- Research Article
48
- 10.1016/j.cirp.2009.03.020
A mixed reality environment for collaborative product design and development
- Jan 01, 2009
- CIRP Annals
- S.K Ong + 1 more +1
A mixed reality environment for collaborative product design and development
Many recent breakthroughs in medical diagnostics and drug discovery arise from deploying machine learning algorithms to large-scale data sets. However, a significant obstacle to such approaches is that they depend on high-quality annotations generated by domain experts. This study develops and evaluates BioLumin, a novel immersive mixed reality environment that enables users to virtually shrink down to the microscopic level for navigation and annotation of 3D reconstructed images. We discuss how domain experts were consulted in the specification of a pipeline to enable automatic reconstruction of biological models for mixed reality environments, driving the design of a 3DUI system to explore whether such a system allows accurate annotation of complex medical data by non-experts. To examine the usability and feasibility of BioLumin, we evaluated our prototype through a multi-stage mixed-method approach. First, three domain experts offered expert reviews, and subsequently, nineteen non-expert users performed representative annotation tasks in a controlled setting. The results indicated that the mixed reality system was learnable and that non-experts could generate high-quality 3D annotations after a short training session. Lastly, we discuss design considerations for future tools like BioLumin in medical and more general scientific contexts.
Loading PDF
A mixed reality environment for collaborative product design and development
A mixed reality environment for collaborative product design and development
Combining HoloLens and Leap-Motion for Free Hand-Based 3D Interaction in MR Environments
The ability to interact with virtual objects using gestures would allow users to improve their experience in Mixed Reality (MR) environments, especially when they use AR headsets. Today, MR head-mounted displays like the HoloLens integrate hand gesture based interaction allowing users to take actions in MR environments. However, the proposed interactions remain limited. In this paper, we propose to combine a Leap Motion Controller (LMC) with a HoloLens in order to improve gesture interaction with virtual objects. Two main issues are presented: an interactive calibration procedure for the coupled HoloLens-LMC device and an intuitive hand-based interaction approach using LMC data in the HoloLens environment. A set of first experiments was carried out to evaluate the accuracy and the usability of the proposed approach.
Read moreMixed reality test environment for autonomous cars using Unity 3D and SUMO
Developing a vehicle is always a long and complex task. This is especially true for autonomous cars. Tasks performed by the driver are taken over by the vehicle and must be performed with maximum reliability. Developing these systems is a difficult task, especially due to limited testing capabilities. Testing a vehicle in a closed environment is safe and controlled, but the variety of test scenarios is limited. By using mixed reality environments, one can create a diverse environment around a real test vehicle, with traffic, obstacles, and unexpected situations. The real movement of the test vehicle allows testing decision and motion planning level vehicular functions. Information from the virtual world can be considered as input to the vehicle sensor. Mixed reality or digital twin simulation environments can greatly assist the autonomous vehicle development process and also serve as a basis for validation procedures for such systems. This article introduces a mixed reality simulation environment that integrates a real test vehicle into a virtual environment, can handle other real and virtual obstacles, contains traffic simulations, and visualizes all of these.
Read moreExploring Mixed Reality in Specialized Surgical Environments
Recent technology advances in both Virtual Reality and Augmented Reality are creating an opportunity for a paradigm shift in the design of human-computer interaction systems. Delving into the Reality-Virtuality Continuum, we find Mixed Reality - systems designed to augment the physical world with virtual entities that embody characteristics of real world objects. In the medical field, Mixed Reality systems can overlay real-time and spatially accurate results onto a patient's body without the need for external screens. The complexity of these systems previously required specialized prototypes, but newly available commercial products like the Microsoft HoloLens make the technology more available. Through a combination of literature review, expert analysis, and prototyping we explore the use of Mixed Reality in healthcare. From the experience of prototyping Patiently and HoloSim, two applications for augmenting medical training, we outline considerations for the future design and development of virtual interfaces grounded in reality.
