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1

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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Bhowmik, Achintya K. "Advances in Virtual, Augmented, and Mixed Reality Technologies." Information Display 34, no. 5 (September 2018): 18–21. http://dx.doi.org/10.1002/j.2637-496x.2018.tb01117.x.

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Papadopoulos, Theofilos, Konstantinos Evangelidis, Theodore H. Kaskalis, Georgios Evangelidis, and Stella Sylaiou. "Interactions in Augmented and Mixed Reality: An Overview." Applied Sciences 11, no. 18 (September 20, 2021): 8752. http://dx.doi.org/10.3390/app11188752.

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“Interaction” represents a critical term in the augmented and mixed reality ecosystem. Today, in mixed reality environments and applications, interaction occupies the joint space between any combination of humans, physical environment, and computers. Although interaction methods and techniques have been extensively examined in recent decades in the field of human-computer interaction, they still should be reidentified in the context of immersive realities. The latest technological advancements in sensors, processing power and technologies, including the internet of things and the 5G GSM network, led to innovative and advanced input methods and enforced computer environmental perception. For example, ubiquitous sensors under a high-speed GSM network may enhance mobile users’ interactions with physical or virtual objects. As technological advancements emerge, researchers create umbrella terms to define their work, such as multimodal, tangible, and collaborative interactions. However, although they serve their purpose, various naming trends overlap in terminology, diverge in definitions, and lack modality and conceptual framework classifications. This paper presents a modality-based interaction-oriented diagram for researchers to position their work and defines taxonomy ground rules to expand and adjust this diagram when novel interaction approaches emerge.
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Li, Kam Cheong, and Billy Tak Ming Wong. "A literature review of augmented reality, virtual reality, and mixed reality in language learning." International Journal of Mobile Learning and Organisation 15, no. 2 (2021): 164. http://dx.doi.org/10.1504/ijmlo.2021.114516.

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Wong, Billy Tak Ming, and Kam Cheong Li. "A literature review of augmented reality, virtual reality, and mixed reality in language learning." International Journal of Mobile Learning and Organisation 15, no. 2 (2021): 164. http://dx.doi.org/10.1504/ijmlo.2021.10036557.

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Hube, Natalie, Mathias Müller, Esther Lapczyna, and Jan Wojdziak. "Mixed Reality based Collaboration for Design Processes." i-com 19, no. 2 (August 26, 2020): 123–37. http://dx.doi.org/10.1515/icom-2020-0012.

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AbstractDue to constantly and rapidly growing digitization, requirements for international cooperation are changing. Tools for collaborative work such as video telephony are already an integral part of today’s communication across companies. However, these tools are not sufficient to represent the full physical presence of an employee or a product as well as its components in another location, since the representation of information in a two-dimensional way and the resulting limited communication loses concrete objectivity. Thus, we present a novel object-centered approach that compromises of Augmented and Virtual Reality technology as well as design suggestions for remote collaboration. Furthermore, we identify current key areas for future research and specify a design space for the use of Augmented and Virtual Reality remote collaboration in the manufacturing process in the automotive industry.
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Lee, Chanju and Lee, Minsoo. "AR (augmented reality) Art and Imaginary Space -Mixed Reality and Art Exhibition-." Journal of Korea Design Knowledge ll, no. 30 (June 2014): 21–32. http://dx.doi.org/10.17246/jkdk.2014..30.003.

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Kipnis, Daniel G. "Book Review: Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library." Reference & User Services Quarterly 59, no. 2 (March 4, 2020): 134. http://dx.doi.org/10.5860/rusq.59.2.7279.

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As part of the democratization of information, libraries are expanding their offerings beyond knowledge-based resources into the realm of virtual reality. In Beyond Reality, Varnum produces nine unique chapters on augmented, virtual, and mixed realities (AR/VR/MR). Six of the chapters are university case studies, two are from public libraries, and the final chapter is from an intellectual property attorney. The selected case studies offer a variety of geographic locations and sizes, which will help match libraries considering pursuing AR/VR/MR programs.
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Hamacher, Alaric, Su Jin Kim, Sung Tae Cho, Sunil Pardeshi, Seung Hyun Lee, Sung-Jong Eun, and Taeg Keun Whangbo. "Application of Virtual, Augmented, and Mixed Reality to Urology." International Neurourology Journal 20, no. 4 (December 31, 2016): 375. http://dx.doi.org/10.5213/inj.1620err.003.

