Journal articles on the topic 'Virtual and mixed reality'

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1

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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Bec, Alexandra, Brent Moyle, Vikki Schaffer, and Ken Timms. "Virtual reality and mixed reality for second chance tourism." Tourism Management 83 (April 2021): 104256. http://dx.doi.org/10.1016/j.tourman.2020.104256.

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Brigham, Tara J. "Reality Check: Basics of Augmented, Virtual, and Mixed Reality." Medical Reference Services Quarterly 36, no. 2 (April 3, 2017): 171–78. http://dx.doi.org/10.1080/02763869.2017.1293987.

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McMillan, Kiki, Kathie Flood, and Russ Glaeser. "Virtual reality, augmented reality, mixed reality, and the marine conservation movement." Aquatic Conservation: Marine and Freshwater Ecosystems 27 (September 2017): 162–68. http://dx.doi.org/10.1002/aqc.2820.

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Bis, Łukasz. "Virtual Reality. Now." Social Communication 4, s1 (December 1, 2018): 121–27. http://dx.doi.org/10.2478/sc-2018-0030.

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Abstract The purpose of this article is to introduce and rank information related to virtual reality as a new media phenomenon. In principle, in the Polish nomenclature, the term is so new that it is often confused, incomprehensible. This, in turn, translates into misunderstanding and the lack of the use of this communication channel. The article is a review of literature. In the first part concepts such as augmented reality, augmented virtuality, mixed reality, virtual reality, and immersion will be explained. A short historical outline of the virtual reality will also be shown. Then - in the next part of the article - the author compares this communication channel with well-known, such as the Internet, television, radio. Next the author will determine what are the fields of application of this communication channel and its condition.
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Jácome, Jarbas, Maria Oliveira, Fernando Alvim, Veronica Teichrieb, and Geber Ramalho. "MamuLEDs: Mixed Reality meets Mamulengo." Journal on Interactive Systems 11, no. 1 (October 8, 2020): 12–26. http://dx.doi.org/10.5753/jis.2020.771.

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Techniques of Virtual, Augmented, and Mixed Reality (VR, AR, MR) have been used for puppet theater in different cultural contexts around the world. However, we are not yet aware of the use of these techniques in the Brazilian Northeast Popular Puppet Theater, a tradition known in Pernambuco as Mamulengo. We present here a system developed for “The Quarrel Between the Real Puppet and the Virtual Puppet,” a sketch created for the class Realidade Virtual e Aumentada of Computer Science program at CIn-UFPE. This paper aims to investigate how VR/AR/MR techniques can contribute to the creation of mamulengo shows. We used the method of qualitative case study, analyzing the audiovisual records of essays and presentation, the software solution developed in Unity 3D, and the data collected from a focus group interview with puppeteers. This study identified as weaknesses of our system: the hand tracking unreliability and the lack of tactile feedback, causing discomfort in experienced puppeteering professionals. As strengthens of the system, we found that the technology aroused interest because of its potential for expanding the options of tools available for popular puppetry shows creation in current times.
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Allcoat, Devon, Tim Hatchard, Freeha Azmat, Kim Stansfield, Derrick Watson, and Adrian von Mühlenen. "Education in the Digital Age: Learning Experience in Virtual and Mixed Realities." Journal of Educational Computing Research 59, no. 5 (January 13, 2021): 795–816. http://dx.doi.org/10.1177/0735633120985120.

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In recent years Virtual Reality has been revitalized, having gained and lost popularity between the 1960s and 1990s, and is now widely used for entertainment purposes. However, Virtual Reality, along with Mixed Reality and Augmented Reality, has broader application possibilities, thanks to significant advances in technology and accessibility. In the current study, we examined the effectiveness of these new technologies for use in education. We found that learning in both virtual and mixed environments resulted in similar levels of performance to traditional learning. However, participants reported higher levels of engagement in both Virtual Reality and Mixed Reality conditions compared to the traditional learning condition, and higher levels of positive emotions in the Virtual Reality condition. No simulator sickness was found from using either headset, and both headsets scored similarly for system usability and user acceptance of the technology. Virtual Reality, however, did produce a higher sense of presence than Mixed Reality. Overall, the findings suggest that some benefits can be gained from using Virtual and Mixed Realities for education.
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Resnik, Olga, Yosi Arazi, Yoni Kaganovitz, and Assaf Levy‐Beeri. "Augmented / virtual / mixed reality systems optical terminology." PhotonicsViews 19, no. 1 (January 12, 2022): 58–62. http://dx.doi.org/10.1002/phvs.202200007.