Read moreIntuitive Interaction in a Mixed Reality System
Tangible physical systems are more intuitive than Intangible virtual Systems. Mixed reality systems are considered as an alternative to virtual systems, bringing advantages of tangible systems into an interaction. However, past research has mainly focussed on technical aspects of incorporating pervasive-ness and immersive-ness in the virtual systems. This paper reports on an empirical study of intuitive Interaction in a Mixed Reality game system for children and the design aspects that could facilitate intuitive Interaction in such systems. A related samples Friedman’s test showed that the Mixed Reality game system demonstrated more intuitive interactions than non‐intuitive Interactions. A linear regression analysis further established that the variation in intuitive Interaction in the Mixed Reality system could be statistically significantly explained primarily by physical affordances offered by the Mixed Reality system and to a lesser extent by the perceived affordances in the system. Design guidelines to develop intuitive Mixed Reality systems are discussed. These guidelines should allow designers to exploit the wonders of advances in technology and at the same time allow users to directly interact with the physical real world. This will allow users to access maximal physical affordances, which are primary contributors to intuitive interaction in Tangible and Mixed Reality systems. Keywords: Intuitive Interaction; Mixed Reality Systems; Tangibles; Child Computer Interaction
Read moreMixed Reality: A Tool for Investigating the Complex Design and Mechanisms of a Mechanically Actuated Digital Pump
Digital hydraulics is a discrete technology that integrates advanced dynamic system controls, digital electronics, and machine learning to enhance fluid power systems’ performance, overall efficiency, and controllability. A mechanically actuated inline three-piston variable displacement digital pump was previously proposed and designed. The inline three-piston pump incorporates complex mechanical and hydraulic subsystems and highly coupled mechanisms. The complexity of the utilized subsystems poses challenges when assessing the viability of the conceptual design. Therefore, this work focuses on designing, developing, and implementing a collaborative virtual platform involving a digitized module showcasing the internal mechanical structure of the digital pump utilizing mixed reality (MR) technology. MR technology is acknowledged as the forthcoming evolution of the human–machine interface in the real–virtual environment utilizing computers and wearables. This technology permits running simulations that examine the complexity of highly coupled systems, like the digital pump, where understanding the physical phenomenon is far too intricate. The developed MR platform permits multiple users to collaborate in a synchronized immersive MR environment to study and analyze the applicability of the pump’s design and the adequacy of the operated mechanisms. The collaborative MR platform was designed and developed on the Unity game engine, employing Microsoft Azure and Photon Unity Networking to set up the synchronized MR environment. The platform involves a fully interactive virtual module on the digital pump design, developed in multiple stages using Microsoft’s Mixed Reality Tool Kit (MRTK) for Unity and deployed in the synchronized MR environment through a HoloLens 2 MR headset. A research study involving 71 participants was carried out at Purdue University. The study’s objective was to explore the impact of the collaborative MR environment on understanding the complexity and operation of the digital pump. It also sought to assess the effectiveness of MR in facilitating collaboration among fluid power stakeholders in a synchronized digital reality setting to study, diagnose, and control their complex systems. Surveys were designed and completed by all 71 participants after experiencing the MR platform. The results indicate that approximately 75% of the participants expressed positive attitudes toward their overall MR platform experience, with particular appreciation for its immersive nature and the synchronized collaborative environment it provided. More than 70% of the participants agreed that the pump’s collaborative MR platform was essential for studying and understanding the complexity and intricacy of the digital pump’s mechanical structure. Overall, the results demonstrate that the MR platform effectively facilitates the visualization of the complex pump’s internal structure, inspection of the assembly of each of the involved subsystems, and testing the applicability of the complicated mechanisms.
Read moreLife-size Sequential Photography in a Mixed Reality Environment
We visualize life-size sequential photographs of sports activities in a mixed reality (MR) environment. Wearing a video-see-through head-mounted display, an observer records the motions of a player using a handheld camera. Our system then places billboards in the three-dimensional MR space, on which the sequential photographs of the player’s motion are presented at life-size. In a user study, we found that the observers perceived the size of the motions more accurately than when viewing sequential photographs on a monitor display.
Read moreMitigating Technological Anxiety through the Application of Natural Interaction in Mixed Reality Systems
Technology anxiety contributes to an increased cognitive load and reduces user adoption of novel technologies. An illustrative example of this phenomenon is observed in the field of smart homes.To address this issue, we have identified an interaction paradigm known as natural interaction, which enables humans to engage with technology in a way that closely resembles natural human behavior and communication. This approach offers more user-friendly interactions that users are already familiar with, potentially reducing their cognitive load. In this paper, we present a case study of a smart lock system where we implement natural interaction and deploy it on a mixed reality (MR) device. By leveraging advanced features offered by MR head-mounted displays, we recreate the experience of people opening locks in everyday life. We conduct a user study comparing this interaction with traditional WIMP interaction in a mixed-reality environment. Through the analysis of collected data and user feedback, we examine the advantages and limitations of our proposed system.
Read moreAutomated Collision Avoidance Developed Within a Mixed Reality System
As the use of unmanned systems becomes more prevalent in both commercial and military applications, increasing performance requirements have led to a greater demand for automation. The ability for an autonomous unmanned system to perform basic tasks reliably reduces the operator’s cognitive tasks and workload, which could facilitate the control of multiple systems by a single operator. A key component for autonomous systems in many applications is the ability to perform reliable collision avoidance. A critical part of collision avoidance, often overlooked in existing algorithms, is that only a small set of velocities are actually reachable by the platform due to physical limitations or environmental factors. This paper presents the 3D Automated Velocity Obstacle Collision Avoidance (AVOCA) algorithm; a velocity obstacle based collision avoidance system that uses Kinematic Velocity Constraints (KVCs) to bind the velocity selection process. Results for AVOCA are presented from both simulation and experimentation using physical and virtual platforms in a Mixed Reality (MR) environment.