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Hamacher, Alaric, Su Jin Kim, Sung Tae Cho, Sunil Pardeshi, Seung Hyun Lee, Sung-Jong Eun, and Taeg Keun Whangbo. "Application of Virtual, Augmented, and Mixed Reality to Urology." International Neurourology Journal 20, no. 3 (September 30, 2016): 172–81. http://dx.doi.org/10.5213/inj.1632714.357.

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Shi, Xiao Yan, Tao Ruan Wan, Wen Tang, and Yao Lin Zhu. "A New Registration Method for Mixed Augmented Reality Environments." Applied Mechanics and Materials 220-223 (November 2012): 2649–53. http://dx.doi.org/10.4028/www.scientific.net/amm.220-223.2649.

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In augmented reality applications, one of the challenging tasks is to solve environment registering using only partial information of the targeted environments or physical features. We propose an improved method to solve the problem. Our vision based method estimates the relative camera pose between two calibrated views, combining marker points with environmental physical features to increase the effectiveness and the accuracy of the registration process. Experimental results show that our approach can recover the 3D structure information of actual scenes effectively, and the system developed satisfies the requirement of augmented reality (AR) applications successfully.
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Rudakova, M. S. "Development of microprojection system of mixed and augmented reality." Journal of Physics: Conference Series 735 (August 2016): 012041. http://dx.doi.org/10.1088/1742-6596/735/1/012041.

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Thomas, Bruce H. "A survey of visual, mixed, and augmented reality gaming." Computers in Entertainment 10, no. 1 (October 2012): 1–33. http://dx.doi.org/10.1145/2381876.2381879.

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Onime, Clement, James Uhomoibhi, Hui Wang, and Mattia Santachiara. "A reclassification of markers for mixed reality environments." International Journal of Information and Learning Technology 38, no. 1 (November 10, 2020): 161–73. http://dx.doi.org/10.1108/ijilt-06-2020-0108.

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PurposeThis paper presents a reclassification of markers for mixed reality environments that is also applicable to the use of markers in robot navigation systems and 3D modelling. In the case of Augmented Reality (AR) mixed reality environments, markers are used to integrate computer generated (virtual) objects into a predominantly real world, while in Augmented Virtuality (AV) mixed reality environments, the goal is to integrate real objects into a predominantly virtual (computer generated) world. Apart from AR/AV classifications, mixed reality environments have also been classified by reality; output technology/display devices; immersiveness as well as by visibility of markers.Design/methodology/approachThe approach adopted consists of presenting six existing classifications of mixed reality environments and then extending them to define new categories of abstract, blended, virtual augmented, active and smart markers. This is supported with results/examples taken from the joint Mixed Augmented and Virtual Reality Laboratory (MAVRLAB) of the Ulster University, Belfast, Northern Ireland; the Abdus Salam International Centre for Theoretical Physics (ICTP), Trieste, Italy and Santasco SrL, Regio Emilia/Milan, Italy.FindingsExisting classification of markers and mixed reality environments are mainly binary in nature and do not adequately capture the contextual relationship between markers and their use and application. The reclassification of markers into abstract, blended and virtual categories captures the context for simple use and applications while the categories of augmented, active and smart markers captures the relationship for enhanced or more complex use of markers. The new classifications are capable of improving the definitions of existing simple marker and markerless mixed reality environments as well as supporting more complex features within mixed reality environments such as co-location of objects, advanced interactivity, personalised user experience.Research limitations/implicationsIt is thought that applications and devices in mixed reality environments when properly developed and deployed enhances the real environment by making invisible information visible to the user. The current work only marginally covers the use of internet of things (IoT) devices in mixed reality environments as well as potential implications for robot navigation systems and 3D modelling.Practical implicationsThe use of these reclassifications enables researchers, developers and users of mixed reality environments to select and make informed decisions on best tools and environment for their respective application, while conveying information with additional clarity and accuracy. The development and application of more complex markers would contribute in no small measure to attaining greater advancements in extending current knowledge and developing applications to positively impact entertainment, business and health while minimizing costs and maximizing benefits.Originality/valueThe originality of this paper lies in the approach adopted in reclassifying markers. This is supported with results and work carried out at the MAV Reality Laboratory of Ulster University, Belfast–UK, the Abdus Salam International Centre for Theoretical Physics (ICTP), Trieste-Italy and Santasco SrL, Regio Emilia, Milan–Italy. The value of present research lies in the definitions of new categories as well as the discussions of how they improve mixed reality environments and application especially in the health and education sectors.
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Pacherkar, Bhagyashri. "Greeting Card app based on Augmented Reality." International Journal for Research in Applied Science and Engineering Technology 9, no. 8 (August 31, 2021): 1769–73. http://dx.doi.org/10.22214/ijraset.2021.37506.