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Resnik, Olga, Yosi Arazi, Yoni Kaganovitz, and Assaf Levy‐Beeri. "Augmented / virtual / mixed reality systems optical terminology." PhotonicsViews 19, no. 2 (January 13, 2022): 90–94. http://dx.doi.org/10.1002/phvs.202200008.

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Teichmann, Gunter, and Harro Fabian Fromme. "„Mixed und Virtual Reality – Anwendungen und Zukunftsvisionen“." Wirtschaftsinformatik & Management 11, no. 3 (May 13, 2019): 152–57. http://dx.doi.org/10.1365/s35764-019-00185-7.

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Nyland, Nancy. "Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library." Journal of Electronic Resources Librarianship 31, no. 4 (October 2, 2019): 283–84. http://dx.doi.org/10.1080/1941126x.2019.1670493.

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Cardoso, Kristen. "Beyond reality: augmented, virtual, and mixed reality in the library." Public Services Quarterly 16, no. 2 (April 2, 2020): 104–5. http://dx.doi.org/10.1080/15228959.2020.1735732.

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22

Moore, H. Frank, and Masoud Gheisari. "A Review of Virtual and Mixed Reality Applications in Construction Safety Literature." Safety 5, no. 3 (August 12, 2019): 51. http://dx.doi.org/10.3390/safety5030051.

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Over the last decade, researchers have used virtual- and mixed-reality (VR-MR) techniques for various safety-related applications such as training, hazard monitoring, and preconstruction planning. This paper reviews the recent trends in virtual- and mixed-reality applications in construction safety, explicitly focusing on virtual-reality and mixed-reality techniques as the two major types of computer-generated simulated experiences. Following a systematic literature assessment methodology, this study summarizes the results of articles that have been published over the last decade and illustrates the research trends of virtual- and mixed-reality applications in construction safety while focusing on the technological components of individual studies.
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Chang, Chun-Yen, Chia-Li Debra Chena, and Wei-Kai Chang. "Research on Immersion for Learning Using Virtual Reality, Augmented Reality and Mixed Reality." Enfance N°3, no. 3 (2019): 413. http://dx.doi.org/10.3917/enf2.193.0413.

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Löffler, Robert, Tomáš Tholt, and Vladimír Šimkovič. "Mixed Reality in Architecture." Applied Mechanics and Materials 820 (January 2016): 9–14. http://dx.doi.org/10.4028/www.scientific.net/amm.820.9.

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Nowadays, strong influence of technology development in all areas of science and arts (architecture) can be observed. Therefore, it is not surprising that some of the contemporary topics in architectural discourse (particularly in the context of cutting edge technologies) are closely related to technology. For example, new mixed reality devices coming to the commercial market belong to the area of research that is working with mixed realities and virtual spaces. Advantage of this technology is that it enables more dynamic and realistic perception of the computer designed world. Recent development and better accessibility of MR hardware has brought higher attention of designers to this problematic. Together with technology of games engines, the new powerful designing tool is emerging. The existence of this technology has an ability to transform design processes in the field of architecture.
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Johnsen, Kyle, Sun Joo Ahn, James Moore, Scott Brown, Thomas P. Robertson, Amanda Marable, and Aryabrata Basu. "Mixed Reality Virtual Pets to Reduce Childhood Obesity." IEEE Transactions on Visualization and Computer Graphics 20, no. 4 (April 2014): 523–30. http://dx.doi.org/10.1109/tvcg.2014.33.

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Yuan, Miaolong, Ishtiaq Rasool Khan, Farzam Farbiz, Susu Yao, Arthur Niswar, and Min-Hui Foo. "A Mixed Reality Virtual Clothes Try-On System." IEEE Transactions on Multimedia 15, no. 8 (December 2013): 1958–68. http://dx.doi.org/10.1109/tmm.2013.2280560.

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Bhowmik, Achintya K. "Advances in Virtual, Augmented, and Mixed Reality Technologies." Information Display 34, no. 5 (September 2018): 18–21. http://dx.doi.org/10.1002/j.2637-496x.2018.tb01117.x.

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Kipnis, Daniel G. "Book Review: Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library." Reference & User Services Quarterly 59, no. 2 (March 4, 2020): 134. http://dx.doi.org/10.5860/rusq.59.2.7279.

