Auflistung nach Schlagwort "mixed reality"
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- KonferenzbeitragEnhancing AI Education for Business Students through Extended Reality: An Exploratory Study(Proceedings of Mensch und Computer 2024, 2024) Schulz, Thimo; Liu, Shi; Mädche, Alexander; Weinhardt, ChristofArtificial Intelligence (AI) education poses challenges for business students with limited technical knowledge. This exploratory study examines the use of Extended Reality (XR) technologies to improve AI learning. Twelve business students tested three XR applications — mobile Augmented Reality (AR), headset AR, and headset Virtual Reality (VR) — focusing on AI concepts such as k-means clustering and neural networks. Focus group discussions revealed that XR technologies provide immersive, interactive experiences that enhance understanding of complex AI concepts. Students appreciated the hands-on interactivity, though preferences varied between VR and AR. Well-known issues such as motion sickness and accessibility were noted. Our findings suggest integrating XR with traditional methods to create a more effective AI learning approach, highlighting XR’s potential to equip business students with essential AI skills.
- KonferenzbeitragHoloR – A Spatial AR prototyping environment for wide FOV AR applications(Mensch und Computer 2018 - Workshopband, 2018) Schwede, Carsten; Hermann, ThomasCurrent augmented reality (AR) glasses suffer from low field-of-view (FOV). AR content is usually created with this limitation in mind and provides primarily small volume experiences. This paper discusses a selection of AR interactions in the context of everyday life that would benefit immensely from an increased FOV. For each proposed experience, we present and discuss a working proof-of-concept implementation that has been created using our spatial AR system to provide the necessary FOV.
- ZeitschriftenartikelImmersive Inscribed Spaces – Bringing Virtuality to Written Artefacts for Humanities(i-com: Vol. 21, No. 1, 2022) Gabel, Jenny; Berns, Christof; Bosch, Sebastian; Eickmeyer, Jost; Harter-Uibopuu, Kaja; Martin, Nathalie; Osthof, Ann Lauren; Steiger, Johann Anselm; Steinicke, FrankWriting is an essential cultural technique, and the resulting artefacts are an important part of cultural heritage. The Cluster of Excellence ‘Understanding Written Artefacts’ is an interdisciplinary and cross-cultural long-term project dedicated to studying so-called ‘written artefacts (WA)’. Our work introduces immersive technologies such as virtual, augmented, and mixed reality to the research cluster for the first time. In this paper, we outline the scope of our research project and present our current implementations of immersive applications based on two scenarios involving inscribed spaces. So far, immersive technologies have not been used in academia to create research focused applications for exploring, analysing, and understanding WA within their inscribed space, including providing access to appropriate spatial and temporal contexts. Thus, we collaborate closely with researchers from the humanities to create interactive and immersive applications for the novel field of WA research. The results of our preliminary user study show high ratings in the sense of presence in the virtual environments and indicate that immersive spatial context could add new perspectives for understanding WA. We hope to provide valuable insights on the design of immersive applications to support future research in novel fields.
- WorkshopbeitragAn Industry 4.0 Production Workplace Enhanced by Using Mixed Reality Assembly Instructions with Microsoft HoloLens(Mensch und Computer 2020 - Workshopband, 2020) Hebenstreit, Matthias; Spitzer, Michael; Eder, Matthias; Ramsauer, ChristianEvery emerging technology raises the question which already existing processes and solutions can be replaced or adapted. Before implement these technologies they should be evaluated on their positive or negative impacts on already existing approaches. Furthermore, technical resources, organizational conditions and human factors have to be considered. In order to measure these impacts an appropriate industry scenario or use case should be defined. To foster the technology introduction in real world industry scenarios existing work processes were investigated and adapted. Prototypical implementations should give required insights to evaluate new technologies in defined use cases. In this work we introduce a Mixed Reality (MR) assembly instruction in manufacturing domain to support the worker in ensuring a zero failure culture. In an existing workstation of a scooter production line at the LEAD Factory at Graz University of Technology (TU-Graz) we introduced a emerging technology implemented on the Microsoft HoloLens. Based on this technology the existing textual instruction of one workplace was replaced by an interactive 3D assembly instruction. This paper describes the prototypical implementation of a MR assembly instruction with Microsoft HoloLens and summarizes the upcoming challenges as well as considerations and decisions during the implementation.
- KonferenzbeitragA mixed reality environmental simulation to support learning about maritime habitats(Mensch und Computer 2019 - Tagungsband, 2019) Taulien, Andre; Paulsen, Anika; Streland, Tim; Jessen, Benedikt; Wittke, Stefan; Teistler, MichaelEnvironmental simulations allow for an easy and safe acquisition of knowledge about hard-to-reach habitats. We present a mixed-reality simulation that enables the user to convert (parts of) an arbitrary place like his or her own living room into a maritime habitat, using the example of the Baltic Sea. The user explores the virtual underwater world by walking in the real world. Typical characteristics and elements of the simulated habitat are integrated by adjusting light refraction and textures, and by adding animals, plants, and stones. The virtual animals respond to the user’s movement. Rearranging real world objects causes the virtual world to change its appearance as well. User tests show that the environmental simulation provides an authentic insight into the Baltic Sea habitat and is well received with regard to the overall user experience. However, for first-time users, conveying more formal knowledge does not seem to work as well (yet) as compared to a conventional textbook approach.
