Development of Evaluation System for Style Design Using Mixed Reality Technology

Author(s):  
Yu Kimishima ◽  
Hideki Aoyama

Currently industrial design is mainly done by CAD and mock-up is created to evaluate the design. This process is repeated from the rough sketches to the final detailed mock-up until the designer is satisfied. In this process, creating the mock-up, especially detailed mock-up, is quite costly. Hence, there is a need to improve the efficiency of mock-up fabrication. One of the strategies for realizing this is to use virtual models (VM) instead of mock-up. VM is a model which is created on computer by 3D computer graphics, and it allows realistic graphical modeling which can be modified easily, reduces time considerably, and enables dynamic viewing of models from any angle and orientation. Despite this, mock-ups are still required because the process of design evaluation by touching physical models (PM) is still important to designers. To resolve this disadvantage of VM, this paper proposes a new evaluation system for industrial design. With this system, VM and the rapid prototyping mock-up are overlapped in virtual space to produce a tangible VM. This new type of VM functions just like a detailed mock-up but can be created much faster and cheaper. This system employs the concept of Augmented Virtuality (AV), which is mainly based on virtual space and real objects are added to reinforce the virtual space. In this case, haptic information from the rapid prototyping mock-up is added to optical information from the VM. When estimating the 3D position of a real object, optical information is used considerably more than haptic information. Therefore, if there are only a few positional or geometrical differences between the rapid prototyping mock-up and the VM, the differences can be offset by the (incorporated into the) optical information. For this reason, if the designer needs to modify the product shape, only the VM needs to be modified, allowing old mock-ups to be used repeatedly. This means that designers can evaluate a variety of product designs with only one mock-up, thus reducing both time and the costs for creating a mock-up. The operator wears a data glove on his/her hand to construct a virtual hand in the virtual space. With this virtual hand, the operator can also evaluate the user interface (UI) of the product by means of pushing buttons or watching display on the VM. This paper also provides a new method for overlapping the virtual space and real space.

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.


2018 ◽  
Vol 20 (suppl_6) ◽  
pp. vi184-vi184
Author(s):  
Tsukasa Koike ◽  
Taichi Kin ◽  
Taketo Shiode ◽  
Shunsaku Takayanagi ◽  
Shota Tanaka ◽  
...  

2021 ◽  
Vol 82 (4) ◽  
pp. 186
Author(s):  
Kathleen Phillips ◽  
Valerie A. Lynn ◽  
Amie Yenser ◽  
Christina Wissinger

Current teaching practice in undergraduate higher education anatomy and physiology courses incorporates the use of various instructional methodologies to reinforce the anatomical relationships between structures.1,2 These methods can include basic hands-on physical models, human and animal dissection labs, and interactive technology. Technological advances continue to drive the production of innovative anatomy and physiology electronic tools, including:virtual dissection in 3-D (e.g., Virtual Dissection Boards from Anatomage, 3D4Medical, and Anatomy.TV),augmented reality (AR) (e.g., Human Anatomy Atlas),mixed reality (e.g., Microsoft HoloLens Case Western Reserve Medical School and Cleveland Clinic digital anatomy app), and3-D virtual reality (VR) (e.g., 3D Organon VR Anatomy and YOU by Sharecare apps).


Scene ◽  
2020 ◽  
Vol 8 (1-2) ◽  
pp. 213-228
Author(s):  
Garrett Lynch IRL

This article discusses a selection from a series of performances created between 2008 and 2019 that as practice as research (PaR) explore ideas of identity, representation and place as they relate to the intersection of what are termed ‘virtual’ and ‘real’ spaces. These include I’m Garrett Lynch (IRL) (2010), I’m Not Garrett Lynch (IRL) – Identity Badge Performance (2018–19), I’m Not Garrett Lynch (IRL) – Zazzle Store (2019), the three complementary performances of Three Wearable Devices for Augmented Virtuality (2011) and As Yet Unnamed (2019). The performance series initially occurred online and later incorporated gallery spaces and sites in six countries. From the outset, my Irish identity formed a crucial background to my practice but remained an implied rather than directly discussed perspective. This article’s purpose is to discuss practice from an Irish perspective and in so doing foreground and clarify how nationality and place were in fact essential to its development. Examining the use of written and to a lesser extent spoken language in performances, discussion explores how language is a problematizing starting point but equally enables an extension of my identity by implying my Irish nationality and Ireland as place. Irish nationality is described in this article as comparable to what is defined as ‘real’ and forms a component in the territorialization of both ‘virtual’ space and places of the phenomenological Other. Methods of moving between ‘virtual’ and ‘real’ spaces, influenced by the philosophical theory of Gilles Deleuze, are described in detail and performances are employed to demonstrate how this occurs. Finally, the use of naming and how it has impacted my identity in ‘real’ space and ongoing life is explored through the discussion of a performance in 2019.


Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.


2020 ◽  
Vol 8 (4) ◽  
pp. 237
Author(s):  
Rafał Gralak

The preliminary research experiments described herein were aimed to choose an appropriate mixed reality technology for the construction of navigational information display method to be used onboard ships in restricted waters. The method assumes a possibly faithful representation of the environment and the actual navigational situation on a spatial decision support system (SDSS) interface during ship navigation and maneuvering in restricted waters. The paper also presents the architecture and process of building a SDSS, where the method of navigational information display using augmented virtuality was applied.


2020 ◽  
Vol 8 (4) ◽  
pp. 27-31
Author(s):  
A. Grinshkun

This article discusses the interim results of research under the RFBR project No. 19-29-14153 "Fundamentals of transformation of the content and methods of general education as a result of the use of the technology of augmented virtuality by students (on the example of teaching computer science)", which analyzed the technology of augmented reality in relation to other immersive technologies, real and virtual educational materials, as well as significant features of specialized school education. The article highlights various approaches to supplementing the virtual space with real objects, as well as the areas of their application in the framework of teaching schoolchildren at the profile level.


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