scholarly journals Mixing Worlds

2021 ◽  
Vol 9 (3) ◽  
pp. 250-256
Author(s):  
Jiafang Liang

OverviewSpatial and shape data represented by 3D digital models have become a central component of our archaeological datasets. Immersive visual and audio interaction with these models offers an intuitive way to use these data. The mixing of the virtual with the real world suits archaeological work particularly well, and the technologies of augmented reality (AR) and mixed reality (MR) enable this type of interaction. Much past work on these technologies has involved public engagement, but they also hold the potential for valuable deployment directly in archaeological practice and research, especially the seamless integration offered by MR. This review examines the range of experiments archaeologists are currently undertaking with AR and MR, and it looks to the future applications of these technologies.

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.


2020 ◽  
Vol 3 (1) ◽  
pp. 9-10
Author(s):  
Rehan Ahmed Khan

In the field of surgery, major changes that have occurred include the advent of minimally invasive surgery and the realization of the importance of the ‘systems’ in the surgical care of the patient (Pierorazio & Allaf, 2009). Challenges in surgical training are two-fold: (i) to train the surgical residents to manage a patient clinically (ii) to train them in operative skills (Singh & Darzi,2013). In Pakistan, another issue with surgical training is that we have the shortest duration of surgical training in general surgery of four years only, compared to six to eight years in Europe and America (Zafar & Rana, 2013). Along with it, the smaller number of patients to surgical residents’ ratio is also an issue in surgical training. This warrants formal training outside the operation room. It has been reported by many authors that changes are required in the current surgical training system due to the significant deficiencies in the graduating surgeon (Carlsen et al., 2014; Jarman et al., 2009; Parsons, Blencowe, Hollowood, & Grant, 2011). Considering surgical training, it is imperative that a surgeon is competent in clinical management and operative skills at the end of the surgical training. To achieve this outcome in this challenging scenario, a resident surgeon should be provided with the opportunities of training outside the operation theatre, before s/he can perform procedures on a real patient. The need for this training was felt more when the Institute of Medicine in the USA published a report, ‘To Err is Human’ (Stelfox, Palmisani, Scurlock, Orav, & Bates, 2006), with an aim to reduce medical errors. This is required for better training and objective assessment of the surgical residents. The options for this training include but are not limited to the use of mannequins, virtual patients, virtual simulators, virtual reality, augmented reality, and mixed reality. Simulation is a technique to substitute or add to real experiences with guided ones, often immersive in nature, that reproduce substantial aspects of the real world in a fully interactive way. Mannequins, virtual simulators are in use for a long time now. They are available in low fidelity to high fidelity mannequins and virtual simulators and help residents understand the surgical anatomy, operative site and practice their skills. Virtual patients can be discussed with students in a simple format of the text, pictures, and videos as case files available online, or in the form of customized software applications based on algorithms. In a study done by Courtielle et al, they reported that knowledge retention is increased in residents when it is delivered through virtual patients as compared to lecturing (Courteille et al., 2018).But learning the skills component requires hands-on practice. This gap can be bridged with virtual, augmented, or mixed reality. There are three types of virtual reality (VR) technologies: (i) non-immersive, (ii) semi-immersive, and (iii) fully immersive. Non-immersive (VR) involves the use of software and computers. In semi-immersive and immersive VR, the virtual image is presented through the head-mounted display(HMD), the difference being that in the fully immersive type, the virtual image is completely obscured from the actual world. Using handheld devices with haptic feedback the trainee can perform a procedure in the virtual environment (Douglas, Wilke, Gibson, Petricoin, & Liotta, 2017). Augmented reality (AR) can be divided into complete AR or mixed reality (MR). Through AR and MR, a trainee can see a virtual and a real-world image at the same time, making it easy for the supervisor to explain the steps of the surgery. Similar to VR, in AR and MR the user wears an HMD that shows both images. In AR, the virtual image is transparent whereas, in MR, it appears solid (Douglas et al., 2017). Virtual augmented and mixed reality has more potential to train surgeons as they provide fidelity very close to the real situation and require fewer physical resources and space compared to the simulators. But they are costlier, and affordability is an issue. To overcome this, low-cost solutions to virtual reality have been developed. It is high time that we also start thinking on the same lines and develop this means of training our surgeons at an affordable cost.


