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Mixed Reality - Science topic

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I'm a Mechanical/Systems Engineer with over 20 years of industry experience. I have recently set foot in the AI (Artificial Intelligence) - particularly Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) - realms. I have been concentrating mainly on developing virtual training modules for industrial applications within the space and nuclear settings.
I have an autistic child, for whom, I would like to develop psychoeducational applications under the AR/VR/MR scope. I have read 'some' research pertaining to this subject on ResearchGate; including technological reviews, capabilities and preliminary next steps etc., but have struggled to dig deeper into application development, per se.
I'm posting this generic query out there for fellow researchers with expertise and know-how in this specific subject to steer me (guide) in the right direction. As I've outlined, I'm versed on the development side of virtual reality but lack in-depth knowledge in the field of combining these realms with psychoeducation purposes.
Would love to get a discussion going on this topic to garner more awareness and deeper insights into how to converge upon a useful application to help the young neuro-diverse brains out there!
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Hi Jaspal! Special needs education is indeed an area that needs more attention and development at a global level. In some sense, every one is ‘special’ and the (probably utopian) ideal is one where each learner gets a personalized learning experience based on their individual learning styles and preferences.
About myself – in the past 20-odd years in my organization, I have been associated with various projects on special needs education, remediation and advocacy. I have also worked as an instructional designer on developing training courses using AR/VR/MR for various corporates.
The field of special needs education, including autism, dyslexia, dysgraphia, dyscalculia, ADHD etc. is very vast. Hence there is no panacea – creating one course for all needs is impractical and ineffective. The best and most common approach is to first identify the specific learning challenge/s that the learner faces, and then identify the most effective learning modality (Visual, Auditory, Reading/Writing and Kinesthetic) and finally design the most engaging learning solution that addresses the specific learning challenge/s.
It would be great if you could share some information about what specific learning challenges your child faces, as it would help give some direction to the effort of arriving at an appropriate and effective solution.
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Hello,
I am currently investigating the integration of VR and AR in the process of language learning. I am mainly focusing on the technological possibilities that the use of e.g. VR glasses offers compared to other learning media. I have already analysed a few advantages. I would like to know which arguments have not been appreciated enough so far. Overall, one often hears the same arguments.
Thank you very much!
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Andreas K. Increases learners' ability to learn. Increase interest in mundane disciplines such as science. Students' comprehension should be improved. Improve instructors' teaching skills by offering a deep level of knowledge using VR.
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There are many technical challenges in VR/AR. Among these, which is the most important technical challenge without which VR/AR will miss the mass market? Let us discuss.
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I agree with Ljubomir Jacić about the potential of VR in education. In my recent study, I examined the effectiveness of VR for learning geography.
You can also find more details about the challenges of VR use in my PhD thesis.
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Augmented Virtuality (AV) already overlays most parts of the users' environment, so I wonder if Diminished Reality (DR) could be seen as a sub-term of AV with a special focus on intentionally removing particular objects. Or is it better to see DR as a feature of Augmented Reality (AR), as in “do only remove few particular objects”? Maybe it is better to say it applies to both and therefore could be seen as a feature of Mixed Reality (MR)? (I use AV, AR, and MR according to Milgram and Kishino's Reality-Virtuality Continuum here)
Does anyone have a reliable definition about the differences and similarities between those concepts?
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Dear Sebastian Felix Rauh,
Here is some useful auxiliary info:
What are the differences among virtual, augmented and mixed reality?
They're pretty big and important.
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1) What do you understand/characterize the metaverse?
2) Is it a disruptive innovation?
3) Will the metaverse replace the Internet?
4) How will legal, ethical and moral issues be dealt with in the metaverse?
5) Will the value chain of products and services in the metaverse differ from the real world?
6) What will sensations and perceptions be like in the metaverse?
7) Is it the right time for companies to make their migration to the metaverse?
8) Is current technology suitable for the metaverse to become a reality?
9) What is the impact of the metaverse on society?
10) Will the metaverse be a new Second Life?
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Like this phrase about metaverse in Google; What's certain is that the metaverse will be a new paradigm where our digital and online lives converge.
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Hi everyone,
Later this year I will be conducting a repeated measures longitudinal experiment designed to quantify the long-term impact of Mixed Reality displays as user interfaces for viewing flight procedures/checlists on drone piloting performance.
