scholarly journals Mixed-Reality and Traditional Flight Simulators for Urban Air Mobility Vehicles

2019 ◽  
Vol 1 (1) ◽  
Author(s):  
Keegan Bergman

The 2018 NASA Academy at Langley Research Center created proof-of-concept mixed reality (MR) and traditional simulators to enable quick vehicle concept prototyping and data collection for human factors studies. Urban Air Mobility (UAM) vehicle concepts were implemented as the focus for these simulators due to recent and dramatic rise in subject interest. The team used X-Plane 11 to model flight dynamics, and Unity for the virtual reality (VR) aspect of the MR simulator and to model the control panel in the traditional simulator. A physical version of the virtual control panel was also fabricated to provide haptic feedback to maintain the immersion for the MR simulator.

2005 ◽  
Vol 14 (6) ◽  
pp. 677-696 ◽  
Author(s):  
Christoph W. Borst ◽  
Richard A. Volz

We present a haptic feedback technique that combines feedback from a portable force-feedback glove with feedback from direct contact with rigid passive objects. This approach is a haptic analogue of visual mixed reality, since it can be used to haptically combine real and virtual elements in a single display. We discuss device limitations that motivated this combined approach and summarize technological challenges encountered. We present three experiments to evaluate the approach for interactions with buttons and sliders on a virtual control panel. In our first experiment, this approach resulted in better task performance and better subjective ratings than the use of only a force-feedback glove. In our second experiment, visual feedback was degraded and the combined approach resulted in better performance than the glove-only approach and in better ratings of slider interactions than both glove-only and passive-only approaches. A third experiment allowed subjective comparison of approaches and provided additional evidence that the combined approach provides the best experience.


2020 ◽  
Vol 4 (4) ◽  
pp. 78
Author(s):  
Andoni Rivera Pinto ◽  
Johan Kildal ◽  
Elena Lazkano

In the context of industrial production, a worker that wants to program a robot using the hand-guidance technique needs that the robot is available to be programmed and not in operation. This means that production with that robot is stopped during that time. A way around this constraint is to perform the same manual guidance steps on a holographic representation of the digital twin of the robot, using augmented reality technologies. However, this presents the limitation of a lack of tangibility of the visual holograms that the user tries to grab. We present an interface in which some of the tangibility is provided through ultrasound-based mid-air haptics actuation. We report a user study that evaluates the impact that the presence of such haptic feedback may have on a pick-and-place task of the wrist of a holographic robot arm which we found to be beneficial.


2011 ◽  
Vol 18 (3) ◽  
pp. 212-230 ◽  
Author(s):  
Yinpeng Chen ◽  
Margaret Duff ◽  
Nicole Lehrer ◽  
Sheng-Min Liu ◽  
Paul Blake ◽  
...  

2021 ◽  
Author(s):  
C Qureshi ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

In its ambitions, the paper aims to propose a proof of concept for a Virtual, Augmented and Mixed (VAM) environment that digitally overlays a multifaith space in order to optimize their use, essentially transforming itself to the spiritual needs of the user. In order to do so, a mixed reality experience was developed by investigating and interpreting both the tangible and intangible rituals of prayer. By incorporating an immersive experience, the project promotes the idea of a multifaith space that moves beyond the notion of an “empty white room (Crompton, 2013, p.487)”. To develop an immersive experience that caters to people of all religions or no religion is beyond the scope of this project. Hence, by creating a VAM environment for users of the Muslim faith the project may be able to support design ideologies for others, furthering research in this field.


2007 ◽  
Vol 23 (9-11) ◽  
pp. 843-849 ◽  
Author(s):  
Renaud Ott ◽  
Daniel Thalmann ◽  
Frédéric Vexo

Author(s):  
Elaine Thai ◽  
Anil R. Kumar

Mechanisms for training pool skills have evolved from manually setting up balls in different positions on the table and hitting them one-by-one to now using technology to precisely set up these plays and practice the game virtually. The aim of this study was to investigate how adding haptic feedback into a pool video game affects transfer of training into real-life pool skills. A 2 x 4 mixed factorial design was used to see how haptic feedback (its absence or presence) and four types of shots affect pool performance. Half of the participants experienced the pool video game without haptic feedback while the other half experienced it with haptic feedback. Performance before and after the video game practice was recorded as successful or unsuccessful, with a series of the same 40 pre- and post-video-game shots. Results from 38 participants are presented, and their implications are discussed.


2016 ◽  
Vol 11 (1-4) ◽  
pp. 35-45 ◽  
Author(s):  
Marco Mura ◽  
Yasmeen Abu-Kheil ◽  
Gastone Ciuti ◽  
Marco Visentini-Scarzanella ◽  
Arianna Menciassi ◽  
...  

2021 ◽  
Author(s):  
◽  
Cyrus Qureshi

<p>This research project began by asking the question, ‘How does mixed reality aid the creation of an inexhaustible three-dimensional world that supports the evolution of inhabitable narratives within sacred spaces?  Imdat As states, ‘The user in the digital age is not only a spectator but also an active participant of a parallel world.’ Within this environment, ‘we experience and manipulate virtual space (Imdat AS, 2006, p.60)’. As such, this notion of ‘experiencing and manipulating virtual space’ can provide a valuable set of tools to aid the evolution of inhabitable narratives within sacred spaces. To answer this question, the research proposes a proof of concept for a mixed reality multifaith environment. In its current conception, the multifaith space is limited to room scale spaces, treated as purely functional entities to the point where the experience within the space becomes monotonous. Religious architecture, whether it may be a church, mosque or temple, has been successfully translated into the collective memory of larger society, but within multifaith spaces, our focus has been on neutralization and in the process voided the space of any rich phenomenological experience.  In order to activate the space, the research aims to digitally overlay ‘cultural information’ on top of a multifaith space in order to alter its use, essentially transforming it to the spiritual needs of the user. Hereby, a Muslim immersive experience was developed by investigating and interpreting both the tangible and intangible rituals of prayer. By incorporating an ‘altered’ immersive experience, the project aids the evolution in design and concept of a multifaith space that moves beyond the notion of an “empty white room (Crompton, 2013, p.487)”. By creating an MR environment for users of the Muslim faith the project contributes design concepts and methods for others, furthering research in this field.</p>


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