Academic literature on the topic 'Augmented/mixed reality'

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Journal articles on the topic "Augmented/mixed reality"

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Brigham, Tara J. "Reality Check: Basics of Augmented, Virtual, and Mixed Reality." Medical Reference Services Quarterly 36, no. 2 (April 3, 2017): 171–78. http://dx.doi.org/10.1080/02763869.2017.1293987.

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McMillan, Kiki, Kathie Flood, and Russ Glaeser. "Virtual reality, augmented reality, mixed reality, and the marine conservation movement." Aquatic Conservation: Marine and Freshwater Ecosystems 27 (September 2017): 162–68. http://dx.doi.org/10.1002/aqc.2820.

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Engberg, Maria, and Jay David Bolter. "Cultural expression in augmented and mixed reality." Convergence: The International Journal of Research into New Media Technologies 20, no. 1 (February 2014): 3–9. http://dx.doi.org/10.1177/1354856513516250.

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Cardoso, Kristen. "Beyond reality: augmented, virtual, and mixed reality in the library." Public Services Quarterly 16, no. 2 (April 2, 2020): 104–5. http://dx.doi.org/10.1080/15228959.2020.1735732.

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Nyland, Nancy. "Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library." Journal of Electronic Resources Librarianship 31, no. 4 (October 2, 2019): 283–84. http://dx.doi.org/10.1080/1941126x.2019.1670493.

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Schnierle, M., and S. Röck. "Plattform für die Mixed-Reality-in-the-Loop-Simulation*/Platform for the Mixed-Reality-in-the-Loop-Simulation - A contribution to Mixed-Reality-in-the-Loop-Simulation as an extension of the X-in-the-Loop-Methods." wt Werkstattstechnik online 108, no. 09 (2018): 623–30. http://dx.doi.org/10.37544/1436-4980-2018-09-59.

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Augmented Reality (AR) und Mixed Reality (MR) bieten Potenzial für zahlreiche Anwendungen im Industrial Internet of Things (IIoT). Dieser Beitrag stellt einen Ansatz zur cloudbasierten (endgeräte- und standortunabhängigen) Erstellung und 3D-Visualisierung von realdatengetriebenen Augmented- und Mixed-Reality-Szenen sowie deren Anwendung im Maschinen- und Anlagenbau vor.   Augmented Reality (AR) and Mixed Reality (MR) offer the potential for numerous applications in the Industrial Internet of Things (IIoT). This paper presents an approach for a cloud-based (device- and location-independent) creation and the 3D visualization of real data driven Augmented and Mixed Reality scenes including their application in mechanical and plant engineering.
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Arifitama, Budi, and Ade Syahputra. "Peningkatan Keterampilan Organisasi di Bidang Mixed Reality Komunitas Augmented Reality di Universitas Trilogi." ETHOS (Jurnal Penelitian dan Pengabdian) 7, no. 1 (January 21, 2019): 121–28. http://dx.doi.org/10.29313/ethos.v7i1.4239.

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Abstract. The partners of this community service activity are members of the augmented reality community located in the Pancoran area South of Jakarta. The augmented reality community has been running for almost 3 years, initiated by 2013 by the informatics students at the trilogi university with a total of 12 community members. However, unfortunately the activities that have been carried out is not optimal, the meeting schedule are carried out incidentally and has not been scheduled properly. A good community is measured by how active and disciplined the members and administrators of the community. A solution is needed in terms of good organizational management from the community committee as well as good technical capabilities of each member. The solutions given to overcome these problems are (a) Conducting a good organizational management training in managing an organization starting from planning, scheduling, implementing and organizing (b) Conducting basic augmented reality training for members of the community . The results of this training activity resulted in a 100 percent improvement in the abilities and management skills of mixed reality organizations from members of the augmented reality community.Abstrak. Mitra dari kegiatan pegabdian kepada masyarakat ini adalah angggota dari komunitas augmented reality yang berlokasi di daerah Pancoran Jakarta Selatan. Komunitas Augmented reality telah berjalan kurang lebih hampir 3 tahun lamanya diprakarsai oleh mahasiswa teknik informatika angkata 2013 universitas trilogi dengan total sebanyak 12 anggota komunitas. Namun , sayangnya kegiatan yang selama ini dilakukan belum optimal, jadwal pertemuan dilaksanakan secara insidentil dan belum terjadwal dengan baik yang mengakibatkan pengelolaan dari komunitas menjadi vakum. Sebuah komunitas yang baik diukur dari seberapa aktif dan disiplin dari pelaksana dan pengurus dari komunitas tersebut. Dibutuhkan sebuah solusi dalam hal manajemen organisasi yang baik dari panitia komunitas serta kemampuan teknis yang baik dari setiap member agar dapat mempersiapkan diri untuk ekspansi komunitas ke luar dari universitas. Solusi yang diberikan untuk mengatasi permasalahan tersebut adalah (a)Melakukan pelatihan manajemen organisasi yang baik dalam mengelola sebuah organisasi mulai dari perencanaan, penjadwalan, pelaksanaan dan tata kelola organisasi (b)Melakukan pelatihan dasar augmented reality bagi anggota tetap maupun anggota baru yang belum memiliki keterampilan. Hasil dari kegiatan pelatihan ini menghasilkan 100 persen peningkatan kemampuan dan keterampilan manajemen organisasi mixed reality dari anggota Komunitas Augmented Reality.
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Pereira, Lidiane, Wellingston C. Roberti Junior, and Rodrigo L. S. Silva. "Photorealism in Mixed Reality: A Systematic Literature Review." International Journal of Virtual Reality 21, no. 1 (May 20, 2021): 15–29. http://dx.doi.org/10.20870/ijvr.2021.21.1.3166.