Prior to testing, participants will receive training from instructors, and over the course of this training period, will execute 2 different drone flights (as shown in the image attached as 'Position Flight' and Traverse Flight').
Participants will be randomly assigned into 1 of 2 groups - the 'Hololens First' group, or the 'Screen First' group (an LCD screen is the control display condition). I will also be ensuring that an equal number of participants are assigned to each group.
Following the completion of the training flights, participants will perform three subsequent test flights:
  • Test Session 1 will involve participants executing 2 different flights not seen in training (shown in the image attached as 'Orbit Flight' and 'Recon Flight'), and will take place roughly 5 minutes after the completion of training.
  • Test Session 2 involves participants returning 10 days after Test Session 1 to conduct the same flights they executed in Test Session 1 (Orbit Flight and Recon Flight).
  • Test Session 3 involves participants returning 180 days after Test Session 1 to conduct the same flights they executed in Test Session 1 (Orbit Flight and Recon Flight).
My question, therefore, is do I need to randomise my participants into the Hololens First group or the Screen First group prior to each test (i.e. randomise participants before Test Session 1, randomise them again before Test Session 2, and finally, randomise before Test Session 3), or if it is okay to randomly assign participants to one of these groups prior to their training flights commence - with participants remaining in either the Hololens First Group or the Screen First Group for the entire duration of the experiment?
Thanks a lot in advance for your help - it is much appreciated!
Cian
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It looks like you want to quantify the long term effects of 'Hololens' and 'Screen' relative to each other, and not so much relative to no 'mixed reality display'.
In that case, I think that you need to cross over from 'Hololens' to 'Screen' or v.v. only once: after the third test run. Because if you cross-over after each test run, you'd measure the long term effects of both type of devices at the same time and cannot well contrast the results. And that implies that you can randomize only once.
Does that answer your question?
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What are the differences between Mixed Reality and Extended Reality. I am trying to understand through some examples. Please help me on that.
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Extended reality or XR is just a term used to group all technologies that go between real and virtual worlds. The letter X is to be replaced with any of the letters: A, M or V which gives AR, MR, VR respectively.
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Dear fellow researchers,
I am looking for some advice on eye-tracking enabled VR headsets. Currently contemplating between HTC Vive Pro Eye and Pico Neo 3 Pro Eye... Both have built in eye tracking by tobii. Does anyone has any experience with any of them? Or can recommend any other brands?
We are planning to use it for research in combination with EEG and EDA sensors to assess human response to built environment. Any advice is much appreciated.
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The iMotions VR Eye Tracking Module allows for eye tracking data collection, visualization, and analysis in virtual environments using the HTC Vive Pro Eye and Varjo VR-2 eye tracking headsets.
Kind Regards
Qamar Ul Islam
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Our recent research shows that AR systems have inherent conflict while interacting with virtual objects. We termed this new conflict as Virtual Kinesthetic Conflict (VKC). This conflict is very similar to the inherent Visual Accommodation Conflict (VAC) in VR. Just like VAC, VKC also cannot be avoided, we can only reduce the effects of VKC. In our recent publication, we have listed a few guidelines to reduce the effects of VKC. Can you think of other solutions?
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Introducing sensory overlays (sometimes called Virtual Fixtures) can reduce the impact of kinesthetic conflict in augmented reality and telepresence environments. The best overlays are haptic (even if they don't prevent physical dislocation), but you can make real improvements (as measured by Fitts Law) with just audio overlays. Here is a link earliest work we did at the US Air Force looking at Fitts implications of haptic and audio fixtures to AR:
It also helps when there is time-delay in telepresence environments, which is an even worse kinesthetic conflict than "missing surfaces" in AR:
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The paper describes the possibilities of training drivers and students to effective driving modes of the train. Could you suggest the similar Software and Hardware Simulators for combine harvester Drivers Training?
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Agree with Qamar Ul Islam.
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Connecting With the New Digital Customer
Immersive technologies
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Needs answer a nice question
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We have many technical issues in Mixed Reality. Which is the most important technical challenge for Mixed Reality?
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In the battlefield, security issues as follows.
