A Component-Oriented Approach for Mixed Reality Applications

Author(s):  
Michael Haller

This chapter introduces a component-oriented approach for developing mixed reality (MR) applications. After a short definition of mixed reality, we present two possible solutions for a component-oriented framework. Both solutions have been implemented in two different MR projects (SAVE and AMIRE). The first project, SAVE, is a safety training system for virtual environments, whereas the goal of the AMIRE project is to develop different authoring tools for mixed reality applications. A component-oriented solution allows developers to implement better designed MR applications, and it fosters the reusability of existing MR software solutions (often called MR gems). Finally, it supports the implementation of adequate visual authoring tools that help end users to develop their own MR applications with no programming skills.

2011 ◽  
pp. 1600-1623
Author(s):  
Michael Haller

This chapter introduces a component-oriented approach for developing mixed reality (MR) applications. After a short definition of mixed reality, we present two possible solutions for a component-oriented framework. Both solutions have been implemented in two different MR projects (SAVE and AMIRE). The first project, SAVE, is a safety training system for virtual environments, whereas the goal of the AMIRE project is to develop different authoring tools for mixed reality applications. A component-oriented solution allows developers to implement better designed MR applications, and it fosters the reusability of existing MR software solutions (often called MR gems). Finally, it supports the implementation of adequate visual authoring tools that help end users to develop their own MR applications with no programming skills.


2020 ◽  
Vol 190 (1) ◽  
pp. 58-65
Author(s):  
Yi Guo ◽  
Li Mao ◽  
Gongsen Zhang ◽  
Zhi Chen ◽  
Xi Pei ◽  
...  

Abstract To help minimise occupational radiation exposure in interventional radiology, we conceptualised a virtual reality-based radiation safety training system to help operators understand complex radiation fields and to avoid high radiation areas through game-like interactive simulations. The preliminary development of the system has yielded results suggesting that the training system can calculate and report the radiation exposure after each training session based on a database precalculated from computational phantoms and Monte Carlo simulations and the position information provided by the Microsoft HoloLens headset. In addition, real-time dose rate and cumulative dose will be displayed to the trainee to help them adjust their practice. This paper presents the conceptual design of the overall hardware and software design, as well as preliminary results to combine HoloLens headset and complex 3D X-ray field spatial distribution data to create a mixed reality environment for safety training purpose in interventional radiology.


2019 ◽  
Vol 69 ◽  
pp. 00002
Author(s):  
Elena Aleksandrova ◽  
Olesya Afanaseva

The article discusses strata of linguistic changes imposed by the necessityto meet the demands of the local tourism market illustrated by the flow of visitors to the Russian Arctic, namely to the Murmansk Region. The authors highlight grammatical and lexical changes on interlingual and intralingual levels, whereas cultural references are distinguished as a separate stratumdue to their intrinsic characteristics. The definition of a cultural mediator is introduced in the article in contrast to those of a translator and a tour guide. It specifies the qualifications, skills, competences and language fluency level within the framework of the tourism-oriented approach. Tourism potential of the Murmansk Region as a major part of the Russian Arctic shapes the long-term development strategy in the regional economy, in particular, enterprises policies, facility building and renovation, providing conditions appealing to not only local but national and international stakeholders and ultimately the vocational education and training system in tourist sector.


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. 


2021 ◽  
pp. 28-33
Author(s):  
E.V. Khalin

The functional capabilities provided by the digital production safety training system for those responsible for training allow the software complex to be maintained in a stable operational state when exposed to emergency situations, to fulfill all the necessary needs of responsible users with the authority to create effective training programs and to test the knowledge of workers on production safety, to quickly form up-to-date digital reporting documentation for the organization.


Author(s):  
Aleshia T. Hayes ◽  
Carrie L. Straub ◽  
Lisa A. Dieker ◽  
Charlie E. Hughes ◽  
Michael C. Hynes

New and emerging technology in the field of virtual environments has permitted a certain malleability of learning milieus. These emerging environments allow learning and transfer through interactions that have been intentionally designed to be pleasurable experiences. TLE TeachLivE™ is just such an emerging environment that engages teachers in practice on pedagogical and content aspects of teaching in a simulator. The sense of presence, engagement, and ludus of TLE TeachLivE™ are derived from the compelling Mixed Reality that includes components of off-the shelf and emerging technologies. Some of the noted features that have been identified relevant to the ludic nature of TeachLivE include the flow, fidelity, unpredicability, suspension of disbelief, social presence, and gamelike elements. This article explores TLE TeachLivE™ in terms of the ludology, paideic user experience, the source of the ludus, and outcomes of the ludic nature of the experience.


2012 ◽  
Vol 2 (2) ◽  
pp. 15 ◽  
Author(s):  
Frederico Menine Schaf ◽  
Suenoni Paladini ◽  
Carlos Eduardo Pereira

<span style="color: #000000;"><span style="font-family: Times New Roman,serif;"><span style="font-size: x-small;">Recent evolutions of social networks, virtual environments, Web technologies and 3D virtual worlds motivate the adoption of new technologies in education, opening successive innovative possibilities. These technologies (or tools) can be employed in distance education scenarios, or can also enhance traditional learning-teaching (blended or hybrid learning scenario). It is known and a wide advocated issue that laboratory practice is essential to technical education, foremost in engineering. In order to develop a feasible implementation to this research area, a prototype was developed, called 3DAutoSysLab, in which a metaverse is used as social collaborative interface, experiments (real or simulated) are linked to virtual objects, learning objects are displayed as interactive medias, and guiding/feedback are supported via an autonomous tutoring system based on user's interaction data mining. This prototype is under test, but preliminary applied results indicate great acceptance and increase of motivation of students.</span></span></span>


Author(s):  
Randall Spain ◽  
Benjamin Goldberg ◽  
Jeffrey Hansberger ◽  
Tami Griffith ◽  
Jeremy Flynn ◽  
...  

Recent advances in technology have made virtual environments, virtual reality, augmented reality, and simulations more affordable and accessible to researchers, companies, and the general public, which has led to many novel use cases and applications. A key objective of human factors research and practice is determining how these technology-rich applications can be designed and applied to improve human performance across a variety of contexts. This session will demonstrate some of the distinct and diverse uses of virtual environments and mixed reality environments in an alternative format. The session will begin with each demonstrator providing a brief overview of their virtual environment (VE) and a description of how it has been used to address a particular problem or research need. Following the description portion of the session, each VE will be set-up at a demonstration station in the room, and session attendees will be encouraged to directly interact with the virtual environment and ask demonstrators questions about their research and inquire about the effectiveness of using VE for research, training, and evaluation purposes. The overall objective of this alternative session is to increase the awareness of how human factors professionals use VE technologies and increase the awareness of the capabilities and limitations of VE in supporting the work of HF professionals.


Author(s):  
Atilla Wohllebe ◽  
Mario Hillmers

The relevance of smartphones and mobile apps has increased significantly in recent years. Increasingly, companies are trying to use mobile apps for their business purposes. Accordingly, the role of app marketing has become more important. Nevertheless, there is no uniform understanding of the term "app marketing". Based on scientific and gray literature, two definitions of "app marketing" are developed. In the narrower sense, app marketing refers to measures aimed at making a mobile app better known and acquiring users i. e. generating app downloads. In the broader sense, app marketing refers to all activities that are used to acquire users for a mobile app, contact them, and encourage them to reach a specified goal. Additionally, based on job ads, an overview of activities in app marketing is provided from a practical point of view. Here, the focus is primarily on paid app install campaigns as well as on monitoring, reporting and analytics.


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