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In Augmented Reality systems, virtual objects are combined with real objects, both three dimensional, interactively and at run-time. In an ideal scenario, the user has the feeling that real and virtual objects coexist in the same space and is unable to differentiate the types of objects from each other. To achieve this goal, research on rendering techniques have been conducted in recent years. In this paper, we present a Systematic Literature Review aiming to identify the main characteristics concerning photorealism in Mixed and Augmented Reality systems to find research opportunities that can be further exploited or optimized. The objective is to verify if exists a definition of photorealism in Mixed and Augmented Reality. We present a theoreticalfundamental over the most used methods concerning realism in Computer Graphics. Also, we want to identify the most used methods and tools to enable photorealism in Mixed and Augmented Reality systems.
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Chang, Chun-Yen, Chia-Li Debra Chena, and Wei-Kai Chang. "Research on Immersion for Learning Using Virtual Reality, Augmented Reality and Mixed Reality." Enfance N°3, no. 3 (2019): 413. http://dx.doi.org/10.3917/enf2.193.0413.

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Sanna, Manuri, and De Pace. "Special Issue “Wearable Augmented and Mixed Reality Applications”." Information 10, no. 10 (September 20, 2019): 289. http://dx.doi.org/10.3390/info10100289.

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Until some years ago, there was a lack of affordable devices that allowed for research in order to design and implement augmented and mixed reality applications. Thanks to technology improvements, it is now possible to find several wearable devices on the market that greatly improve the synergy between the real and virtual world, thus allowing users to be part of an immersive experience in which they can easily interact with 3D assets and real objects at the same time. Thus, the number of augmented reality and mixed reality (AR/MR) applications is greatly increased, from educational or cultural heritage applications to industry ones, such as maintenance-assembly-repair processes or product inspection and building monitoring. Indeed, several improvements have been made in order to enhance this technology, but some issues still need to be tackled, namely: limited field-of-view, tracking stability, the effectiveness of user interfaces to interact with 3D contents, and many others.
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Dissertations / Theses on the topic "Augmented/mixed reality"

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Ruiz, Aleksandr. "Mixed Reality Book." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21540.

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This report covers the methodology, research, and design process of my Thesis Project I: The Mixed Reality Book. The project is a proof-of-concept system that adds contextual periphery effects to regular paper books, using Spatial Augmented Reality. The intention is to enhance reading experiences within public libraries – amongst children and students. In this brief study we investigate how Projected Periphery can create, improve, and augment reading by manipulating the physical book, and the area around it, using projections. Throughout the study, I conduct design engagements, rapid prototyping, and workshops with the intention of identifying meaningful interactions. Two primary contexts of use are identified and analysed with an emphasis on developing usable design conventions and laying the foundation for a Mixed Reality Book system. The result is a working prototype, analysis of the research and challenges, and an exploration of how this technology could be shaped further and deployed.
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Karlgren, Kasper. "Perceived physical presence in Mixed reality embodiment vs Augmented reality robot interaction." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265568.

