scholarly journals Digital Pass‐Through Head‐Mounted Displays for Mixed Reality

2021 ◽  
Vol 37 (4) ◽  
pp. 17-21
Author(s):  
Stan Larroque
Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


2021 ◽  
Author(s):  
Amel Yaddaden ◽  
Guillaume Spalla ◽  
Charles Gouin-Vallerand ◽  
Patty Semeniuk ◽  
Nathalie Bier

BACKGROUND Mixed reality is an emerging technology allowing to "blend" virtual objects in the actual user's environment. A way to realize this is by using head-mounted displays. Many recent studies have suggested the possibility of using this technology to support the cognition of people with neurodegenerative disorders. However, most studies explored improvements in cognition rather than in independence and safety during the accomplishment of daily living activities. It is therefore crucial to document the possibility of using mixed reality to support the independence of older adults in their daily life. OBJECTIVE This study is part of a larger user-centered design study of a cognitive orthosis using pure mixed reality to support independence of people living with neurodegenerative disorders (NDs). The objectives were to explore: (1) What are the main difficulties encountered by older adults with NDs in their daily life to ensure that the pure mixed reality meets their needs; (2) What are the most effective interventions with this population in order to determine what types of assistance should be given by the pure mixed reality technology; (3) How should the pure mixed reality technology provide assistance to promote safety and independence at home; and (4) What are the main facilitators and barriers for the use of this technology. METHODS We conducted a descriptive qualitative study with 5 focus groups with experts of the disease and its functional impacts (n = 29) to gather information. Qualitative data from the focus groups was analyzed through an inductive thematic analysis. RESULTS The themes emerging from the analysis will provide clear guidelines to the development team prototyping a first version of a cognitive orthosis based on pure mixed reality. CONCLUSIONS The cognitive orthosis that will be developed in the light of this study will act as a proof of concept of the possibility of supporting people with neurodegenerative disorders using pure mixed reality.


2021 ◽  
Author(s):  
Trevor Nelson

Virtual Reality (VR) and Augmented Reality (AR), provide immersive experiences that are increasingly considered for implementation within Theme Parks. This paper seeks to determine the impact of virtual technologies on the Theme Parks. The method for this paper involved interviews with industry leading experts from the Theme Park industry. The interviews were structured to determine more detailed information on how they are approaching VR/AR in Theme Park attractions. Theme Parks need to provide guests with something they can’t get at home. There are many challenges with head mounted displays (HMD) in Theme Parks, as a result, several participants pointed to Mixed Reality (MR) as a better current solution. It mixes physical spaces with digital overlays with less complicated and operationally challenging technology. New attractions using VR/AR/MR technologies need to carefully consider what content they will use, mechanics of the experience and the business case to ultimately achieve overall success.


2021 ◽  
pp. 504-517
Author(s):  
Shubham Jain ◽  
Thomas Schweiss ◽  
Simon Bender ◽  
Dirk Werth

AbstractMixed reality has been identified as one of the technologies that can be deployed in omnichannel retail to improve the customer shopping experience. The article presents a mixed reality based digital shopping assistant which aims to provide retail customers with a holistic shopping experience. Design science research methodology is used to develop this physical artifact that comprises of assisting elements: product information, reviews, recommendations and a buy button. A study was conducted with two different head-mounted displays (Microsoft HoloLens and HoloLens 2) where 29 participants evaluated the proposed physical artifact and brings out the relationship between shopping experience constructs that constitutes a modern omnichannel retail customer experience. Results show a positive attitude of customers towards the technology. Differences between the two-head mounted displays were observed in terms of perceived privacy issues. Technology adoption, enjoyment and security beliefs of the customers are observed to have a significant effect on the user’s intention to use the technology. The results also reveal that a customer’s perceived convenience, perceived service quality, attitude towards the retailer and the word of mouth are affected significantly by their intention to use the technology. These results, along with qualitative comments from the participants are used to extract research, development and deployment implications for future iterations of shopping assistant systems based on mixed reality.


2019 ◽  
Vol 38 (12-13) ◽  
pp. 1513-1526 ◽  
Author(s):  
Eric Rosen ◽  
David Whitney ◽  
Elizabeth Phillips ◽  
Gary Chien ◽  
James Tompkin ◽  
...  

Efficient motion intent communication is necessary for safe and collaborative work environments with co-located humans and robots. Humans efficiently communicate their motion intent to other humans through gestures, gaze, and other non-verbal cues, and can replan their motions in response. However, robots often have difficulty using these methods. Many existing methods for robot motion intent communication rely on 2D displays, which require the human to continually pause their work to check a visualization. We propose a mixed-reality head-mounted display (HMD) visualization of the intended robot motion over the wearer’s real-world view of the robot and its environment. In addition, our interface allows users to adjust the intended goal pose of the end effector using hand gestures. We describe its implementation, which connects a ROS-enabled robot to the HoloLens using ROS Reality, using MoveIt for motion planning, and using Unity to render the visualization. To evaluate the effectiveness of this system against a 2D display visualization and against no visualization, we asked 32 participants to label various arm trajectories as either colliding or non-colliding with blocks arranged on a table. We found a 15% increase in accuracy with a 38% decrease in the time it took to complete the task compared with the next best system. These results demonstrate that a mixed-reality HMD allows a human to determine where the robot is going to move more quickly and accurately than existing baselines.


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