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Abstract: Augmented Reality is a combination of a real and a computer-generated or virtual world. It is achieved by augmenting computer-generated images on real world. It is of four types namely marker based, marker less, projection based and superimposition based augmented reality. It has many applications in the real world. AR is used in various fields such as medical, education, manufacturing, robotics and entertainment. Augmented reality comes under the field of mixed reality. It can be considered as an inverse reflection of Virtual Reality. They both have certain similarities and differences. This paper gives information about Augmented Reality and how it started. It analyses various types of augmented reality, its applications and its advantages and disadvantages. This paper also gives us knowledge regarding those major threats that augmented reality will face in the near future and about its current and future applications. It gives us a comparison between the two related topics, Augmented reality and Virtual reality. The following paper also helps us know about the effect of Augmented Reality on the human life.
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Gerup, Jaris, Camilla B. Soerensen, and Peter Dieckmann. "Augmented reality and mixed reality for healthcare education beyond surgery: an integrative review." International Journal of Medical Education 11 (January 18, 2020): 1–18. http://dx.doi.org/10.5116/ijme.5e01.eb1a.

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Viglialoro, Rosanna Maria, Sara Condino, Giuseppe Turini, Marina Carbone, Vincenzo Ferrari, and Marco Gesi. "Augmented Reality, Mixed Reality, and Hybrid Approach in Healthcare Simulation: A Systematic Review." Applied Sciences 11, no. 5 (March 6, 2021): 2338. http://dx.doi.org/10.3390/app11052338.

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Simulation-based medical training is considered an effective tool to acquire/refine technical skills, mitigating the ethical issues of Halsted’s model. This review aims at evaluating the literature on medical simulation techniques based on augmented reality (AR), mixed reality (MR), and hybrid approaches. The research identified 23 articles that meet the inclusion criteria: 43% combine two approaches (MR and hybrid), 22% combine all three, 26% employ only the hybrid approach, and 9% apply only the MR approach. Among the studies reviewed, 22% use commercial simulators, whereas 78% describe custom-made simulators. Each simulator is classified according to its target clinical application: training of surgical tasks (e.g., specific tasks for training in neurosurgery, abdominal surgery, orthopedic surgery, dental surgery, otorhinolaryngological surgery, or also generic tasks such as palpation) and education in medicine (e.g., anatomy learning). Additionally, the review assesses the complexity, reusability, and realism of the physical replicas, as well as the portability of the simulators. Finally, we describe whether and how the simulators have been validated. The review highlights that most of the studies do not have a significant sample size and that they include only a feasibility assessment and preliminary validation; thus, further research is needed to validate existing simulators and to verify whether improvements in performance on a simulated scenario translate into improved performance on real patients.
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Wahyudi, Andria Kusuma, Early Surya Utama, and Reginald R. Ngantung. "Alat Peraga Mixed Reality untuk Pembelajaran Anatomi Otak Manusia dengan Interaksi Occlusion Detection." CogITo Smart Journal 4, no. 2 (January 16, 2019): 337. http://dx.doi.org/10.31154/cogito.v4i2.140.337-347.

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Penelitian ini membahas tentang gabungan teknologi Augmented Reality (AR) dan Virtual Reality (VR) menjadi Mixed Reality untuk mengenalkan anatomi otak menggunakan smartphone berbasis Android. Fokus utama dari penelitian ini adalah menerapkan Mixed Reality sebagai alat peraga pada pembelajaran anatomi otak dan menerapkan interaksi yang sesuai untuk Mixed Reality. Untuk melakukan interaksi dengan sistem digunakan Occlusion Detection untuk mendeteksi jari pada area tertentu sehingga jika jari menghalangi area tertentu akan menjadi trigger untuk suatu event. Setelah interaksi selesai, dilakukan pengujian dari beberapa tipe smartphone untuk mengukur kemampuan kerja dari model yang di buat. Pengujian dimulai dari pengujian jarak, pengujian cahaya, dan pengujian waktu respon terhadap target gambar. Hasilnya adalah sebuah alat peraga digital yang memiliki interaksi menggunakan jari cukup dengan menyentuh marker. Hasil akhir penelitian ini juga menampilkan hasil pengujian dari berbagai variabel. Kata Kunci— Augmented Reailty, Virtual Reality, Mixed Reality, Anatomi Otak, Occlusion Detection.
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Sayadi, Lohrasb R., Alexandra Naides, Maddie Eng, Arman Fijany, Mustafa Chopan, Jamasb J. Sayadi, Ashkaun Shaterian, et al. "The New Frontier: A Review of Augmented Reality and Virtual Reality in Plastic Surgery." Aesthetic Surgery Journal 39, no. 9 (February 12, 2019): 1007–16. http://dx.doi.org/10.1093/asj/sjz043.

