Blending the Best of the Real with the Best of the Virtual: Mixed Reality Case Studies in Healthcare and Defence

Author(s):  
Robert J. Stone
Keyword(s):  
2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


2021 ◽  
Vol 2021 (169) ◽  
pp. 65-77
Author(s):  
Jennifer Brown Urban ◽  
Miriam R. Linver ◽  
Lisa M. Chauveron ◽  
Thomas Archibald ◽  
Monica Hargraves ◽  
...  

2021 ◽  
pp. 027836492098785
Author(s):  
Julian Ibarz ◽  
Jie Tan ◽  
Chelsea Finn ◽  
Mrinal Kalakrishnan ◽  
Peter Pastor ◽  
...  

Deep reinforcement learning (RL) has emerged as a promising approach for autonomously acquiring complex behaviors from low-level sensor observations. Although a large portion of deep RL research has focused on applications in video games and simulated control, which does not connect with the constraints of learning in real environments, deep RL has also demonstrated promise in enabling physical robots to learn complex skills in the real world. At the same time, real-world robotics provides an appealing domain for evaluating such algorithms, as it connects directly to how humans learn: as an embodied agent in the real world. Learning to perceive and move in the real world presents numerous challenges, some of which are easier to address than others, and some of which are often not considered in RL research that focuses only on simulated domains. In this review article, we present a number of case studies involving robotic deep RL. Building off of these case studies, we discuss commonly perceived challenges in deep RL and how they have been addressed in these works. We also provide an overview of other outstanding challenges, many of which are unique to the real-world robotics setting and are not often the focus of mainstream RL research. Our goal is to provide a resource both for roboticists and machine learning researchers who are interested in furthering the progress of deep RL in the real world.


2019 ◽  
Vol 12 (4) ◽  
pp. 1-33 ◽  
Author(s):  
Telmo Adão ◽  
Luís Pádua ◽  
David Narciso ◽  
Joaquim João Sousa ◽  
Luís Agrellos ◽  
...  

MixAR, a full-stack system capable of providing visualization of virtual reconstructions seamlessly integrated in the real scene (e.g. upon ruins), with the possibility of being freely explored by visitors, in situ, is presented in this article. In addition to its ability to operate with several tracking approaches to be able to deal with a wide variety of environmental conditions, MixAR system also implements an extended environment feature that provides visitors with an insight on surrounding points-of-interest for visitation during mixed reality experiences (positional rough tracking). A procedural modelling tool mainstreams augmentation models production. Tests carried out with participants to ascertain comfort, satisfaction and presence/immersion based on an in-field MR experience and respective results are also presented. Ease to adapt to the experience, desire to see the system in museums and a raised curiosity and motivation contributed as positive points for evaluation. In what regards to sickness and comfort, the lowest number of complaints seems to be satisfactory. Models' illumination/re-lightning must be addressed in the future to improve the user's engagement with the experiences provided by the MixAR system.


2014 ◽  
Vol 17 (4) ◽  
pp. 319-335 ◽  
Author(s):  
Alessio Cavicchi ◽  
Cristina Santini ◽  
Lucia Bailetti

Purpose – This purpose of this paper is to introduce a research model inspired by the basic principles of experiential research and apply it to the food and beverage industry. Thinkers and doers often do not speak the same language: many scholars have pursued the goal of reducing the gap between academicians and practitioners by introducing new research models or adapting existing ones. Two case studies with wine and olive oil producers illustrate how the model works and highlight its applicability. Background literature is provided to support the model. Design/methodology/approach – In defining the model, we have followed several steps. First, we searched the literature to identify research needs and insights that might be useful in formulating the model. Second, we constructed a model following some procedural steps suggested in the literature. Third, we tested a model to verify its applicability and functionality. The paper is structured as follows: the first section explores the issue of academic–practitioner collaboration to identify the obstacles to effective collaboration and to define possible benefits from reducing the gap. The second section presents background literature on methodologies for enhancing cross-profession collaboration. Finally, the model is described and two case studies are described to flesh out how the model works. Findings – According to our experience and research results, this model is, paraphrasing Phillips (1987), “warrantable” because it proposes continuous reflection to improve the alignment between thinkers and doers: this method of conducting research is objective and bridges the gap between researchers and practitioners. Because this model centres on experience, participant behaviours and beliefs can be elicited about a host of nondurable goods. Having entrepreneurs put themselves in the consumers’ position, and providing them the results of their experiment can be considered the real value added of this approach. The model proposed in this paper opens a wider perspective in qualitative research, and the two case studies demonstrate that it is particularly flexible for adaptation to various businesses. Research limitations/implications – More case studies could be useful to demonstrate the validity of this model. Particularly, a longitudinal case study aiming at collecting data about the participants’ feedback in the long run could help in understanding the deep value of the proposed model. Practical implications – While this paper illustrates two applications of the model with entrepreneurs and managers of the wine and olive oil industry, this model offers potential for analysis not only in the food and beverage sector but all fast-moving consumer goods sectors, as it can be adapted to techniques other than sensory analysis once researchers have confirmed that they fit with the aim of the research and the peculiarities of the problem observed. Social implications – Tools and methodologies must be chosen according to the type of business the problem refers to, and, while this presents a considerable challenge in organizing ad hoc research teams, it also offers an opportunity for an interdisciplinary approach and an exchange of knowledge and skills from different research fields. In this case, the choice of research methodology is much more driven by the real needs that emerge from the phenomenon observed, rather than by the researchers’ specific skills. Originality/value – This paper has helped us broaden our perspective on research and has encouraged us to reflect on critical issues such as validity of a research process and usefulness of research. Some questions about the role of research in relation to practitioners are still open, but we think that this work has the merit of further highlighting the importance of bridging the gap between researchers and practitioners during research, and the usefulness being flexible and open-minded when carrying out an investigation.


