Search results for "Mixed reality"

showing 10 items of 27 documents

Teleoperation of industrial robot manipulators based on augmented reality

2020

[EN] This research develops a novel teleoperation for robot manipulators based on augmented reality. The proposed interface is equipped with full capabilities in order to replace the classical teach pendant of the robot for carrying out teleoperation tasks. The proposed interface is based on an augmented reality headset for projecting computer-generated graphics onto the real environment and a gamepad to interact with the computer-generated graphics and provide robot commands. In order to demonstrate the benefits of the proposed method, several usability tests were conducted using a 6R industrial robot manipulator in order to compare the proposed interface and the conventional teach pendant…

0209 industrial biotechnologyCOMUNICACION AUDIOVISUAL Y PUBLICIDADComputer scienceInterface (computing)Robot manipulatorAugmented reality interface02 engineering and technologyIndustrial and Manufacturing Engineeringlaw.inventionIndustrial robot020901 industrial engineering & automationlawHuman–computer interactionGraphicsManipulatorRealitat virtualMixed reality interfacebusiness.industryMechanical EngineeringGuiding industrial robotsUsabilityRoboticsIndustry 4.0INGENIERIA DE SISTEMAS Y AUTOMATICAComputer Science ApplicationsControl and Systems EngineeringTeleoperationRobotAugmented realityIndustrial robot teleoperationArtificial intelligencebusinessRobotsSoftwareThe International Journal of Advanced Manufacturing Technology
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Augmented Mirror: Interactive Augmented Reality System Based on Kinect

2011

Part 1: Long and Short Papers; International audience; In this paper we present a virtual character controlled by an actor in real time, who talks with an audience through an augmented mirror. The application, which integrates video images, the avatar and other virtual objects within an Augmented Reality system, has been implemented using a mixture of technologies: two kinect systems for motion capture, depth map and real images, a gyroscope to detect head movements, and control algorithms to manage avatar emotions.

Augmented Realitybusiness.industryComputer scienceComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION020207 software engineering02 engineering and technologyVirtual CharactersComputer-mediated realityReal imageMotion captureMixed realityDepth mapMotion CaptureComputer graphics (images)0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingComputer visionAugmented reality[INFO]Computer Science [cs]Artificial intelligencebusiness
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Effects of mixed reality head-mounted glasses during 90 minutes of mental and manual tasks on cognitive and physiological functions

2018

Background We evaluated the effects of a mixed reality (MR) head-mounted deviceon some cognitiveand physiological functions during 90 min tasks in an attempt to determine their safety for workers. Methods A total of 12 volunteers performed 90-min intellectual and manual tasks with and without MR glasses. Balance, Stroop, and memory tests were conducted before, during and after these tasks. Heart rate and electromyographic activity of some muscles were recorded. A survey was used to determine subjective fatigue, pain, or discomfort. Results Balance, heart rate, rate of perceived exertion, memory, and attention were unaffected by wearing MR glasses. Electromyographic activity increased with …

Balancemedicine.medical_specialtyHeart rateDeltoid curvelcsh:MedicineBioengineeringElectromyographyGlobal HealthMentalBicepsGeneral Biochemistry Genetics and Molecular Biology03 medical and health sciences0302 clinical medicinePhysical medicine and rehabilitationHeart ratemedicineAutonomyFatigueBalance (ability)medicine.diagnostic_testElectromyographyGeneral Neurosciencelcsh:RCognitionGeneral MedicinePrecisionMixed realityHuman-Computer Interaction030220 oncology & carcinogenesisPublic HealthGeneral Agricultural and Biological SciencesPsychology030217 neurology & neurosurgeryNeuroscienceStroop effectPeerJ
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2018

This article explores promising points of contact between philosophy and the expanding field of virtual reality research. Aiming at an interdisciplinary audience, it proposes a series of new research targets by presenting a range of concrete examples characterized by high theoretical relevance and heuristic fecundity. Among these examples are conscious experience itself, “Bayesian” and social VR, amnestic re-embodiment, merging human-controlled avatars and virtual agents, virtual ego-dissolution, controlling the reality/virtuality continuum, the confluence of VR and artificial intelligence (AI) as well as of VR and functional magnetic resonance imaging (fMRI), VR-based social hallucinations…

Cognitive scienceComputer sciencemedia_common.quotation_subjectField (Bourdieu)Reality–virtuality continuum06 humanities and the artsVirtual reality0603 philosophy ethics and religionMixed realityComputer Science ApplicationsPhenomenology (philosophy)03 medical and health sciences0302 clinical medicineArtificial Intelligence060302 philosophyRelevance (information retrieval)Augmented realityConsciousness030217 neurology & neurosurgerymedia_commonFrontiers in Robotics and AI
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A Reconfigurable Immersive Workbench and Wall-System for Designing and Training in 3D Environments

2007

Virtual and Augmented Reality have been widely used in many scientific fields for the last two decades in order to visualize complex data and information. Although both techniques are oriented to show users complex 3D environments by means of an intuitive and easy mechanism, they use to become useless to manipulate the information in an intuitive and realistic way. In this paper, we present SOROLLA, a new concept of workbench designed for virtual and augmented reality purposes and specially oriented to the fields of teleeducation and engineering. Unlike other proposals, SOROLLA not only allows an easy utilization and configuration, but also shows a cost-effective immersive visualization sys…

Complex data typeHuman–computer interactionComputer scienceUser satisfactionWorkbenchAugmented realityComputer-mediated realityVirtual realityMixed realityVirtual prototyping
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Blending in Hybrid Games: Understanding Hybrid Games Through Experience

2016

The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.