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AbstractMixed reality, a blending of the physical and digital worlds, can enhance the surgical experience, leading to greater precision, efficiency, and improved outcomes. Various studies across different disciplines have reported encouraging results using mixed reality technologies, such as augmented and virtual reality. To provide a better understanding of the applications and limitations of this technology in plastic surgery, we performed a systematic review of the literature in accordance with Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. The initial query of the National Center for Biotechnology Information database yielded 2544 results, and only 46 articles met our inclusion criteria. The majority of studies were in the field of craniofacial surgery, and uses of mixed reality included preoperative planning, intraoperative guides, and education of surgical trainees. A deeper understanding of mixed reality technologies may promote its integration and also help inspire new and creative applications in healthcare.
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Weng, Cathy, Abirami Rathinasabapathi, Apollo Weng, and Cindy Zagita. "Mixed Reality in Science Education as a Learning Support: A Revitalized Science Book." Journal of Educational Computing Research 57, no. 3 (March 15, 2018): 777–807. http://dx.doi.org/10.1177/0735633118757017.

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This study aimed to explore whether the integration of virtual reality and augmented reality used in a specially designed science book could improve the students' science concept learning outcomes. A true experimental research design was conducted to check the effectiveness of the specially designed book in terms of learners' achievement. The sample for this study consisted of 80 fifth-grade students, divided into a control and an experimental group. The results revealed that using mixed reality (augmented reality and virtual reality) as a learning supplement to the printed book could improve students' learning outcomes, particularly for low spatial ability students. Finally, recommendations for future practices and research are discussed.
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Devaux, A., C. Hoarau, M. Brédif, and S. Christophe. "3D URBAN GEOVISUALIZATION: IN SITU AUGMENTED AND MIXED REALITY EXPERIMENTS." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences IV-4 (September 19, 2018): 41–48. http://dx.doi.org/10.5194/isprs-annals-iv-4-41-2018.

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<p><strong>Abstract.</strong> In this paper, we assume that augmented reality (AR) and mixed reality (MR) are relevant contexts for 3D urban geovisualization, especially in order to support the design of the urban spaces. We propose to design an in situ MR application, that could be helpful for urban designers, providing tools to interactively remove or replace buildings in situ. This use case requires advances regarding existing geovisualization methods. We highlight the need to adapt and extend existing 3D geovisualization pipelines, in order to adjust the specific requirements for AR/MR applications, in particular for data rendering and interaction. In order to reach this goal, we focus on and implement four elementary in situ and ex situ AR/MR experiments: each type of these AR/MR experiments helps to consider and specify a specific subproblem, i.e. scale modification, pose estimation, matching between scene and urban project realism, and the mix of real and virtual elements through portals, while proposing occlusion handling, rendering and interaction techniques to solve them.</p>
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Gallun, Frederick J., Aaron Seitz, Timothy J. Vallier, and Dawna Lewis. "Designing rehabilitative experiences for virtual, mixed, and augmented reality environments." Journal of the Acoustical Society of America 143, no. 3 (March 2018): 1828. http://dx.doi.org/10.1121/1.5035999.

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Feng, Yan, Ming Hui Wang, and Chun Yun Sheng. "The Mixed-Restriction Solution and its Application in Augmented Reality." Applied Mechanics and Materials 380-384 (August 2013): 1439–43. http://dx.doi.org/10.4028/www.scientific.net/amm.380-384.1439.