2006 ◽  
Vol 5 (3) ◽  
pp. 53-58 ◽  
Author(s):  
Roger K. C. Tan ◽  
Adrian David Cheok ◽  
James K. S. Teh

For better or worse, technological advancement has changed the world to the extent that at a professional level demands from the working executive required more hours either in the office or on business trips, on a social level the population (especially the younger generation) are glued to the computer either playing video games or surfing the internet. Traditional leisure activities, especially interaction with pets have been neglected or forgotten. This paper introduces Metazoa Ludens, a new computer mediated gaming system which allows pets to play new mixed reality computer games with humans via custom built technologies and applications. During the game-play the real pet chases after a physical movable bait in the real world within a predefined area; infra-red camera tracks the pets' movements and translates them into the virtual world of the system, corresponding them to the movement of a virtual pet avatar running after a virtual human avatar. The human player plays the game by controlling the human avatar's movements in the virtual world, this in turn relates to the movements of the physical movable bait in the real world which moves as the human avatar does. This unique way of playing computer game would give rise to a whole new way of mixed reality interaction between the pet owner and her pet thereby bringing technology and its influence on leisure and social activities to the next level


2011 ◽  
Vol 4 (12) ◽  
Author(s):  
Jason Smith ◽  
Josh Edwards ◽  
Patricia C. Kelley

If given the chance, undergraduates have the ability to write excellent case studies worthy of being published.  This essay describes the benefits, challenges, and process of undergraduate case writing. 


Author(s):  
Jacob L. Nelson

The news industry faces profound financial instability and public distrust. Many believe the solution to these ongoing crises is for journalists to improve their relationship with their audiences. This raises important questions: How do journalists conceptualize their audiences in the first place? What is the connection between what journalists think about their audiences and what they do to reach them? Perhaps most important, how aligned are these “imagined” audiences with the real ones? Imagined Audiences draws on ethnographic case studies of three news organizations to show how journalists’ assumptions about their audiences shape their approaches to their audiences. In doing so, it examines the role that audiences traditionally have played in journalism, how that role has changed, and what those changes mean for both the profession and the public. It concludes by drawing on audience studies research to compare journalism’s “imagined” audiences with actual observations of news audience behavior. The result is a comprehensive study of both news production and reception at a time when the connection between the two has grown more important than ever.


2013 ◽  
pp. 2164-2175
Author(s):  
Fakhreddine Ababsa ◽  
Iman Maissa Zendjebil ◽  
Jean-Yves Didier

The concept of Mixed Reality (MR) aims at completing our perception of the real world, by adding fictitious elements that are not perceptible naturally such as: computer generated images, virtual objects, texts, symbols, graphics, sounds, smells, et cetera. One of the major challenges for efficient Mixed Reality system is to ensure the spatiotemporal coherence of the augmented scene between the virtual and the real objects. The quality of the Real/Virtual registration depends mainly on the accuracy of the 3D camera pose estimation. The goal of this chapter is to provide an overview on the recent multi-sensor fusion approaches used in Mixed Reality systems for the 3D camera tracking. We describe the main sensors used in those approaches and we detail the issues surrounding their use (calibration process, fusion strategies, etc.). We include the description of some Mixed Reality techniques developed these last years and which use multi-sensor technology. Finally, we highlight new directions and open problems in this research field.


2017 ◽  
Vol 7 (1) ◽  
pp. 1-18 ◽  
Author(s):  
Nazih Selmoune ◽  
Zaia Alimazighi

Data warehouses have become over the last two decades an essential element in the area of economic intelligence. Although the basic concepts related to this technology are now more standardized (multidimensional model, OLAP technology...), the design method issue remains in discussion, since no proposed method does seem attractive enough to be used rigorously in the real case studies. Indeed, most of the 'Data Warehouse projects' simply follow some design guidelines from the most informal methods. In this paper the authors propose an approach based on the use of the sources metadata to provide help in the multidimensional design. Their approach falls into the category of supply-driven methods, and attempts to cover the various stages of the lifecycle of data warehouses design. The proposed method is associated with a MultiDimensional Design Assistance environment (M2DA) to support the automatic and semi-automatic steps, providing the expected forms of assistance, and managing the interaction with the designer.


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