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This thesis presents a novel interaction model using mixed reality simulating a robot human interaction; a clay embodiment is overlaid with animated facial features using mobile augmented reality. One of the challenges when building a social agent, whether it is for education or solely social interaction, is to achieve social presence. One way to increase the feeling of presence is to have the agent physically embodied by using a robot. Earlier research has found that users listen more to robots that are present, than robots that are presented through a screen. But there are problems that come with robots that are not yet solved. Robot are expensive, they break, they are hard to update and they are very limited to the realm and problems they are built for: even standing up can be a challenge. This thesis tests if the theory of embodiment as a tool to heighten presence can be achieved, even if the robot and the interaction is only present in a screen. The clay embodiment is built by hand and later 3D scanned. The clay embodiment is tracked using Vuforia’s object recognition of the scan and is given an animatable face in a mixed reality setting through unity. The interaction of comparison and the basis of evaluation consist of a fully virtual robot head placed in 3D space using ground plane tracking. These interactions are compared separately and test subjects are only exposed to one type of interaction. Through the study the participants interacting with the clay embodiment rated the exeprience higher in respect to physical presences and scored better ability to recall details than the one with the fully augmented robot human interaction. The results were significant and indicate, with the reservation of false positives given the small participation sample, that mobile augmented reality agent interactions are improved, in respect to attention allocation and physical presence, by the use of mixed reality embodiments. Overall the interaction was very well perceived. Both conditions were highly enjoyed and critique mostly focused on the lack of complexity in the dialogue - the participants wanted more. Initial positive feedback states that this can and should be tested further.
Den här uppsatsen presenterar en ny interaktionsmodell i mixed reality (förstärkt verklighet). Modellen simulerar en interaktion mellan en robot och en användare: en robotfigur gestaltad i lera är förstärkt med animerade ansiktsdrag som visas i en mixed reality - miljö genom en mobiltelefon. Interaktionsmodellen med den fysiska robotfiguren kombinerad med animerade ansiktsdrag testas mot en likadan interaktion med en helt virtuellt robot utan fysisk gestaltning. En av utmaningarna vid skapandet av sociala agenter, oavsett om de är byggda för undervisningsmiljöer eller enbart rent sociala interaktioner, är att åstadkomma en upplevelse av social närvaro. Ett sätt att öka känslan av närvaro är att använda sig av en fysisk gestaltning i form av en robot. Tidigare forskning har funnit att användare lyssnar mer på robotar som finns fysiskt närvarande än robotar som presenteras via en skärm. Problemet med robotar är att de är dyra, de går sönder, de är svåra att uppdatera och de kan vara väldigt fysiskt begränsade: till och med att gå kan vara en utmaning. Den här uppsatsen testar ifall fysisk gestaltning ökar känslan av social närvaro, trots att all interaktion sker via en skärm. Ler-gestaltningen är skulpterad för hand, 3D-skannad och sedan spårad med hjälp av Vuforias objektigenkän- ning. Ler-gestaltningen får animerbara ansiktsdrag i mobilen. Denna interaktion jämförs mot en interaktion utan fysisk gestaltning: ett enbart virtuellt robothuvud med samma ansiktsdrag som är virtuellt positionerad i det fysiska rummet med hjälp av yt- och plan-igenkänning. Resultaten visade att interaktion mellan en människa och en virtuell agent har en ökad upplevelse av fysisk närvaro och att en virtuell agent tilldelas mer uppmärksamhet av den mänskliga parten ifall agenten har en fysisk gestaltning. Resultaten är statistiskt signifikanta med viss reservation för deltagarantalet i studien. Överlag upplevdes interaktionerna väldigt positivt. Deltagare från bägge interaktionerna gillade upplevelse. Deltagarnas tydligaste kritiska synpunkter gällde brist på komplexitet i konversationen - deltagarna ville ha en rikare interaktion. Den positiva responsen visar att interaktionssättet kan och bör studeras yttligare.
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Barba, Evan. "A multiscale framework for mixed reality walking tours." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/47554.