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In this paper, an iterative method is proposed to obtain the mixed-restriction solutions of . By the iterative method, the solvability of the matrix equation can be determined automatically. And if the matrix equation is consistent, then, for any initial value, the sequence generated by the iterative method, converges to the true solution within finite iteration steps in the absence of round off errors. Also, for the special initial value, the minimum norm solution can be obtained. Finally, two numerical examples are presented to demonstrate the efficiency of the iterative method.
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Rosi, T., P. Onorato, and S. Oss. "The Augmented Laboratory – a mixed reality setup for physics education." Journal of Physics: Conference Series 1287 (August 2019): 012059. http://dx.doi.org/10.1088/1742-6596/1287/1/012059.

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Schnierle, Marc, Christopher Polak, and Sascha Röck. "Mensch-Roboter-Interaktion mit Mixed Reality ..." atp magazin 61, no. 5 (May 7, 2019): 84–91. http://dx.doi.org/10.17560/atp.v61i5.2415.

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Digitale Zwillinge für die Inbetriebnahme, Programmierung und Überwachung von Robotern finden im Maschinenbau immer breitere Anwendung. Bislang werden dafür kaum moderne Visualisierungstechnologien wie Augmented, Mixed oder Virtual Reality Methoden eingesetzt, obwohl damit neue Formen der Interaktion zwischen der Realität und dem Digitalen Zwilling möglich sind. Zurückzuführen ist dies unter anderem auf die plattform- und endgerätespezifische Entwicklung der Anwendungen sowie eine fehlende Vernetzung zwischen modernen Endgeräten, der Steuerungsebene und den Digitalen Zwillingen. Dieser Beitrag adressiert die beschriebenen Hemmnisse und schlägt als Lösung ein Konzept zur Modellierung, Ausführung und Bereitstellung von Digitalen Zwillingen in einer `Digital Twin as a Service´-Plattform vor. Die plattformunabhängige Interaktion zwischen Mensch und Simulationsmodell wird dabei durch eine Abstraktionsschicht sichergestellt. Das Konzept wird am Beispiel eines interaktiven, realdatengetriebenen Digitalen Zwillings eines kollaborativen Zweiarm-Roboters verifiziert.
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Jácome, Jarbas, Maria Oliveira, Fernando Alvim, Veronica Teichrieb, and Geber Ramalho. "MamuLEDs: Mixed Reality meets Mamulengo." Journal on Interactive Systems 11, no. 1 (October 8, 2020): 12–26. http://dx.doi.org/10.5753/jis.2020.771.

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Techniques of Virtual, Augmented, and Mixed Reality (VR, AR, MR) have been used for puppet theater in different cultural contexts around the world. However, we are not yet aware of the use of these techniques in the Brazilian Northeast Popular Puppet Theater, a tradition known in Pernambuco as Mamulengo. We present here a system developed for “The Quarrel Between the Real Puppet and the Virtual Puppet,” a sketch created for the class Realidade Virtual e Aumentada of Computer Science program at CIn-UFPE. This paper aims to investigate how VR/AR/MR techniques can contribute to the creation of mamulengo shows. We used the method of qualitative case study, analyzing the audiovisual records of essays and presentation, the software solution developed in Unity 3D, and the data collected from a focus group interview with puppeteers. This study identified as weaknesses of our system: the hand tracking unreliability and the lack of tactile feedback, causing discomfort in experienced puppeteering professionals. As strengthens of the system, we found that the technology aroused interest because of its potential for expanding the options of tools available for popular puppetry shows creation in current times.
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Bis, Łukasz. "Virtual Reality. Now." Social Communication 4, s1 (December 1, 2018): 121–27. http://dx.doi.org/10.2478/sc-2018-0030.

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Abstract The purpose of this article is to introduce and rank information related to virtual reality as a new media phenomenon. In principle, in the Polish nomenclature, the term is so new that it is often confused, incomprehensible. This, in turn, translates into misunderstanding and the lack of the use of this communication channel. The article is a review of literature. In the first part concepts such as augmented reality, augmented virtuality, mixed reality, virtual reality, and immersion will be explained. A short historical outline of the virtual reality will also be shown. Then - in the next part of the article - the author compares this communication channel with well-known, such as the Internet, television, radio. Next the author will determine what are the fields of application of this communication channel and its condition.
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Prasojo, J. R., and P. S. JosephNg. "JomAR Purchasing Furniture in Augmented Reality Experiences." International Journal of Business Strategy and Automation 2, no. 4 (October 2021): 1–12. http://dx.doi.org/10.4018/ijbsa.287110.