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As part of the democratization of information, libraries are expanding their offerings beyond knowledge-based resources into the realm of virtual reality. In Beyond Reality, Varnum produces nine unique chapters on augmented, virtual, and mixed realities (AR/VR/MR). Six of the chapters are university case studies, two are from public libraries, and the final chapter is from an intellectual property attorney. The selected case studies offer a variety of geographic locations and sizes, which will help match libraries considering pursuing AR/VR/MR programs.
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Teruggi, S., and F. Fassi. "MIXED REALITY CONTENT ALIGNMENT IN MONUMENTAL ENVIRONMENTS." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2022 (May 30, 2022): 901–8. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2022-901-2022.

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Abstract. Mixed reality provides on-the-spot and real-time data access capabilities by making virtual models and information more intuitive and accessible. Furthermore, allowing the operator to perceive 3D as holograms would allow for a more natural and straightforward manipulation of the perceived 3D content by permitting the augmentation of real objects with various levels of data. This can be accomplished by appropriately registering and superimposing the presented 3D models with the surrounding environment. This work aims to provide a quantitative evaluation of HoloLens 2 capabilities in registering virtual content inside monumental spaces. Two different methodologies are evaluated: Vuforia image targets and Microsoft World Locking Tools (WLTs). Tests have been performed inside Milan Cathedral's monumental spaces. Here, ambience dimensions, single architectural element repetition and non-uniform lighting conditions push out-of-the-box methods to their limits. Results show that WLTs with their space pins API can correctly reference virtual content keeping deviations in the order of 15 cm coping with the scale error produced from sensors’ drifts.
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Spain, Randall, Shannon K. T. Bailey, Benjamin Goldberg, Robert Sail, Kendall Carmody, Cherrise Ficke, Allison Bayro, et al. "Me and My VE 2022: Human Factors Applications Using Virtual Reality, Mixed Reality, and Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (September 2022): 2188–92. http://dx.doi.org/10.1177/1071181322661001.

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This abstract is a companion piece to the ninth iteration of the “Me and My VE” interactive session. The purpose of this alternative format session is to allow human factors researchers to demonstrate how they use virtual reality, mixed reality, and virtual environments to support end-user research. The session begins with each presenter providing a brief introduction of their virtual reality, mixed reality, or virtual environment application. After this introduction, attendees engage with the presenters and their virtual environments in an interactive demonstration period. This year’s demonstrations include applications ranging from designing virtual environments for accessibility to using virtual and extended reality to support medical and aviation training, content validation, and human-computer interaction studies. The goal of the session is to allow attendees to experience how human factors professionals use virtual environments to support human factors-oriented research and to learn about the exciting work being conducted in this field.
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Wong, Billy Tak Ming, and Kam Cheong Li. "A literature review of augmented reality, virtual reality, and mixed reality in language learning." International Journal of Mobile Learning and Organisation 15, no. 2 (2021): 164. http://dx.doi.org/10.1504/ijmlo.2021.10036557.

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Li, Kam Cheong, and Billy Tak Ming Wong. "A literature review of augmented reality, virtual reality, and mixed reality in language learning." International Journal of Mobile Learning and Organisation 15, no. 2 (2021): 164. http://dx.doi.org/10.1504/ijmlo.2021.114516.

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Waheed, Sama. "An effective role of Virtual Reality, Augmented Reality and Mixed Reality in Product Design." International Design Journal 11, no. 5 (August 1, 2021): 133–49. http://dx.doi.org/10.21608/idj.2021.259690.

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Cheok, Adrian David, Michael Haller, Owen Noel Newton Fernando, and Janaka Prasad Wijesena. "Mixed Reality Entertainment and Art." International Journal of Virtual Reality 8, no. 2 (January 1, 2009): 83–90. http://dx.doi.org/10.20870/ijvr.2009.8.2.2729.

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Social and physical interactions are new paradigms that outline the vision of the next generation of entertainment. We can provide these interactions through employment of technologies such as mixed reality to merge the human physical world with the virtual game world. However, there are a few obstacles in achieving physical, mobile, tangible and social interaction for people's entertainment. The authors had organized a workshop on this topic of "Mixed Reality Entertainment and Art" at the ISMAR 2007 conference in Nara, and the presentations are summarized in this paper. Furthermore, the authors detail their related systems, including BlogWall, MediaMe, and Shared Design Space to provide artistic and entertainment mixed reality.
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Walairacht, Somsak, Keita Yamada, Shoichi Hasegawa, Yasuharu Koike, and Makoto Sato. "4 + 4 Fingers Manipulating Virtual Objects in Mixed-Reality Environment." Presence: Teleoperators and Virtual Environments 11, no. 2 (April 2002): 134–43. http://dx.doi.org/10.1162/1054746021470586.