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Mixed Reality experiences, that blend physical and virtual objects, have become commonplace on handheld computing devices. One common application of these technologies is their use in cultural heritage "walking tours." These tours provide information about the surrounding environment in a variety of contexts, to suit the needs and interests of different groups of participants. Using the familiar "campus tour" as a canonical example, this dissertation investigates the technical and cognitive processes involved in transferring this tour from its physical and analog form into Mixed Reality. Using the concept of spatial scale borrowed from cognitive geography, this work identifies the need to create and maintain continuity across different scales of spatial experience as being of paramount importance to successful Mixed Reality walking tours. The concepts of scale transitions, coordination of representations across scales, and scale-matching are shown to be essential to maintaining the continuity of experience. Specific techniques that embody these concepts are also discussed and demonstrated in a number of Mixed Reality examples, including in the context of a successful deployment of a Mixed Reality Tour of the Georgia Tech campus. The potential for a "Language of Mixed Reality" based on the concepts outlined in this work is also discussed, and a general framework, called the Mixed Reality Scale Framework is shown to meet all the necessary criteria for being a cognitive theory of Human-Centered Computing in the context of Mixed Reality.
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Kopsida, Marianna. "Automated progress monitoring using mixed reality." Thesis, University of Cambridge, 2018. https://www.repository.cam.ac.uk/handle/1810/274926.

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This thesis presents a real-time automated building progress monitoring solution for indoor environments using a mobile device. Such a system could prompt accurate and timely assessment of work progress that would allow managers to make adjustments and minimise both time and cost overrun when deviations from the schedule occur. Although many researchers have proposed approaches for progress monitoring in outdoor scenes, these cannot perform in real-time and shift into the complex interior environment. Research efforts for indoor environments are not fully automated and lead to errors in more complex scenes. Systems based on mobile devices could potentially enhance the inspection process and reduce the required time by allowing the inspector to acquire progress data by simply walking around the site. The main challenge of these systems is the tracking of the pose of the camera to achieve accurate alignment between the 3D design model and the real-world scene. Methods for estimating the user’s pose rely on a) tags on each target of interest, which require additional time and cost for installation and maintenance; b) pre-selected user locations, which restricts the user to those locations only; or c) GPS on the augmented reality headset, which only applies to outdoor inspections. Additionally, current mobile-based inspection systems do not perform any comparison between the captured as-built and the as-planned data. In this research, different marker-less Augmented Reality (AR) potential methods were implemented and tested for finding the most robust tracking solution. The Microsoft HoloLens was found to be the top performer for tracking the user’s pose and for overall user-experience. Next, a semi-automated method was developed for initially registering the 3D model to the real environment by exploiting information from detected floor and wall surfaces. Results showed that this method reduces the time of the initial registration by 58%. Having the 3D model aligned to the real environment and knowing the pose of the camera at every moment, an automated method was developed that exploits the captured as-built surface mesh data from the mobile device, compares it against the 3D design model and identifies in real-time whether an object has been built according to plan. Different parameters were tested for finding the optimum combination based on the current quality of mesh data. If quality of mesh data changes, then new parameters should be explored. Finally, the proposed solution was tested in real site conditions resulting in 76.6% precision, 100.0% recall, and 83.5% accuracy.
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Lagerqvist, Teodor. "Studies of Delay in Collaborative Augmented Reality." Thesis, Linköping University, Department of Computer and Information Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-57437.

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Freeman, R. M. "Rapid interactive modelling and tracking for mixed and augmented reality." Thesis, University College London (University of London), 2011. http://discovery.ucl.ac.uk/1318079/.

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We present a novel approach to mixed reality setup and configuration that is rapid, interactive, live, and video-based. Where the operator is directly involved in a responsive modelling process and can specify, define and semantically label the reconstruction. By using commonly available hardware and making minimal demands on the operator’s skill, our approach makes mixed reality more accessible for wider application. Some tasks vital to a mixed reality system are either too time consuming or too complex to be carried out whilst the system is active. 3-dimensional scene modelling, specification and registration are such tasks, commonly performed by skilled operators in an off-line initialisation phase prior to system activation. In this thesis we propose a new on-line interactive method, where a creative video-based modelling process is performed during the run-time phase of operation. Using primitive shape-based modelling techniques, traditionally applied to still photographic image reconstruction, we demonstrate how extrinsic camera calibration, scene reconstruction, specification and registration can be effectively achieved whilst a mixed reality system is active. The two steps required to realise manual on-line video-based modelling are described in this thesis. The first step shows how such modelling techniques can be applied to live video. The second step shows how freely moving cameras can be used to support the modelling processes by combining tracking techniques into a single application. To estimate the potential reconstruction accuracy for both steps a series of tests are performed. Underlying our video-based modelling approach, we present two new algorithms for translating 2-dimensional user interactions into well specified 3-dimensional geometric models, as well as a new approach to combined modelling and tracking that utilises both markers and appearance based tracking techniques in a single solution. Finally, we present a new algorithm for estimating tracking error in real-time, which we use to aid our modelling processes and support our accuracy testing.
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Savage, Ruthann. "TRAINING WAYFINDING: NATURAL MOVEMENT IN MIXED REALITY." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3929.