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In the modern world, online shopping is a common activity that people do. They buy all things even large-size product such as furniture. People used to measure the product traditionally using tape measure. However, people can take advantages of the virtual reality products such as augmented reality. This study used mixed methodology involving 105 respondents. The augmented reality will have benefit to reduce the cost since the customer have no need to measure traditionally and to increase efficiency to buy the product. Additionally, the customer will have more trust towards the seller. The augmented reality can help user to understand the product and match the product with the user’s surroundings. This augmented reality will potentially grow and adapt to the user needs as the user might explore more with the image projection.
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Pratheesh Kumar M. R., Reji S., Abeneth S., and Pradeep K. "Onsite Proactive Construction Defect Management Using Mixed Reality Integrated With 5D Building Information Modeling." International Journal of Virtual and Augmented Reality 4, no. 1 (January 2020): 19–34. http://dx.doi.org/10.4018/ijvar.2020010102.

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Defect management in civil construction work is crucial. This work is aimed at analyzing the conventional method of construction defect management and to bring out a framework for integrating 5D building information modeling with mixed reality. This work is divided into three parts. The first part is the integration of 5D building information modeling with augmented reality that helps to understand the architectural concepts and visualize the workflow onsite. The second part of the work is to develop a user-defined target-based marker-less augmented reality to send screenshots of augmented models and exact progress of work from construction site to engineers working in other locations. The third part of the work is to integrate virtual reality to enable virtual tours of the real site that will be useful for the customers to visualize the building virtually and for the builders to promote sales.
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Addy, Shadrick. "History Re-Experienced: Implementing Mixed Reality Systems into Historic House Museums." International Journal of Machine Learning and Computing 11, no. 4 (August 2021): 311–16. http://dx.doi.org/10.18178/ijmlc.2021.11.4.1053.

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As immersive technologies have become ubiquitous today, traditional museums are finding success augmenting existing exhibits to increase visitors’ satisfaction. However, due to the immutable nature of house museums, and their tendency to place visitors in direct contact with historical artifacts, museum managers are seeking original approaches to cultural preservation. Implementing mixed reality systems into historic house museums is one such approach. The goal of this study is to develop and test a conceptual matrix that guides how designers use the affordances of mixed reality systems to create experiences that align with the range of historical narratives found in house museums. Experiences that can contribute to improving visitors’ satisfaction, self-interpretation, and understanding of the homeowner’s life and the community within which they lived. Building on human-centered design methods, the researcher developed and tested a prototype of an augmented reality (AR) mobile application centered on the Pope House Museum in Raleigh, North Carolina. The outcome of the research suggests house museum visitors should have agency in deciding the lens through which they experience the variety of historical narratives present in the home.
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Logaldo, Mara. "Augmented Bodies: Functional and Rhetorical Uses of Augmented Reality in Fashion." Pólemos 10, no. 1 (April 1, 2016): 125–41. http://dx.doi.org/10.1515/pol-2016-0007.

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Abstract Augmented Reality (AR) is increasingly changing our perception of the world. The spreading of Quick Response (QR), Radio Frequency (RFID) and AR tags has provided ways to enrich physical items with digital information. By a process of alignment the codes can be read by the cameras contained in handheld devices or special equipment and add computer-generated contents – including 3-D imagery – to real objects in real time. As a result, we feel we belong to a multi-layered dimension, to a mixed environment where the real and the virtual partly overlap. Fashion has been among the most responsive domains to this new technology. Applications of AR in the field have already been numerous and diverse: from Magic Mirrors in department stores to 3-D features in fashion magazines; from augmented fashion shows, where models are covered with tags or transformed into walking holograms, to advertisements consisting exclusively of more or less magnified QR codes. Bodies are thus at the same time augmented and encrypted, offered to the eye of the digital camera to be transfigured and turned into a secret language which, among other functions, can also have that of becoming a powerful tool to bypass censorship.
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Williams, Tom, Daniel Szafir, Tathagata Chakraborti, and Heni Ben Amor. "The 1st International Workshop on Virtual, Augmented, and Mixed Reality for Human-Robot Interaction." AI Magazine 39, no. 4 (December 1, 2018): 64–66. http://dx.doi.org/10.1609/aimag.v39i4.2822.