2021 ◽  
Author(s):  
◽  
Regan Petrie

<p>Early, intense practice of functional, repetitive rehabilitation interventions has shown positive results towards lower-limb recovery for stroke patients. However, long-term engagement in daily physical activity is necessary to maximise the physical and cognitive benefits of rehabilitation. The mundane, repetitive nature of traditional physiotherapy interventions and other personal, environmental and physical elements create barriers to participation. It is well documented that stroke patients engage in as little as 30% of their rehabilitation therapies. Digital gamified systems have shown positive results towards addressing these barriers of engagement in rehabilitation, but there is a lack of low-cost commercially available systems that are designed and personalised for home use. At the same time, emerging mixed reality technologies offer the ability to seamlessly integrate digital objects into the real world, generating an immersive, unique virtual world that leverages the physicality of the real world for a personalised, engaging experience.  This thesis explored how the design of an augmented reality exergame can facilitate engagement in independent lower-limb stroke rehabilitation. Our system converted prescribed exercises into active gameplay using commercially available augmented reality mobile technology. Such a system introduced an engaging, interactive alternative to existing mundane physiotherapy exercises.  The development of the system was based on a user-centered iterative design process. The involvement of health care professionals and stroke patients throughout each stage of the design and development process helped understand users’ needs, requirements and environment to refine the system and ensure its validity as a substitute for traditional rehabilitation interventions.  The final output was an augmented reality exergame that progressively facilitates sit-to-stand exercises by offering immersive interactions with digital exotic wildlife. We hypothesize that the immersive, active nature of a mobile, mixed reality exergame will increase engagement in independent task training for lower-limb rehabilitation.</p>


Author(s):  
Raajan N. R. ◽  
Nandhini Kesavan

Augmented Reality (AR) plays a vital role in the field of visual computing. AR is actually different but often confused to be the same is Virtual Reality (VR). While VR creates a whole new world, AR aims at designing an environment in real time with virtual components that are overlaid on the real components. Due to this reason, AR comes under the category of 'mixed reality'. AR could be viewed on any smart electronic gadgets like mobile, laptop, projector, tablet etc., AR could be broadly classified as Marker-based and Markerless. If it is marker-based, a pattern is used whereas in markerless system there is no need of it. In case of marker, if we show the pattern to a webcam it will get details about it and impose the object on the marker. We are incorporating a new efficient solution for integrating a virtual object on to a real world which can be very much handful for tourism and advertisement for showcasing objects or things. The ultimate goal is to augmenting the 3D video onto a real world on which it will increase the person's conceptual understanding of the subject.


Author(s):  
Mark Pegrum

What is it? Augmented Reality (AR) bridges the real and the digital. It is part of the Extended Reality (XR) spectrum of immersive technological interfaces. At one end of the continuum, Virtual Reality (VR) immerses users in fully digital simulations which effectively substitute for the real world. At the other end of the continuum, AR allows users to remain immersed in the real world while superimposing digital overlays on the world. The term mixed reality, meanwhile, is sometimes used as an alternative to AR and sometimes as an alternative to XR.


Author(s):  
Bhagyashri Pacherkar

Abstract: Augmented Reality is a combination of a real and a computer-generated or virtual world. It is achieved by augmenting computer-generated images on real world. It is of four types namely marker based, marker less, projection based and superimposition based augmented reality. It has many applications in the real world. AR is used in various fields such as medical, education, manufacturing, robotics and entertainment. Augmented reality comes under the field of mixed reality. It can be considered as an inverse reflection of Virtual Reality. They both have certain similarities and differences. This paper gives information about Augmented Reality and how it started. It analyses various types of augmented reality, its applications and its advantages and disadvantages. This paper also gives us knowledge regarding those major threats that augmented reality will face in the near future and about its current and future applications. It gives us a comparison between the two related topics, Augmented reality and Virtual reality. The following paper also helps us know about the effect of Augmented Reality on the human life.


Lex Russica ◽  
2020 ◽  
pp. 86-96
Author(s):  
E. E. Bogdanova

In the paper, the author notes that the development of modern technologies, including artificial intelligence, unmanned transport, robotics, portable and embedded digital devices, already has a great impact on the daily life of a person and can fundamentally change the existing social order in the near future.Virtual reality as a technology was born in the cross-section of research in the field of three-dimensional computer graphics and human-machine interaction. The spectrum of mixed reality includes the real world itself, the one that is before our eyes, the world of augmented reality — an improved reality that results from the introduction of sensory data into the field of perception in order to supplement information about the surrounding world and improve the perception of information; the world of virtual reality, which is created using technologies that provide full immersion in the environment. In some studies, augmented virtuality is also included in the spectrum, which implies the addition of virtual reality with elements of the real world (combining the virtual and real world).The paper substantiates the conclusion that in the near future both the legislator and judicial practice will have to find a balance between the interests of the creators of virtual worlds and virtual artists exclusive control over their virtual works, on the one hand, and society in using these virtual works and their development, on the other hand. It is necessary to allow users to participate, interact and create new forms of creative expression in the virtual environment.The author concludes that a broader interpretation of the fair use doctrine should be applied in this area, especially for those virtual worlds and virtual objects that imitate the real world and reality. However, it is necessary to distinguish between cases where the protection of such objects justifies licensing and those where it is advisable to encourage unrestricted use of the results for the further development of new technologies. 