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The Army needs a distributed training environment that can be accessed whenever and wherever required for training and mission rehearsal. This paper describes an exploratory experiment designed to investigate the effectiveness of a prototype of such a system in training a navigation task. A wearable computer, acoustic tracking system, and see-through head mounted display (HMD) were used to wirelessly track users' head position and orientation while presenting a graphic representation of their virtual surroundings, through which the user walked using natural movement. As previous studies have shown that virtual environments can be used to train navigation, the ability to add natural movement to a type of virtual environment may enhance that training, based on the proprioceptive feedback gained by walking through the environment. Sixty participants were randomly assigned to one of three conditions: route drawing on printed floor plan, rehearsal in the actual facility, and rehearsal in a mixed reality (MR) environment. Participants, divided equally between male and female in each group, studied verbal directions of route, then performed three rehearsals of the route, with those in the map condition drawing it onto three separate printed floor plans, those in the practice condition walking through the actual facility, and participants in the MR condition walking through a three dimensional virtual environment, with landmarks, waypoints and virtual footprints. A scaling factor was used, with each step in the MR environment equal to three steps in the real environment, with the MR environment also broken into "tiles", like pages in an atlas, through which participant progressed, entering each tile in succession until they completed the entire route. Transfer of training testing that consisted of a timed traversal of the route through the actual facility showed a significant difference in route knowledge based on the total time to complete the route, and the number of errors committed while doing so, with "walkers" performing better than participants in the paper map or MR condition, although the effect was weak. Survey knowledge showed little difference among the three rehearsal conditions. Three standardized tests of spatial abilities did not correlate with route traversal time, or errors, or with 3 of the 4 orientation localization tasks. Within the MR rehearsal condition there was a clear performance improvement over the three rehearsal trials as measured by the time required to complete the route in the MR environment which was accepted as an indication that learning occurred. As measured using the Simulator Sickness Questionnaire, there were no incidents of simulator sickness in the MR environment. Rehearsal in the actual facility was the most effective training condition; however, it is often not an acceptable form of rehearsal given an inaccessible or hostile environment. Performance between participants in the other two conditions were indistinguishable, pointing toward continued experimentation that should include the combined effect of paper map rehearsal with mixed reality, especially as it is likely to be the more realistic case for mission rehearsal, since there is no indication that maps should be eliminated. To walk through the environment beforehand can enhance the Soldiers' understanding of their surroundings, as was evident through the comments from participants as they moved from MR to the actual space: "This looks like I was just here", and "There's that pole I kept having trouble with". Such comments lead one to believe that this is a tool to continue to explore and apply. While additional research on the scaling and tiling factors is likely warranted, to determine if the effect can be applied to other environments or tasks, it should be pointed out that this is not a new task for most adults who have interacted with maps, where a scaling factor of 1 to 15,000 is common in orienteering maps, and 1 to 25,000 in military maps. Rehearsal time spent in the MR condition varied widely, some of which could be blamed on an issue referred to as "avatar excursions", a system anomaly that should be addressed in future research. The proprioceptive feedback in MR was expected to positively impact performance scores. It is very likely that proprioceptive feedback is what led to the lack of simulator sickness among these participants. The design of the HMD may have aided in the minimal reported symptoms as it allowed participants some peripheral vision that provided orientation cues as to their body position and movement. Future research might include a direct comparison between this MR, and a virtual environment system through which users move by manipulating an input device such as a mouse or joystick, while physically remaining stationary. The exploration and confirmation of the training capabilities of MR as is an important step in the development and application of the system to the U.S. Army training mission. This experiment was designed to examine one potential training area in a small controlled environment, which can be used as the foundation for experimentation with more complex tasks such as wayfinding through an urban environment, and or in direct comparison to more established virtual environments to determine strengths, as well as areas for improvement, to make MR as an effective addition to the Army training mission.
Ph.D.
Department of Psychology
Sciences
Psychology
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Lindqvist, Johan. "Edge Computing for Mixed Reality." Thesis, Linköpings universitet, Programvara och system, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-162133.