- ZeitschriftenartikelNew Digital Realities – Blending our Reality with Virtuality(i-com: Vol. 19, No. 2, 2020) Steinicke, Frank; Wolf, KatrinNew digital reality as a spectrum of technologies and experiences that digitally simulate and extend reality in one way or another across different human senses has received considerable attention in recent years. In particular, we have witnessed great advances in mixed reality (MR) technologies, such as Virtual Reality (VR) and Augmented Reality (AR) technology, which provide enormous potential for application domains like training, simulation, education, entertainment, health, and sports. However, also other forms of digitally enhanced reality (XR) supports novel forms of immersion and experiences while generating, visualizing and interacting with digital content either displayed in fully-immersive virtual environments or superimposed into our view of the real world, and will significantly change the way we work, travel, play, and communicate. Consequently, we face dramatic changes in interactive media creation, access, and perception. In this special issue, we solicit work that addresses novel interaction design, interfaces, and implementation of new digital reality in which our reality is blended with the virtuality with a focus on users’ needs, joy, and visions.
- ZeitschriftenartikelThere’s more than one metaverse(i-com: Vol. 21, No. 3, 2022) Buchholz, Florian; Oppermann, Leif; Prinz, WolfgangWill there only be one Metaverse in the future? Since October 2021, many virtual worlds suddenly called themselves “Metaverse”, but is that justified? What is the meaning behind the pervasive term Metaverse? How can it be approached from a pragmatic and research-oriented point of view, and maybe separated a bit from pure marketing? This paper tries to contextualise the term and thereby offer an orientation for readers from different industries. Based on a review of past and present activities, we will propose our own definition of the term Metaverse. This is applied to analyse different application scenarios before the paper continues with a general discussion. In a direct comparison, we will tabulate some worlds that already call themselves a Metaverse and check them against criteria from our own definition. In conclusion, we present relevant focal points for a potential future Metaverse resulting from this comparison.
- WorkshopbeitragTidy City: A location-based game for city exploration based on user-created content(Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011) Wetzel, Richard; Blum, Lisa; Feng, Feng; Oppermann, Leif; Straeubig, Michael_Tidy City_ is a mobile location-based game concept that is easy to appropriate. The game has been designed with simplicity in mind so that everyone can implement their own designs within the given structure and share it online. The system comprises a game-client for Android devices and a pair of dedicated authoring tools that combine in-situ mobile use with browser-based desktop use. This paper briefly describes the reasoning behind this approach, the game design and mobile client implementation and then describes the two integrated authoring tools in more detail. The complete set of Tidy City tools and the game-client are available free of charge for non-commercial purposes at http://totem.fit.fraunhofer.de/tidycity.
- KonferenzbeitragToward Cyber-Physical Research Practice based on Mixed Reality(Mensch und Computer 2017 - Workshopband, 2017) Hoffmeister, Anouk; Berger, Florian; Pogorzhelskiy, Michael; Zhang, Guangtao; Zwick, Carola; Müller-Birn, ClaudiaResearch practice has benefited greatly from advances in technology. Yet, disciplines handling physical objects still experience several limitations when connecting analog research practices to digital resources. Utilizing recent developments in mixed reality technology, we propose a digital research environment that overcomes these limitations. We present a soft- and hardware prototype that blends analog annotation practices with its digital counterpart. Our approach advances the state of the art by enabling real-time handling of digital representations by manipulating actual physical objects. We discuss our future work concepts of blending objects and augmenting information using mixed reality technologies, and connecting object-centered research practices to online data sources.
- ZeitschriftenartikelVirtual Prototyping of Mixed Reality Interfaces with Internet of Things (IoT) Connectivity(i-com: Vol. 17, No. 2, 2018) Pfeiffer, Thies; Pfeiffer-Leßmann, NadineOne key aspect of the Internet of Things (IoT) is, that human machine interfaces are disentangled from the physicality of the devices. This provides designers with more freedom, but also may lead to more abstract interfaces, as they lack the natural context created by the presence of the machine. Mixed Reality (MR) on the other hand, is a key technology that enables designers to create user interfaces anywhere, either linked to a physical context (augmented reality, AR) or embedded in a virtual context (virtual reality, VR). Especially today, designing MR interfaces is a challenge, as there is not yet a common design language nor a set of standard functionalities or patterns. In addition to that, neither customers nor future users have substantial experiences in using MR interfaces. Prototypes can contribute to overcome this gap, as they continuously provide user experiences of increasing realism along the design process. We present ExProtoVAR, a tool that supports quick and lightweight prototyping of MR interfaces for IoT using VR technology.