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This paper describes the construction of a prototype system that allows the user to manipulate virtual objects in a mixed-reality environment. The user can perceive haptic sensations at his or her fingertips and see a virtual world with a live image of his or her hands manipulating the virtual objects. The difficulty of constructing such a visual presentation is the problem of merging the real image with correct geometrical occlusion with images of virtual objects in the simulated virtual world. In this paper, a method of solving registration of real and virtual images to produce mixedreality scenes is proposed. We have combined this method with our haptic interface device, SPIDAR-8, to construct a system that integrates these realities by using the sense of touch and vision of real images in the virtual world that can be realized during the manipulation of virtual objects. The implemented results are shown and remaining problems are discussed.
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Hube, Natalie, Mathias Müller, Esther Lapczyna, and Jan Wojdziak. "Mixed Reality based Collaboration for Design Processes." i-com 19, no. 2 (August 26, 2020): 123–37. http://dx.doi.org/10.1515/icom-2020-0012.

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AbstractDue to constantly and rapidly growing digitization, requirements for international cooperation are changing. Tools for collaborative work such as video telephony are already an integral part of today’s communication across companies. However, these tools are not sufficient to represent the full physical presence of an employee or a product as well as its components in another location, since the representation of information in a two-dimensional way and the resulting limited communication loses concrete objectivity. Thus, we present a novel object-centered approach that compromises of Augmented and Virtual Reality technology as well as design suggestions for remote collaboration. Furthermore, we identify current key areas for future research and specify a design space for the use of Augmented and Virtual Reality remote collaboration in the manufacturing process in the automotive industry.
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Kováč, Juraj, František Ďurovský, and Jozef Varga. "Integrated System of Mixed Virtual Reality Based on Data Glove CyberGlove II and Robotic Arm MechaTE Robot." Applied Mechanics and Materials 611 (August 2014): 239–44. http://dx.doi.org/10.4028/www.scientific.net/amm.611.239.

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Proposed paper describes development of CyberGlove II - MechaTE low-cost robotic hand interface intended for future use in virtual and mixed reality robot programming. The main goal is to explore possibilities and gain programing experience in controlling mechanical hands by means of data gloves and its interconnection to virtual reality modeling software. First part of paper describes recent progress in using virtual reality for purposes of intuitive robot programming; second part includes an overview of recent development of mechanical hands construction, as well as currently available data gloves. Last part provides details about CyberGlove – MechaTE interface and its potential for methods of intuitive robot programming in virtual or mixed reality environments.
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Curcio, Igor D. D., Anna Dipace, and Anita Norlund. "Virtual realities and education." Research on Education and Media 8, no. 2 (December 1, 2016): 60–68. http://dx.doi.org/10.1515/rem-2016-0019.

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Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.
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Koontz, Marcy L., and Ian E. Gibson. "Mixed reality merchandising: bricks, clicks – and mix." Journal of Fashion Marketing and Management: An International Journal 6, no. 4 (December 1, 2002): 381–95. http://dx.doi.org/10.1108/13612020210448664.

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Mixed reality (MR) applications should now be developed for product merchandising. In the light of recent advances in apparel 3‐D design and merchandising technology we argue that MR could now be applied to the sales of relatively low‐end, high volume items, such as clothing and especially sports equipment. The disadvantage that relatively few shoppers could experience the MR application at firsthand, could be offset by the massive leveraging effect of displaying the mixed reality merchandising events within a networked multi‐channel marketing context, which could truly begin to define a shared zone within which on‐line virtual trading can merge with the richly crafted physical environment of a department store. The existence of an MR infrastructure in a store could begin to open the retailing space to on‐line virtual visitor access. Two technical sketches of mixed reality merchandising scenarios (featuring women’s garments and ski equipment) are given as examples.
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Goyal, Anshul. "Enhancing Customer Buying Experience using MR." International Journal for Research in Applied Science and Engineering Technology 10, no. 7 (July 31, 2022): 958–60. http://dx.doi.org/10.22214/ijraset.2022.45205.

