed reality in virtual world teleconferencing." In 2010 IEEE Virtual Reality Conference (VR). IEEE, 2010. http://dx.doi.org/10.1109/vr.2010.5444792.

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Norman, Mitchell, Gun Lee, Ross T. Smith, and Mark Billinqhurs. "A Mixed Presence Collaborative Mixed Reality System." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8797966.

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Wagner, Daniel, and Dieter Schmalstieg. "Muddleware for Prototyping Mixed Reality Multiuser Games." In 2007 IEEE Virtual Reality Conference. IEEE, 2007. http://dx.doi.org/10.1109/vr.2007.352489.

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Roulland, Frederic, Stefania Castellani, Pascal Valobra, Victor Ciriza, Jacki O'Neill, and Ye Deng. "Mixed reality for supporting office devices troubleshooting." In 2011 IEEE Virtual Reality (VR). IEEE, 2011. http://dx.doi.org/10.1109/vr.2011.5759458.

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Sand, Antti, and Ismo Rakkolainen. "Mixed reality with multimodal head-mounted pico projector." In VRIC 2013: Virtual Reality International Conference - Laval Virtual. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2466816.2466831.

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Zaldivar-Colado, Ulises, Samir Garbaya, Paul Tamayo-Serrano, Xiomara Zaldivar-Colado, and Pierre Blazevic. "A mixed reality for virtual assembly." In 2017 26th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN). IEEE, 2017. http://dx.doi.org/10.1109/roman.2017.8172385.

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DiVerdi, Stephen, and Tobias Hollerer. "GroundCam: A Tracking Modality for Mobile Mixed Reality." In 2007 IEEE Virtual Reality Conference. IEEE, 2007. http://dx.doi.org/10.1109/vr.2007.352466.

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Reports on the topic "Virtual and mixed reality"

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Iatsyshyn, Anna V., Valeriia O. Kovach, Volodymyr O. Lyubchak, Yurii O. Zuban, Andriy G. Piven, Oleksandra M. Sokolyuk, Andrii V. Iatsyshyn, Oleksandr O. Popov, Volodymyr O. Artemchuk, and Mariya P. Shyshkina. Application of augmented reality technologies for education projects preparation. [б. в.], July 2020. http://dx.doi.org/10.31812/123456789/3856.

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Abstract:
After analysis of scientific literature, we defined that concept of “augmented reality” has following synonyms: “advanced reality”, “improved reality”, “enriched reality”, “mixed reality” and “hybrid reality”. Analysis of scientific literature and own practical experience of the use of augmented reality technologies application in educational practices allowed to state next: augmented reality technologies have a great potential for application in education; there are some cases of augmented reality use for school education; positive aspects of augmented reality technologies application in higher education institutions are confirmed by experiments (isolated cases); only few universities in Ukraine apply augmented reality technologies to educate students; only few universities in Ukraine have special subjects or modules in schedule to teach students to develop augmented reality technologies; various scientific events, mass events, competitions are held in Ukraine, and specialized training on the augmentation of augmented reality technologies is carried out, but this is non-systematic and does not have special state orientation and support. Features of introduction of virtual and augmented reality technologies at Sumy State University (Ukraine) are identified: “e-learning ecosystems” was created; in 2019, augmented and virtual reality research laboratory was established. Advantages and disadvantages of project activity in education are described: project activity is one of the most important components of educational process; it promotes creative self-development and self-realization of project implementers and forms various life competencies. It is determined that augmented reality application for implementation of educational projects will help: to increase students’ interest for educational material; formation of new competences; increase of students’ motivation for independent educational and cognitive activity; activation of educational activities; formation of positive motivation for personal and professional growth; conditions creation for development of personal qualities (creativity, teamwork, etc.). Current trends in implementation of educational projects were identified: most of the winner projects were implemented using augmented reality technology; augmented reality technologies were used in projects to teach different disciplines in higher education institutions. Augmented reality technology application for project activity has positive impact on learning outcomes and competitiveness of the national workforce; it will enhance the country’s position in the global economic space.
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Dailey, James F. Virtual Reality. Fort Belvoir, VA: Defense Technical Information Center, April 1993. http://dx.doi.org/10.21236/ada278294.

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Gembicki, M., and D. Rousseau. Naval Applications of Virtual Reality,. Fort Belvoir, VA: Defense Technical Information Center, January 1993. http://dx.doi.org/10.21236/ada265100.

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Najjariasl, Parisa, Kamran Dalvandi, Parinaz Onikzeh, Aida Kazemi, Afshin Heidari, Hamidreza Sadeghsalehi, and Hadi Zamanian. Virtual reality and labor pain. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, October 2021. http://dx.doi.org/10.37766/inplasy2021.10.0035.

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Costa, E., S. Manfio, and S. Tusa. Virtual Reality and Virtual Dives among Sicilian Marble Cargos. Honor Frost Foundation, 2020. http://dx.doi.org/10.33583/utm2020.03.

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Dow, Thomas A. Virtual Reality in Precision Engineering Research. Fort Belvoir, VA: Defense Technical Information Center, October 1994. http://dx.doi.org/10.21236/ada286528.

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SRI INTERNATIONAL MENLO PARK CA. Audition and Vision in Virtual Reality. Fort Belvoir, VA: Defense Technical Information Center, September 1994. http://dx.doi.org/10.21236/ada298906.

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Hezel, Paul J., and Harry Veron. Head Mounted Displays for Virtual Reality. Fort Belvoir, VA: Defense Technical Information Center, February 1993. http://dx.doi.org/10.21236/ada263498.

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Julie Schweitzer, Ph.D., Julie Schweitzer, Ph D. Using Virtual Reality to Build Resistance to Distraction. Experiment, January 2014. http://dx.doi.org/10.18258/1906.

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Lanier, Jaron. A Virtual Reality-Based Simulation of Abdominal Surgery. Fort Belvoir, VA: Defense Technical Information Center, June 1994. http://dx.doi.org/10.21236/ada282279.

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