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According to expert opinions, the IT technology virtual reality and augmented reality will be implemented to information services offered on online information portals and in technological applications of online companies. Probably in the near future, virtual reality technology and augmented reality will be one of the main computerized forms of access to the digital world in the future. Adding a digital overlay to reality allows you to create characters and objects that you can design and digitally develop. Digital objects created in this way can be placed in real space as if they really existed, which will probably be used in meeting expectations as to the development of information services in the future.
In view of the above, the current question is: Is IT technology virtual reality and augmented reality already implemented in Internet information services?
Please, answer, comments.
I invite you to the discussion.
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Nice Dear Chris Rhodes
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Mixed Reality (MR) is a concept not yet consolidated. I have read and heard distinct definitions of the term: sometimes it fuses itself with the concept of Augmented Reality (AR), others, with Virtual Reality (VR) synchronized with the real world, as a room-scale VR experience.
What is, indeed, the best definition for Mixed Reality?
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There is not a single, "best" definition of MR. In fact, my colleagues and I investigated this question for a paper presented at this year's CHI conference. Based on expert interviews and a literature review, what we found were 6 distinct and widely used working definitions:
  • MR according to Milgram's continuum
  • MR as a synonym for AR
  • MR as a type of collaboration
  • MR as a combination of AR & VR
  • MR as an alignment of environments
  • MR as a "stronger" version of AR
These can be classified based on a conceptual framework (some would call it a taxonomy) with 7 dimensions:
  • number of environments
  • number of users
  • level of immersion
  • level of virtuality
  • degree of interaction
  • input
  • output
Hope this helps! :)
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During some lessons it may be for a limited time, in specific situations of didactic games or the presentation of specific learning processes and topics, the teacher may allow the use of devices such as virtual reality slots and augmented reality. In addition, the teacher can also include other mobile devices such as laptops, tablets, smartphones etc. in the education process. In certain situations, these devices would play the role of teaching instruments supporting the didactic processes conducted by the teacher.
Do you agree with my opinion on this matter?
In view of the above, I am asking you the following question:
Can glasses for virtual reality and augmented reality be teaching instruments used in education processes?
Please reply
I invite you to the discussion
Thank you very much
Best wishes
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Hi! Not so much for teaching as for personal learning.
Or rather, this reminds us of the role of the teacher as scaffolding for individual learning (Vygotskij). Collective demos of new gadgets in the classroom is not so meaningful, and these technologies have been hyped and overrated.
The bottom line is: there is no separate cyber world, nor should digital information be understood as an information layer on top of the physical. Our one and only world is today rather understood as information, in information terms. I am following Floridi’s Philosophy of Information in this line of thinking. Otherwise we cant see the forest for all the trees.
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What is the best algorithm or technique for tracking small objects in virtual environments. Best in the sense of tracking resolution, latency, and cost.
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If you extend a little your question, maybe researcher give best solution.
What do you think about Kalman Filter?
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For my master thesis I am trying to make PCA more understandable by explaining it with the means of virtual or mixed reality. In order to do this, I want to find out what goes wrong when people try to get a grasp of PCA. For example if students have trouble imagining things in 3D or beyond 3D. Maybe the math is too challenging for math novices, such as for communication students.
So my questions are:
- How do you teach and try to get people to understand PCA, what do you explain first, what path do you follow?
- What difficulties arise during teaching it
- Do you use visual help to make it more understandable and if so, which?
- Have you already used virtual or mixed reality to make PCA more understandable?
Thanks a lot in advance for your help,
Gilles Van den Eede
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Dear Gilles Van den Ede,
Without the basic knowledge about linear algebra it is difficult to get a concept of PCA. So, I think at first I should give a basic introduction of the linear algebra and the linear transformation to the student. Furthermore, there are several website that describes the fundamentals of PCA by graphical representation. You can check them as well.
Regards
Md. Asadur Rahman
BME, KUET
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There are many reasons why Augmented Reality (AR) will be the future battleground. However this battleground cannot be won without solving some of the most difficult technical challenges. Among all the technical challenges, what is the most important technical challenge in Augmented Reality?
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One of the most important challenges is still the registration problem. Since the virtual information should precisely supplement the real world, it is crucial that both information matches precisely in their position. While this problem seems to be solved by using markers/fiducials, this solution cannot be used in many real-life applications for several reasons (harsh environments / cultural heritages / esthetical design).