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Abstract: This study provides a general overview of the MR technology that aids consumers in improving their shopping experiences. VR, AR, and MR technologies have revolutionised the online shopping experience of customers in the modern world. To keep clients, online e-commerce websites offer a seamless brand experience. Over 75% of buyers still leave their shopping carts full without placing the order, according to statistics. The use of mixed reality holds great promise for creating satisfying customer experiences that resemble those seen in physical establishments. In order to perceive the actual and digital worlds simultaneously on a single display, mixed reality mixes augmented reality with virtual reality. This technology raises the bar for the internet market and simplifies online buying for consumers. Retailers may now provide customers augmented reality (AR) and virtual reality (VR) perspective of their items through the usage of mixed reality. The user may overlay the products in both their real-world and virtual environments by combining this technology into a single application. Currently, a user dons a set of mixed reality glasses with cameras and sensors. It gathers as much data about the surroundings as it can using this tool and software, basically building a digital map of the actual world. The MR technology may enhance the world with holographic content and pictures using that map. Users of the MR glasses may view the objects they're viewing from different perspectives. In order to maximise their experience, they might then alter their own plans and deeds. The way individuals browse for things is anticipated to change as a result of this technology. eCommerce is undergoing a wave of transition as a result of mixed reality. We can anticipate seeing more of this kind of customer-enhancing technology in the future
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Spain, Randall, Benjamin Goldberg, Pete Khooshabeh, David Krum, Joshua Biro, Courtney Linder, Laura Stanley, et al. "Applications of Virtual Environments in Human Factors Research and Practice." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2308–12. http://dx.doi.org/10.1177/1071181319631393.

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Virtual reality, augmented reality, and other forms of virtual environments have the potential to dramatically change how individuals work, learn, and interact with each other. A key objective of human factors research and practice is to determine how these environments should be designed to maximize performance efficiency, ensure health and safety, and circumvent potential human virtual environment interaction problems. This session will demonstrate some of the distinct and diverse uses of virtual reality, mixed reality, and virtual environments in an alternative format. The session will begin with each demonstrator providing a brief overview of their virtual environment and describing how it has been used to address a particular problem or research need. Following the description portion of the session, all demonstrations will be set-up around the room, and session attendees will be encouraged to directly interact with the environment and ask demonstrators questions about their research and inquire about the effectiveness of using their virtual environment for research, training, and evaluation purposes. The overall objective of this alternative session is to provoke ideas among the attendees for how virtual reality, mixed reality, and virtual environments can help address their research, training, education or business needs.
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Poustinchi, Ebrahim. "Mixed Robotic Interface Г : Searching for a hybrid cyber-physical design/experience interface using virtual/actual robots." SHS Web of Conferences 64 (2019): 01008. http://dx.doi.org/10.1051/shsconf/20196401008.

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Mixed Robotic Interface is a project-based design-research investigation, studying new ways of creating hybridized cyber-physical design and experience interfaces, at the intersection of robotics—as its core component, and augmented reality, game design, projection mapping, and digital fabrication. Mixed Robotic Interface Г—as part of Mixed Robotic Interface series of research projects, focuses on using “actual” and “virtual” robot arms as a possible creative medium and extensions of design/gaming environment creating immersive atmospheres for “experiencing” design. This research questions the possibilities of creating an architectural/spatial atmosphere through digitally enhanced experiences. Different from some of the current experiments with augmented reality (AR), virtual reality (VR) and projection-mapping in architecture, Mixed Robotic Interface Г is not looking into “immersive” experience as a way to “blur” the boundaries of digital and physical—similar to virtual reality experience with headsets. Instead, Mixed Robotic Interface Г creates a recognizable gap between real and virtual to open up a creative space for the user/audience to be involved between these two mediums. Mixed Robotic Interface Г uses para-fictional storytelling as a way to engage the audience with the experience and to create continues atmospheric qualities.
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Onime, Clement, James Uhomoibhi, Hui Wang, and Mattia Santachiara. "A reclassification of markers for mixed reality environments." International Journal of Information and Learning Technology 38, no. 1 (November 10, 2020): 161–73. http://dx.doi.org/10.1108/ijilt-06-2020-0108.

