241,211 research outputs found

    Interactions within distributed mixed reality collaborative environments

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    Traditionally virtual worlds have been regarded as standalone entities. However, the world moves fast towards a mixed reality collective environment, joining virtual and real world by incorporating accessible ubiquitous computing for people. Mobile and wearable computers act as a door to connect people to virtuality, e.g. The use of fitness/activity trackers, which collect real world information helping users to complement reality with virtuality improving their health and fitness. A different example is the use of mobile devices to connect people that do not share the same physical location in a virtual way, thought phone calls, videoconferences, chat and social media applications. These examples show that currently we live in two realities, processing information of both worlds in real time. Our video submission presents a work-in-progress research prototype towards the creation of a Blended Reality Distributed System, complementing the paper [1] submitted to the main track of the conference. The test bed scenario proposed is a mixed reality collaborative laboratory activity, performed by learners within geographically dispersed locations. The goal of the activity is to construct a small robot emphasising computing fundamentals. The video is available at: http://youtu.be/akKPHnDY9bw

    Mixed Reality: A Known Unknown

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    Mixed reality (MR) is an area of computer research dealing with the combination of real-world and computer-generated data (virtual reality), where computer-generated graphical objects are visually mixed into the real environment and vice versa in real time. This chapter contains an introduction to this modern technology. Mixed reality combines real and virtual and is interactive, real-time processed, and registered in three dimensions. We can create mixed reality by using at least one of the following technologies: augmented reality and augmented virtuality. The mixed reality system can be considered as the ultimate immersive system. MR systems are usually constructed as optical see-through systems (usually by using transparent displays) or video see-through. Implementation of MR systems is as marker systems (real scene will be added with special markers. These will be recognized during runtime and replaced with virtual objects) or (semi) markerless systems (processing and inserting of virtual objects is without exact markers. Additional information is usually needed, for example, image and face recognition, GPS coordinates, etc.). The chapter contains also a description of mixed reality as an advanced computer user interface and the newest collaborative mixed reality

    HoloR: Interactive Mixed-Reality Rooms

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    Schwede C, Hermann T. HoloR: Interactive Mixed-Reality Rooms. Presented at the 6th IEEE Conference on Cognitive Infocommunications, Győr, Hungary.Existing virtual reality technologies only cover certain areas of the mixed-reality spectrum: Augmented reality goggles are unable to provide immersion while head-mounted displays make it difficult to interact with the real world. In this paper we introduce HoloR - short for Holographic Room: A stereoscopic, multi-person, multi-viewer, spatial projected augmented reality system, which enables applications to fade between different parts of the mixed-reality spectrum. By using web-technologies like JavaScript and WebGL the operation of HoloR does not require any installation or compiling process and thus allows for rapid development of applications and extensions. We present different sample applications ranging from collaborative data exploration to augmented persons and ambient information systems

    The LAB@FUTURE Project - Moving Towards the Future of E-Learning

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    This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science

    Global Teamwork: A Study of Design Learning in Collaborative Virtual Environments

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    With the recent developments in communication and information technologies, using Collaborative Virtual Environments (CVEs) in design activity has experienced a remarkable increase. In this paper we present a collaborative learning activity between the University of Sydney (USYD), and the Istanbul Technical University (ITU). This paper shares our teaching experience and discusses the principles of collaborative design learning in virtual environments. Followed by a study on students’ perception on the courses and collaborative learning in both universities, this paper also suggests future refinements on the course structure and the main areas of collaborative design learning. Keywords: Collaborative Design; Collaborative Virtual Environments; Design Teaching And Learning</p
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