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Mixed reality, or augmented reality, where the real and the virtual worlds are combined, has seen an increase in interest in recent years with the release of tools like Google ARCore and Apple ARkit. Edge computing, where the distributed computing resources are located near the end device at the edge of the network, is a paradigm that enables offloading of computing tasks with latency requirements to dedicated servers. This thesis studies how edge computing can be used to bring mixed reality capabilities to mobile end devices that lack native support for that. It presents a working prototype for delivering mixed reality, evaluates the different technologies in it in relation to stability, responsiveness and resource usage, and studies the requirements on the end and edge devices. The experimental evaluation revealed that transmission time is the most significant chunk of end-to-end latency for the developed application. Reducing that delay will have a significant impact on future deployments of such systems. The thesis also presents other bottlenecks and best practices found during the prototype’s development, and how to proceed from here.
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Dahl, Tyler. "Real-Time Object Removal in Augmented Reality." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1905.

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Diminished reality, as a sub-topic of augmented reality where digital information is overlaid on an environment, is the perceived removal of an object from an environment. Previous approaches to diminished reality used digital replacement techniques, inpainting, and multi-view homographies. However, few used a virtual representation of the real environment, limiting their domains to planar environments. This thesis provides a framework to achieve real-time diminished reality on an augmented reality headset. Using state-of-the-art hardware, we combine a virtual representation of the real environment with inpainting to remove existing objects from complex environments. Our work is found to be competitive with previous results, with a similar qualitative outcome under the limitations of available technology. Additionally, by implementing new texturing algorithms, a more detailed representation of the real environment is achieved.
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Johansson, Daniel. "Convergence in mixed reality-virtuality environments : facilitating natural user behavior." Doctoral thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-21054.

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This thesis addresses the subject of converging real and virtual environments to a combined entity that can facilitate physiologically complying interfaces for the purpose of training. Based on the mobility and physiological demands of dismounted soldiers, the base assumption is that greater immersion means better learning and potentially higher training transfer. As the user can interface with the system in a natural way, more focus and energy can be used for training rather than for control itself. Identified requirements on a simulator relating to physical and psychological user aspects are support for unobtrusive and wireless use, high field of view, high performance tracking, use of authentic tools, ability to see other trainees, unrestricted movement and physical feedback. Using only commercially available systems would be prohibitively expensive whilst not providing a solution that would be fully optimized for the target group for this simulator. For this reason, most of the systems that compose the simulator are custom made to facilitate physiological human aspects as well as to bring down costs. With the use of chroma keying, a cylindrical simulator room and parallax corrected high field of view video see-though head mounted displays, the real and virtual reality are mixed. This facilitates use of real tool as well as layering and manipulation of real and virtual objects. Furthermore, a novel omnidirectional floor and thereto interface scheme is developed to allow limitless physical walking to be used for virtual translation. A physically confined real space is thereby transformed into an infinite converged environment. The omnidirectional floor regulation algorithm can also provide physical feedback through adjustment of the velocity in order to synchronize virtual obstacles with the surrounding simulator walls. As an alternative simulator target use, an omnidirectional robotic platform has been developed that can match the user movements. This can be utilized to increase situation awareness in telepresence applications.
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Books on the topic "Augmented/mixed reality"

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Lackey, Stephanie, and Jessie Chen, eds. Virtual, Augmented and Mixed Reality. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57987-0.

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Lackey, Stephanie, and Randall Shumaker, eds. Virtual, Augmented and Mixed Reality. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39907-2.

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Shumaker, Randall, and Stephanie Lackey, eds. Virtual, Augmented and Mixed Reality. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-21067-4.

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Chen, Jessie Y. C., and Gino Fragomeni, eds. Virtual, Augmented and Mixed Reality. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77599-5.

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Shumaker, Randall, and Stephanie Lackey, eds. Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07464-1.

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Chen, Jessie Y. C., and Gino Fragomeni, eds. Virtual, Augmented and Mixed Reality. Multimodal Interaction. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21607-8.

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Shumaker, Randall, ed. Virtual, Augmented and Mixed Reality. Systems and Applications. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39420-1.

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Chen, Jessie Y. C., and Gino Fragomeni, eds. Virtual, Augmented and Mixed Reality. Design and Interaction. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49695-1.

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Shumaker, Randall, ed. Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39405-8.