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The 1st International Workshop on Virtual, Augmented, and Mixed Reality for Human-Robot Interaction (VAM-HRI) was held in 2018 in conjunction with the 13th International Conference on Human-Robot Interaction, and brought together researchers from the fields of Human-Robot Interaction (HRI), Robotics, Artificial Intelligence, and Virtual, Augmented, and Mixed Reality in order to identify challenges in mixed reality interactions between humans and robots. This inaugural workshop featured a keynote talk from Blair MacIntyre (Mozilla, Georgia Tech), a panel discussion, and twenty-nine papers presented as lightning talks and/or posters. In this report, we briefly survey the papers presented at the workshop and outline some potential directions for the community.
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Plasencia, Andrés Ricardo Guanoluisa, and Milton Eduardo Escobar-Sánchez. "Interactive multiplatform software to mitigate arachnophobia through augmented reality." KnE Engineering 1, no. 2 (January 30, 2018): 108. http://dx.doi.org/10.18502/keg.v1i2.1489.

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Abstract: Augmented Reality (RA) is a technology that mixes physical reality with virtual elements, resulting in mixed reality in real time. He is currently widely accepted for his ease of adaptation in human activities. Superimposing data and digital information in a real environment for educational, commercial, social, therapeutic, industrial, among others. The objective of this research is to develop an interactive software to mitigate arachnophobia by using the engine and graphic editor of Unity Games, focusing on augmented reality. In this project the agile scrum methodology was used. Because it is based on incremental development. Enabling application requirements and development to be flexible for patients and developers. Obtained as a result of a sample of 16 people, that 93.19% improved equal or greater than 50% in their level of anxiety and fear according to their score obtained in the test FSQ after using the proposed application. While 6.81% obtained a percentage lower than 50% because the use of the application was carried out in times less than 20 minutes per day, causing no significant changes.
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Fuchs, Philippe, Fawzi Nashashibi, and Didier Maman. "Assistance for Telepresence by Stereovision-Based Augmented Reality and Interactivity in 3D Space." Presence: Teleoperators and Virtual Environments 11, no. 5 (October 2002): 525–35. http://dx.doi.org/10.1162/105474602320935856.

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In this paper, we describe some use of mixed reality as a new assistance for performing teleoperation tasks in remote scenes. We will start by a brief classification of augmented reality. This paper then describes the principle of our mixed reality system in teleoperation. It tackles the problem of scene registration using a man–machine cooperative and multisensory vision system. The system provides the operator with powerful sensorial feedback as well as appropriate tools to build (and update automatically) the geometric model of the perceived scene. We describe a new interactive approach combining image analysis and mixed reality techniques for assisted 3D geometric and semantic modeling. At the end of this paper, we describe applications in nuclear plants with results in 3D positioning.
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Dong, Yanyu, Chetan Sharma, Annu Mehta, and Damir D. Torrico. "Application of Augmented Reality in the Sensory Evaluation of Yogurts." Fermentation 7, no. 3 (August 9, 2021): 147. http://dx.doi.org/10.3390/fermentation7030147.

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Augmented reality (AR) applications in the food industry are considered innovative to enrich the interactions among consumers, food products, and context. The study aimed to investigate the effects of AR environments on the sensory responses of consumers towards different yogurts. AR HoloLens headsets were used to set up two AR environments: (1) AR coconut view (ARC) and (2) AR dairy view (ARD). Hedonic ratings, just-about-right (JAR), check-all-that-apply (CATA) attribute terms, emotional responses, purchase intent, and consumer purchasing behaviors of three types of yogurts (dairy-free coconut, dairy, and mixed) were measured under ARC, ARD, and sensory booths (SB). The results showed that the liking scores of dairy and mixed yogurts were generally higher than the coconut yogurt regardless of the environment. The interaction effect of yogurts and environments was statistically significant in terms of appearance, taste/flavor, sweetness, mouthfeel, aftertaste, and overall liking. JAR and penalty analysis revealed that consumers penalized the coconut yogurt for being “too much” in sourness, “too little” in sweetness, and “too thin” in mouthfeel. For the CATA analysis, attribute terms positively associated with overall liking (such as “sweet”, “smooth”, and “creamy”) were selected for dairy and mixed yogurts, whereas the attribute terms negatively associated with overall liking (such as “firm”, “heavy”, and “astringent”) were only selected for coconut yogurts. Regarding yogurt-consumption behaviors, the purchase intent of dairy and mixed yogurts was higher than that of the coconut yogurt, and taste and health were considered to be the most critical factors for yogurt consumption.
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Croatti, Angelo, Alessandro Ricci, and Mirko Viroli. "Towards a Mobile Augmented Reality System for Emergency Management." International Journal of Distributed Systems and Technologies 8, no. 1 (January 2017): 46–58. http://dx.doi.org/10.4018/ijdst.2017010104.

