Explore chapters and articles related to this topic
Information and communication technology/Building Information Modeling (BIM)
Published in Lincoln H. Forbes, Syed M. Ahmed, Lean Project Delivery and Integrated Practices in Modern Construction, 2020
Lincoln H. Forbes, Syed M. Ahmed
The recent rise of immersive technologies provided users with Virtual, Augmented, and Mixed Reality platforms. These platforms provide requested information to the users through a fully immersive environment, a partial immersive environment, or a mixture of the two (Azhar et al. 2018). While Virtual Reality (VR) is a fully immersive environment, the user is closed off from the outside environment. With AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world can be overlaid on the real world objects (Agarwal 2016). However AR technology does not allow users to manipulate virtual objects in the real environment. Mixed reality (MR), sometimes referred to as hybrid reality, is the integration of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. Mixed reality takes place not only in the physical world or the virtual world but is a mix of actual-reality and virtual-reality, encompassing both augmented reality and augmented virtuality features (Milgram et al. 1995).
A review of mixed-reality applications in Construction 4.0
Published in Anil Sawhney, Mike Riley, Javier Irizarry, Construction 4.0, 2020
Aseel Hussien, Atif Waraich, Daniel Paes
VR and AR are mixed-reality technologies for advanced visualization and simulation. They can enhance the cognitive capabilities of users who perform tasks that rely on or benefit from access to visual information, and can be used to improve the understanding, communication and sharing of that data. Efficient mixed-reality solutions enable users to effectively and intuitively navigate the virtual or augmented space while interacting with, generating, modifying and extracting data. Ultimately, mixed-reality technologies are used to create alternative visual information environments where users have direct and intuitive access to relevant data and consequent increased decision-making and task performance abilities. As per the KPMG Global Construction Survey (KPMG 2016), visualization is the future of decision-making in capital projects.
The Use of Virtual Environments to Support the Selection of Protective Systems for Machines in Order to Reduce the Risk Associated with Their Operation
Published in Andrzej Grabowski, Virtual Reality and Virtual Environments, 2020
Mixed reality is a reality in which real and virtual objects can interact with each other in real time. One example of using mixed reality in the context of work safety is the chain saw simulator (https://www.instantreality.org/cybersaw-a-mixed-reality-chainsaw/, https://www.youtube.com/watch?v=pp4pm-pTj1w). In the simulation trainees can cut virtual objects using a real saw, while interactions between the virtual wood and the real saw are transferred using a set of special cylinders. Mixed reality is also used in the field of electronic entertainment; applications in the form of games such as Pong or billiards, in which real objects interact with virtual ones, are well-known. Mixed reality is often used for worker training (e.g. in medicine: Kozmenko et al. 2008; Duff et al. 2010) and in industry (Chang et al. 2010), and to simplify controlling work machinery (Liverani et al. 2006). Other frequently mentioned examples of the possible uses for VR are supporting the design of workplaces (Hallbeck et al. 2010) and even entire factories (Lee et al. 2011). However, the most frequently presented practical use for mixed reality techniques is to enrich real images with synthetic images (Anders 2008), which allows people to gain additional information about the objects they are observing or to transmit alarm signals (Dźwiarek 2008, 2010). One interesting research topic related to vision systems and mixed reality is the 3D reconstruction of workstations, which is performed using open source software. The results of the reconstruction can be used to design and prepare virtual workstations, including those intended for training purposes.
Metaverse Chronicles: A Bibliometric Analysis of Its Evolving Landscape
Published in International Journal of Human–Computer Interaction, 2023
Walton Wider, Leilei Jiang, Jiaming Lin, Muhammad Ashraf Fauzi, Jingjing Li, Choon Kit Chan
Cluster 5 (Purple): This cluster includes six keywords related to “extended reality (XR) technologies.” The Metaverse concept is revolutionary, with the potential to change the way we live and interact with one another in the future. It is a virtual universe created by combining advanced technologies like augmented reality, extended reality, mixed reality, and virtual reality (Aslam et al., 2023). These technological advancements have created immersive and interactive virtual experiences, blurring the lines between the physical and virtual worlds (Morimoto et al., 2022). Augmented reality is a technology that augments our perception of reality by incorporating digital information into the physical world (Chylinski et al., 2020). Condino et al. (2018) define mixed reality as a hybrid of the physical and virtual worlds in which digital objects interact with the physical environment to create an even more immersive experience. The most immersive, virtual reality allows users to experience a completely simulated environment as if it were real (Khor et al., 2016). Users will be able to interact with each other and digital objects in various ways in the Metaverse, opening up new opportunities for entertainment, education, commerce, and more (Dwivedi et al., 2022). This parallel world will allow people to connect and collaborate regardless of their physical location or time (Allam et al., 2022).
Eudaimonia and Hedonia in the Design and Evaluation of a Cooperative Game for Psychosocial Well-Being
Published in Human–Computer Interaction, 2020
Katie Seaborn, Peter Pennefather, Deborah I. Fels
Safety is the first of three fundamental human factors considerations. The user needs and analysis study results pointed to using mixed reality, which would allow us to have virtual, rather than physical, objects, and barriers for safety reasons. However, we also needed to consider safety in terms of multiple people using powered chairs together in relatively close proximity. In the game, players interact with virtual stars by moving over top of interaction locations in physical reality using powered chairs; as such, we made sure that each player’s stars where placed far apart from each other to discourage players from moving too close to each other. We also had to ensure that using an attention-grabbing display during powered chair use would be feasible and safe; we confirmed this in a navigation and HUD user study (Seaborn et al., 2016). We also trained the non-chair-using participants with powered chairs before playing the game.
Constructing physical space design for high color gamut in mixed reality environment
Published in Journal of Information Display, 2023
Jihyung Kim, Jonghyeon Ka, Ju Hong Park, Wooksung Kim
Mixed reality technology allows users to recognize various information by creating a new environment – mixing virtual content into the real world. Most studies use OST-HMD utilizing projection optics to construct a mixed reality world. The OST method uses transparent waveguides, polarized beam splitter, and other transparent projection optics to deliver microdisplay-generated virtual images. This method allows users to see the real world directly beyond HMD, making it more mobile based on the high degree of freedom of content. Hence, it is preferred over the video see-through method, which has problems with the field of view and image delay. In an MR environment, display luminance is defined differently than in traditional mobile devices. The total display that affects the user when viewing a virtual image via OST-HMD is the brightness due to the background of the external environment (), the brightness from the reflection or glare effect due to the structure of the projection optical system (). The total brightness () that conveys the image of the OST-HMD display can be classified as shown in Figure 1. is a light that combines three types of brightness. In an environment with a general indoor illuminance or higher, becomes the dominant light, and the visibility of the virtual image generated by drops sharply [29–32].