Read moreA Fuzzy Logic based system for Mixed Reality assistance of remote workforce
The recent years have witnessed an increase in the use of augmented and virtual reality systems, changing the way we interact with our environments. Such systems are commonly associated with advertising, entertainment, medicine, training and education. However, with the increasing acceptance and availability of mobile and wearable devices (e.g. head-mounted displays (HMD)), the use of these technologies is moving towards professional and industrial environments, where they would be able to support employees in their daily tasks, increasing customer satisfaction and reducing business costs. This paper presents an innovative Mixed Reality (MR) system to assist field workforce in remote locations. As part of the overall implementation, the MR system uses fuzzy logic mechanisms to improve accuracy in user tracking and object monitoring, allowing the correct representation of users and objects in the Graphical User Interfaces (GUIs), and improving the experience for users.
Read moreUser Experience Analysis in Obstacle Clearance Tasks in Virtual and Mixed Reality Environments
Lower body tracking and user experience analysis are ongoing challenges in immersive technologies and biomechanics research, respectively. Particularly, in immersive technologies like mixed reality, there are limited research applications in user comfort and experience, and locomotion. In this paper, we aimed to conduct a cross-disciplinary research (by combining the elements of Biomechanics and human–computer interaction) in understanding the impact of user experience and immersive technologies induced symptoms in virtual and mixed reality environments for obstacle clearance tasks. For this, we created obstacle clearance applications for Oculus Quest and Microsoft HoloLens. Also, we conducted a user study with 12 participants under two conditions (virtual reality and mixed reality) in obstacle clearance behavior of varying heights. The results from our study indicated that the levels of immersion and enjoyment were significantly higher in virtual reality compared to mixed reality. In terms of virtual reality-induced symptoms, the participants found the mixed reality environment to be slightly more comfortable than virtual reality.
Read moreDevelopment of Authoring Tool for Extended Interaction in Mixed Reality Environments
Augmented Reality and Mixed Reality technologies make us feel the real world and the virtual world are mixed with each other through visual matching. However, existing mixed reality contents using these technologies have a limitation that interact only with virtual objects and cannot interact with real objects. If a dynamic real object need to be influenced by a virtual object, or vice versa, illusion of Mixed Reality can be broken by the incongruity of the interaction. If these limitations are improved, real objects, which were always static, can operate dynamically and interact with virtual objects, so becomes difficult to distinguish between real objects and virtual objects. In this paper, we propose extended interactions in a mixed reality environment that can give illusion which is difficult to distinguish between real objects and virtual objects. And to confirm this, we implement authoring environment based Hololens.
Read moreInteractive Mixed-Dimensional Media for Cross-Dimensional Collaboration in Mixed Reality Environments
Collaboration and guidance are key aspects of many software tasks. In traditional desktop software, such aspects are well supported through built-in collaboration functions or general-purpose techniques such as screen and video sharing. In Mixed Reality environments, where users carry out actions in a three-dimensional space, collaboration and guidance may also be required. However, other users may or may not be using the same Mixed Reality interface. Users may not have access to the same information, the same visual representation, or the same interaction affordances. These asymmetries make communication and collaboration between users harder. To address asymmetries in Mixed Reality environments, we introduce Interactive Mixed-Dimensional Media. In these media, the visual representation of information streams can be changed between 2D and 3D. Different representations can be chosen automatically, based on context, or through associated interaction techniques that give users control over exploring spatial, temporal, and dimensional levels of detail. This ensures that any information or interaction makes sense across different dimensions, interfaces and spaces. We have deployed these techniques in three different contexts: mixed-reality telepresence for physical task instruction, video-based instruction for VR tasks, and live interaction between a VR user and a non-VR user. From these works, we show that Mixed Reality environments that provide users with interactive mixed-dimensional media interfaces improve performance and user experience in collaboration and guidance tasks.
Read moreExtended-Reality Technologies: An Overview of Emerging Applications in Medical Education and Clinical Care.
Extended-Reality Technologies: An Overview of Emerging Applications in Medical Education and Clinical Care.
Preaching Voxels: An Alternative Approach to Mixed Reality
For mixed reality applications, where reality and virtual reality are spatially merged and aligned in interactive real-time, we propose a pure voxel representation as a rendering and interaction method of choice. We show that voxels\textemdash gap-less volumetric pixels in a regular grid in space\textemdash allow for an actual user experience of a mixed reality environment, for a seamless blending of virtual and real, and for a sense of presence and co-presence in such an environment. If everything is based on voxels, even if coarse, visual coherence is achieved inherently. We argue the case for voxels by (1) conceptually defining and illustrating voxel-based mixed reality, (2) describing the computational feasibility, (3) presenting a fully functioning, low resolution prototype, (4) empirically exploring the user experience, and finally (5) discussing current work and future directions for voxel-based mixed reality. This work is not the first that utilises voxels for mixed reality, but is the first that has an holistic view on voxel-based mixed realities as an effective way of experiencing and interacting with mixed reality environments.
Read more