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PurposeThis paper presents a reclassification of markers for mixed reality environments that is also applicable to the use of markers in robot navigation systems and 3D modelling. In the case of Augmented Reality (AR) mixed reality environments, markers are used to integrate computer generated (virtual) objects into a predominantly real world, while in Augmented Virtuality (AV) mixed reality environments, the goal is to integrate real objects into a predominantly virtual (computer generated) world. Apart from AR/AV classifications, mixed reality environments have also been classified by reality; output technology/display devices; immersiveness as well as by visibility of markers.Design/methodology/approachThe approach adopted consists of presenting six existing classifications of mixed reality environments and then extending them to define new categories of abstract, blended, virtual augmented, active and smart markers. This is supported with results/examples taken from the joint Mixed Augmented and Virtual Reality Laboratory (MAVRLAB) of the Ulster University, Belfast, Northern Ireland; the Abdus Salam International Centre for Theoretical Physics (ICTP), Trieste, Italy and Santasco SrL, Regio Emilia/Milan, Italy.FindingsExisting classification of markers and mixed reality environments are mainly binary in nature and do not adequately capture the contextual relationship between markers and their use and application. The reclassification of markers into abstract, blended and virtual categories captures the context for simple use and applications while the categories of augmented, active and smart markers captures the relationship for enhanced or more complex use of markers. The new classifications are capable of improving the definitions of existing simple marker and markerless mixed reality environments as well as supporting more complex features within mixed reality environments such as co-location of objects, advanced interactivity, personalised user experience.Research limitations/implicationsIt is thought that applications and devices in mixed reality environments when properly developed and deployed enhances the real environment by making invisible information visible to the user. The current work only marginally covers the use of internet of things (IoT) devices in mixed reality environments as well as potential implications for robot navigation systems and 3D modelling.Practical implicationsThe use of these reclassifications enables researchers, developers and users of mixed reality environments to select and make informed decisions on best tools and environment for their respective application, while conveying information with additional clarity and accuracy. The development and application of more complex markers would contribute in no small measure to attaining greater advancements in extending current knowledge and developing applications to positively impact entertainment, business and health while minimizing costs and maximizing benefits.Originality/valueThe originality of this paper lies in the approach adopted in reclassifying markers. This is supported with results and work carried out at the MAV Reality Laboratory of Ulster University, Belfast–UK, the Abdus Salam International Centre for Theoretical Physics (ICTP), Trieste-Italy and Santasco SrL, Regio Emilia, Milan–Italy. The value of present research lies in the definitions of new categories as well as the discussions of how they improve mixed reality environments and application especially in the health and education sectors.
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Feldon, David F., and Yasmin B. Kafai. "Mixed methods for mixed reality: understanding users’ avatar activities in virtual worlds." Educational Technology Research and Development 56, no. 5-6 (December 4, 2007): 575–93. http://dx.doi.org/10.1007/s11423-007-9081-2.

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Mateu, Juan, María Lasala, and Xavier Alamán. "Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit." Sensors 15, no. 9 (August 31, 2015): 21760–84. http://dx.doi.org/10.3390/s150921760.

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McBride, Miriam. "32 virtual, augmented, and mixed reality programs for libraries." Journal of the Australian Library and Information Association 71, no. 1 (January 2, 2022): 110. http://dx.doi.org/10.1080/24750158.2022.2034204.

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Hamacher, Alaric, Su Jin Kim, Sung Tae Cho, Sunil Pardeshi, Seung Hyun Lee, Sung-Jong Eun, and Taeg Keun Whangbo. "Application of Virtual, Augmented, and Mixed Reality to Urology." International Neurourology Journal 20, no. 4 (December 31, 2016): 375. http://dx.doi.org/10.5213/inj.1620err.003.

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Hamacher, Alaric, Su Jin Kim, Sung Tae Cho, Sunil Pardeshi, Seung Hyun Lee, Sung-Jong Eun, and Taeg Keun Whangbo. "Application of Virtual, Augmented, and Mixed Reality to Urology." International Neurourology Journal 20, no. 3 (September 30, 2016): 172–81. http://dx.doi.org/10.5213/inj.1632714.357.

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Stevens, Jonathan, Peter Kincaid, and Robert Sottilare. "Visual modality research in virtual and mixed reality simulation." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 12, no. 4 (February 17, 2015): 519–37. http://dx.doi.org/10.1177/1548512915569742.

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Spagnolli, Anna, Matthew Lombard, and Luciano Gamberini. "Mediated presence: virtual reality, mixed environments and social networks." Virtual Reality 13, no. 3 (July 25, 2009): 137–39. http://dx.doi.org/10.1007/s10055-009-0128-z.

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