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Shumaker, Randall, and Stephanie Lackey, eds. Virtual, Augmented and Mixed Reality. Designing and Developing Virtual and Augmented Environments. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07458-0.

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Book chapters on the topic "Augmented/mixed reality"

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Tachi, Susumu. "Augmented Telexistence." In Mixed Reality, 251–60. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_14.

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Neumann, Ulrich, Suya You, Youngkwan Cho, Jongweon Lee, and Jun Park. "Augmented Reality Tracking in Natural Environments." In Mixed Reality, 101–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_6.

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Iwata, Hiroo. "Feel-through: Augmented Reality with Force Feedback." In Mixed Reality, 215–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_12.

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Azuma, Ronald T. "The Challenge of Making Augmented Reality Work Outdoors." In Mixed Reality, 379–90. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_21.

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Jang, Byungtae, Juwan Kim, Haedong Kim, and Donghyun Kim. "An Outdoor Augmented Reality System for GIS Applications." In Mixed Reality, 391–99. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_22.

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Fuchs, Henry, and Jeremy Ackerman. "Displays for Augmented Reality: Historical Remarks and Future Prospects." In Mixed Reality, 31–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_2.

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Feiner, Steven, Blair MacIntyre, and Tobias Höllerer. "Wearing It Out: First Steps Toward Mobile Augmented Reality Systems." In Mixed Reality, 363–77. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_20.

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Naemura, Takeshi, and Hiroshi Harashima. "The Ray-Based Approach to Augmented Spatial Communication and Mixed Reality." In Mixed Reality, 165–82. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_9.

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Klinker, Gudrun, Didier Strieker, and Dirk Reiners. "Augmented Reality: A Balancing Act Between High Quality and Real-Time Constraints." In Mixed Reality, 325–46. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-87512-0_18.

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Hancock, Paul. "Augmented Reality and Mixed Reality Technologies." In Serious Games for Enhancing Law Enforcement Agencies, 65–82. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29926-2_4.

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Conference papers on the topic "Augmented/mixed reality"

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Olmedo, Hector, and Jorge Augusto. "From augmented reality to mixed reality." In the 13th International Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2379636.2379671.

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Oskiper, Taragay, Mikhail Sizintsev, Vlad Branzoi, Supun Samarasekera, and Rakesh Kumar. "Augmented Reality binoculars." In 2013 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2013. http://dx.doi.org/10.1109/ismar.2013.6671782.

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Rekimoto, Jun. "From augmented reality to augmented human." In 2013 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2013. http://dx.doi.org/10.1109/ismar.2013.6671755.

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"Spatial Augmented Reality." In Third IEEE and ACM International Symposium on Mixed and Augmented Reality. IEEE, 2004. http://dx.doi.org/10.1109/ismar.2004.55.

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"Workshop [Industrial Augmented Reality]." In Proceedings. International Symposium on Mixed and Augmented Reality. IEEE, 2005. http://dx.doi.org/10.1109/ismar.2005.62.

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Hollerer, Tobias, Dieter Schmalstieg, and Mark Billinghurst. "AR 2.0: Social Augmented Reality - social computing meets Augmented Reality." In 2009 8th IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2009. http://dx.doi.org/10.1109/ismar.2009.5336443.

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Lui, Wen Lik Dennis, Damien Browne, Lindsay Kleeman, Tom Drummond, and Wai Ho Li. "Transformative reality: Augmented reality for visual prostheses." In 2011 IEEE International Symposium on Mixed and Augmented Reality. IEEE, 2011. http://dx.doi.org/10.1109/ismar.2011.6092402.

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Lui, Wen Lik Dennis, Damien Browne, Lindsay Kleeman, Tom Drummond, and Wai Ho Li. "Transformative reality: Augmented reality for visual prostheses." In 2011 IEEE International Symposium on Mixed and Augmented Reality. IEEE, 2011. http://dx.doi.org/10.1109/ismar.2011.6162903.

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Maimone, Andrew, and Henry Fuchs. "Computational augmented reality eyeglasses." In 2013 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2013. http://dx.doi.org/10.1109/ismar.2013.6671761.

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Klinker, Gudrun, Stefan Noelle, Toshikazu Ohshima, and Marcus Toennis. "Workshop - Industrial augmented reality." In 2006 IEEE/ACM International Symposium on Mixed and Augmented Reality. IEEE, 2006. http://dx.doi.org/10.1109/ismar.2006.297785.

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