Moreover, it is not just the object that needs to be precisely identified and located, it also the user who is moving around in the real world. Also his position needs to be tracked, and there is still some effort e.g. to further develop the SLAM tracking technology.
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Do you think AR browsers are still the best option to build AR experiences for mobile devices such as smartphones? What about the native AR applications ? Which one do you prefer and what improvement have been there in each technology?.
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AR browsers include Layar, Wikitude, Aurasma, Junaio, Augment, Blippar and Zapar. In addition, AR SDKs are available for those with programming skills. To these; Wikitude SDK, ARcore, ARkit, Vuforia, Artoolkit 6 and so on. many examples can be given. The emergence of mixed reality in recent times and the emergence of smart goggles-for viewing AR apps- like Hololens will accelerate the development of markerless AR applications.
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Does AR and MR improve User Experience? This question is part of my thesis question. I would like to get some articles, books, journals etc that help me do literature review.
I also would like to know if someone has built apps with AR experiences in mobile devices. Thanks
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check out following paper
"Expected user experience of mobile augmented reality services:
a user study in the context of shopping centres" by (Olsson et al 2011)
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Please share your opinion: For my knowledge (didn't find references), there are 4 types of Augmented Reality:
- Glass-See-Through: like Google Glass or the fancy cars "Head-up Display" The computer generated information appears in a transparent glass or acrylic between your eyes and what you look at. 
- Video-See-Through: like cars rear cameras showing trajectory, like video games with knetic, architect color changing App and infrared car cameras with animal detection. The computer generated information appears in a video where you look at.
- Indirect: A QR code makes whatever is with the QR code go to 
 the computer screen
- Spacial: Like VeinViewer. The computer generated image is projected onto the target and there is no need of QR codes, goggles, glasses or video screens
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While maybe beyond the scope of the original question ill would like to explore the idea of "Mixed Reality" further. I also agree with what you have identified as the main two definitions of "Mixed reality, both the continium concept as one, and increased level of user interaction with the real world over AR the another.
One question about how your current definition of "Mixed Reality" is what do you define as the cross over from AR to MR . For example is it just limited to physical interaction with real world? 
For example, I recently saw a panel discussion about AR and the social impact when the device starts to understands it surrounds such as identifying point of interest to the users like historical information about a site, etc, currently this is commonly refered to as AR
This made me think of this situation, now let say you have glasses on and it can identify potential hazards in the environment. For example, hazards that a fire fighter cant see due to smoke so the glasses provides a 3D virtual representation of its scanning environment as an overlay of the smoke, what term do we use now AR/VR or MR? I know this is a blue sky example but it begs the question of where the line is drawn , personally I don't have a firm opinion but my initial instict says to categorise as MR
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I want to use the TAM to analyze acceptance of Augmented Reality (AR). Yet, it is unclear/open as to how people will interact with wearable AR systems (voice, gestures etc.)
I therefore want to show a short documentary on AR and then let the survey participants answer the TAM based on how they think it will be.
Problems: I don't have access to wearable AR Systems. Therefore, it is hard for participants to indicate "ease of use" as well as "usefulness".
Is the documentary enough?
I would be happy to receive some feedback and I appreciate any help.
Best regards,
Bernard
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Well as I mentioned, I certainly found in my work for Jaguar Land Rover that a video presentation could provide an 'indication' of the actual experience. In that when designs were compared, those that scored poorly following a video presentation also score poorly when rated after the in-the-car experience, so there was a correlation, though of course the actual ratings differed. So you would have to always compare ratings from the same presentation mode. I agree with Davide that the TAM needs to be extended for your actual purpose; I added a number of moderating factors to the scale I finally developed that were specific to in-car designs.
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I've never used this method, so I know only a little about it. Does it describe distortions due to the optics as well as field of view, eye position, etc?
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The plain SPAAM algorithm just uses Direct Linear Transform (DLT) to approximate the extrinsic (pose) and intrinsic orientation of the virtual camera (eye-display combination). DLT assumes a pinhole camera model. Hence, it does not consider radial distortion.
SPAAM is simply put just a procedure to collect your 3D-2D point correspondences. Hence, you could also use other models (considering distortion parameters) and estimation methods.
Best,
Jens