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The impressive development of wearable computing and augmented/mixed reality technologies that has been occurring in recent years allows for devising ICT systems that can bring a disruptive innovation in how emergency medical operations take place. In this paper the authors describe first explorations in that direction, represented by a distributed collaborative system called SAFE (Smart Augmented Field for Emergency) for teams of rescuers and operators involved in a rescue mission. SAFE is based on the integration of wearable computing and augmented reality technologies with intelligent agents and multi-agent systems.
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46

Vert, Silviu, Diana Andone, and Radu Vasiu. "Augmented and Virtual Reality for Public Space Art." ITM Web of Conferences 29 (2019): 03006. http://dx.doi.org/10.1051/itmconf/20192903006.

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Public space art, usually placed outside and accessible to all, is a proper target for the exploitation of transformative and immersive technologies such as augmented and virtual reality. In the recent years, artists and technology developers have collaborated to make physical art more expressivein the digital world, taking advantage of the democratisation of mixed reality devices and software.In this paper, we report on such development of the ArtTM application, an Android app for the publicspace art in Timisoara, Romania. We show the current state of the application and the innovative features that are currently in development. We present the envisioned roadmap to an augmented and virtual reality-enhanced experience and some initial thoughts on the actual implementation of them.
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47

Oyelude, Adetoun A. "Virtual reality (VR) and augmented reality (AR) in libraries and museums." Library Hi Tech News 35, no. 5 (July 2, 2018): 1–4. http://dx.doi.org/10.1108/lhtn-04-2018-0023.

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Purpose This edition of this study aims to focus on augmented reality (AR) and virtual reality (VR) in libraries and museums, as seen from the internet cyber sphere including blogs. It takes a look at the first quarter of 2018 and analyzes the trending issues within the period, highlighting examples of some institutions that make use of VR and AR. The advantages of the use of VR, AR and sometimes mixed reality are also pointed out. Design/methodology/approach Libraries, archives and museums are increasingly using AR/VR technologies in their service delivery because it is trending. The year 2018 is expected to be huge for VR technology. Findings Facebook is the largest investor in AR and VR, and because Facebook is also extremely popular, many are opportune to have a go at VR and AR through the use of the Facebook social media platform. Originality/value VR “involves using 3D graphics and advanced interactions to immerse a real-world user in a simulated environment”, by the description of the University of Indiana University, Bloomington’s Blogspot. AR stands for extended reality and actually, in technical terms, means a combination of virtual and real reality (UWS, 2018). Both VR and AR, 3D printing and other technologies have altered how people live and work.
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Smith, Mark, Ananda Maiti, Andrew D. Maxwell, and Alexander A. Kist. "Augmented and Mixed Reality Features and Tools for Remote Laboratory Experiments." International Journal of Online Engineering (iJOE) 12, no. 07 (July 29, 2016): 45. http://dx.doi.org/10.3991/ijoe.v12i07.5851.

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Augmented Reality (AR) is the process of overlaying meaningful interactive information in a live video stream for creating an enriched visual experience for users. Within Remote Access Laboratories (RAL) this enables users to gain design experience along with gaining knowledge about the particular experiment in question and potentially collaborate on design experiences. This paper focuses on the issues related to the applications of AR in RAL, the levels of AR in context of RAL and their effect on the learning tools. This paper also discusses the challenges of integrating a Natural User interface into the AR for RAL experiments. Finally it presets two example applications for AR in RAL experiment - Virtual Objects Creation and Object Identification and Tagging.
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Kim, Khae Hawn. "The Potential Application of Virtual, Augmented, and Mixed Reality in Neurourology." International Neurourology Journal 20, no. 3 (September 30, 2016): 169–70. http://dx.doi.org/10.5213/inj.1620edi005.

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Park, Brian J., Stephen J. Hunt, Charles Martin, Gregory J. Nadolski, Bradford J. Wood, and Terence P. Gade. "Augmented and Mixed Reality: Technologies for Enhancing the Future of IR." Journal of Vascular and Interventional Radiology 31, no. 7 (July 2020): 1074–82. http://dx.doi.org/10.1016/j.jvir.2019.09.020.

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