2018 ◽  
pp. 1819-1845
Author(s):  
Raajan N. R. ◽  
Nandhini Kesavan

Augmented Reality (AR) plays a vital role in the field of visual computing. AR is actually different but often confused to be the same is Virtual Reality (VR). While VR creates a whole new world, AR aims at designing an environment in real time with virtual components that are overlaid on the real components. Due to this reason, AR comes under the category of 'mixed reality'. AR could be viewed on any smart electronic gadgets like mobile, laptop, projector, tablet etc., AR could be broadly classified as Marker-based and Markerless. If it is marker-based, a pattern is used whereas in markerless system there is no need of it. In case of marker, if we show the pattern to a webcam it will get details about it and impose the object on the marker. We are incorporating a new efficient solution for integrating a virtual object on to a real world which can be very much handful for tourism and advertisement for showcasing objects or things. The ultimate goal is to augmenting the 3D video onto a real world on which it will increase the person's conceptual understanding of the subject.


2020 ◽  
Author(s):  
Edward Bollen ◽  
Joshua Solomon ◽  
Matthew Stubbs ◽  
Benjamin Langridge ◽  
Peter E. Butler

Abstract BackgroundThe use of mixed and augmented reality in surgery is a novel and rapidly developing field. Augmented reality is a technology which overlays virtual images on to the real world and is supported by a variety of platforms. Mixed reality is a newer technology, which, in contrast, allows the user to interact with virtual objects projected onto the real world. These technologies have been employed in a range of surgical contexts and specialities and have generated significant public interest, however, the evidence supporting their proposed benefits is unclear. This systematic review aims to critically appraise the intraoperative use of mixed and augmented reality technologies to improve surgical outcomes and provide directions for future research. Methods This systematic review will follow the PRISMA guidelines and search the MEDLINE, EMBASE, the Cochrane Library electronic databases. All clinical studies reporting empirical data on the intraoperative use of augmented or mixed reality technologies will be eligible for inclusion. Identified studies will be screened for inclusion by three authors in parallel, with a fourth author resolving any discrepancies. Risk of bias will be assessed in accordance with Cochrane Handbook for Systematic Reviews of Interventions guidance. The quality of evidence for each outcome will be assessed using the GRADE approach.DiscussionThis will be the first systematic review performed with a specific focus on the use of mixed reality in surgery. If augmented and mixed reality are to become established tools in surgery, it is necessary to understand their use cases, advantages, limitations and cost-effectiveness. This is a young but rapidly evolving field; this synthesis of the current evidence base will provide direction for future research and development.Systematic Review RegistrationPROSPERO CRD42020205892


2021 ◽  
Author(s):  
◽  
Regan Petrie

<p>Early, intense practice of functional, repetitive rehabilitation interventions has shown positive results towards lower-limb recovery for stroke patients. However, long-term engagement in daily physical activity is necessary to maximise the physical and cognitive benefits of rehabilitation. The mundane, repetitive nature of traditional physiotherapy interventions and other personal, environmental and physical elements create barriers to participation. It is well documented that stroke patients engage in as little as 30% of their rehabilitation therapies. Digital gamified systems have shown positive results towards addressing these barriers of engagement in rehabilitation, but there is a lack of low-cost commercially available systems that are designed and personalised for home use. At the same time, emerging mixed reality technologies offer the ability to seamlessly integrate digital objects into the real world, generating an immersive, unique virtual world that leverages the physicality of the real world for a personalised, engaging experience.  This thesis explored how the design of an augmented reality exergame can facilitate engagement in independent lower-limb stroke rehabilitation. Our system converted prescribed exercises into active gameplay using commercially available augmented reality mobile technology. Such a system introduced an engaging, interactive alternative to existing mundane physiotherapy exercises.  The development of the system was based on a user-centered iterative design process. The involvement of health care professionals and stroke patients throughout each stage of the design and development process helped understand users’ needs, requirements and environment to refine the system and ensure its validity as a substitute for traditional rehabilitation interventions.  The final output was an augmented reality exergame that progressively facilitates sit-to-stand exercises by offering immersive interactions with digital exotic wildlife. We hypothesize that the immersive, active nature of a mobile, mixed reality exergame will increase engagement in independent task training for lower-limb rehabilitation.</p>


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