Computer sciencepelisuunnittelu518 Media and communicationsaugmented reality gamesContext (language use)02 engineering and technologycomputer.software_genrehybrid gamesTurns rounds and time-keeping systems in gamesConceptual blendingHuman–computer interaction0202 electrical engineering electronic engineering information engineeringta6160501 psychology and cognitive scienceshybridityEmergent gameplayta518Video game design050107 human factorstietokonepelitconceptual blendinggamesGame mechanicsMultimedia05 social sciencesComputingMilieux_PERSONALCOMPUTINGConceptual metaphorconceptual metaphor020207 software engineeringmixed reality games113 Computer and information sciencespervasive gamescomputerMeaning (linguistics)
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Multimodal and Agent-Based Human–Computer Interaction in Cultural Heritage Applications: an Overview

2010

One of the most recent and interesting applications of human–computer interaction technologies is the provision of advanced information services within public places, such as cultural heritage sites or schools and university campuses. In such contexts, concurrent technologies used in smart mobile devices can be used to satisfy the mobility need of users allowing them to access relevant resources in a context-dependent manner. Of course, most of the constraints to be taken into account when designing a pervasive information providing system are given by the actual domain where they are deployed.

Cultural heritageHuman–computer interactionComputer scienceInformation systemAugmented realityMobile deviceMixed realityDomain (software engineering)
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Scaling Consultative Selling with Virtual Reality: Design and Evaluation of Digitally Enhanced Services

2018

Virtual, augmented, and mixed reality technologies allow creation of powerful customer experiences and illustrative demonstrations especially in use cases that benefit from spatial visualizations. Our study focuses on the natural resource management sector and digitalizing of consultative selling process. More specifically, we look at how to improve customer engagement with the use of virtual reality (VR) and thus digitally scale consultative selling. In this process, a VR application is used to demonstrate various management operations and their economic results. Design research methodology is applied to a pre-development phase and three application development iterations between 2016 and …

Customer engagement4112 ForestryProcess (engineering)Computer science05 social sciencesVirtual realityPhase (combat)Virtual realityMixed realityFramework for evaluation in design scienceHuman–computer interactionScale (social sciences)0502 economics and businessConsultative selling050211 marketingUse case512 Business and ManagementNatural resource managementDesign science research methodology050203 business & management
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Virtual Reality in Marketing: A Framework, Review, and Research Agenda

2019

[EN] Marketing scholars and practitioners are showing increasing interest in Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), as very promising technological tools for producing satisfactory consumer experiences that mirror those experienced in physical stores. However, most of the studies published to date lack a certain measure of methodological rigor in their characterization of XR technologies and in the assessment techniques used to characterize the consumer experience, which limits the generalization of the results. We argue that it is necessary to define a rigorous methodological framework for the use of XRs in ma…

EXPRESION GRAFICA EN LA INGENIERIAlcsh:BF1-990Sense of presenceVirtual commerceE-commerceE-commerceReviewVirtual realityVirtual realityconsumer neuroscienceConsumer neurosciencepsychophysiological assessment0502 economics and businessPresencePsychologye-commerceMarketingpresenceGeneral PsychologyMarketingbusiness.industry05 social sciencesPsychophysiological assessmentMixed realityConsumer experiencelcsh:PsychologyConceptual frameworkvirtual commercemarketing3D user interfacevirtual reality050211 marketingAugmented realityConsumer neurosciencebusinessPsychology050203 business & managementFrontiers in Psychology
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Entertainment virtual reality system for simulation of spaceflights over the surface of the planet Mars

2006

In recent years Virtual Reality technologies have enabled astronomers to recreate and explore three dimensional structures of the Universe for scientific purposes. Mars, due to its scientific interest,has been the focal point of numerous research projects using these technologies, however, none of these virtual reality tools have been developed specifically for entertainment purposes.The focus of this paper is to present MarsVR, as an entertainment research project that educates people on the topography and orography of the planet Mars from the perspective of popular science. Some projects have been designed MarsVR for entertainment purposes and include the latest advances in 3D real time a…

EntertainmentFocus (computing)MultimediaComputer scienceVirtual machineMars Exploration ProgramVirtual realityPlanet Marscomputer.software_genrePopular sciencecomputerMixed realityProceedings of the ACM symposium on Virtual reality software and technology
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