scholarly journals MitsuDomoe: Ecosystem Simulation of Virtual Creatures in Mixed Reality Petri Dish

10.29007/261n ◽  
2018 ◽  
Author(s):  
Toshikazu Ohshima ◽  
Kenzo Kojima

In this study, we propose the use of mixed reality (MR) for the purposes of biological education. Our objective is to create an interactive edutainment MR framework for users to learn about nature and human beings. MitsuDomoe, an interactive ecosystem simulator of virtual creatures in a petri dish, comprises three species of primitive artificial creatures. MitsuDomoe simulates the predation chain of the virtual creatures in the petri dish, and users can interact with this ecosystem via the petri dish interface. Users can also experience immersive observation by wearing HMD. By combining the MR petri dish and immersive virtual reality (VR) interfaces, we synergistically improve user understanding of the experience.

2017 ◽  
Vol 17 (2) ◽  
pp. 65-71 ◽  
Author(s):  
Toshikazu Ohshima ◽  
Kenzo Kojima

In this study, we propose the use of mixed reality (MR) for the purposes of biological education. Our objective is to create an interactive edutainment MR framework for users to learn about nature and human beings. MitsuDomoe, an interactive ecosystem simulator of virtual creatures in a petri dish, comprises three species of primitive artificial creatures. MitsuDomoe simulates the predation chain of the virtual creatures in the petri dish, and users can interact with this ecosystem via the petri dish interface. Users can also experience immersive observation by wearing HMD. By combining the MR petri dish and immersive virtual reality (VR) interfaces, we synergistically improve user understanding of the experience.


Author(s):  
Caitlin Elisabeth Naylor ◽  
Michael J Proulx ◽  
Gavin Buckingham

AbstractThe material-weight illusion (MWI) demonstrates how our past experience with material and weight can create expectations that influence the perceived heaviness of an object. Here we used mixed-reality to place touch and vision in conflict, to investigate whether the modality through which materials are presented to a lifter could influence the top-down perceptual processes driving the MWI. University students lifted equally-weighted polystyrene, cork and granite cubes whilst viewing computer-generated images of the cubes in virtual reality (VR). This allowed the visual and tactile material cues to be altered, whilst all other object properties were kept constant. Representation of the objects’ material in VR was manipulated to create four sensory conditions: visual-tactile matched, visual-tactile mismatched, visual differences only and tactile differences only. A robust MWI was induced across all sensory conditions, whereby the polystyrene object felt heavier than the granite object. The strength of the MWI differed across conditions, with tactile material cues having a stronger influence on perceived heaviness than visual material cues. We discuss how these results suggest a mechanism whereby multisensory integration directly impacts how top-down processes shape perception.


Author(s):  
Rui Wang ◽  
Xiangyu Wang

This chapter investigates the use of SecondLife as a virtual environment to help the commercial sector in marketing process. It presents the use of Immersive Virtual Reality concept to design a distributed marketing system for commercial sector based on the Benford’s Mixed Reality boundaries theory and Motivated Learning Agents model. System framework has been proposed in this chapter and boundaries as well as agents factors in this framework have been discussed.


Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


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