Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality is largely synonymous with
augmented reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be de ...
.
Mixed reality that incorporates
haptics has sometimes been referred to as Visuo-haptic mixed reality.
In a physics context, the term "interreality system" refers to a virtual reality system coupled with its real-world counterpart. A 2007 paper describes an interreality system comprising a real physical pendulum coupled to a pendulum that only exists in virtual reality. This system has two stable states of motion: a "Dual Reality" state in which the motion of the two pendula are uncorrelated, and a "Mixed Reality" state in which the pendula exhibit stable phase-locked motion, which is highly correlated. The use of the terms "mixed reality" and "interreality" is clearly defined in the context of physics and may be slightly different in other fields, however, it is generally seen as, "bridging the physical and virtual world".
Applications
Mixed reality has been used in applications across fields including design, education, entertainment, military training, healthcare, product content management, and human-in-the-loop operation of robots.
Education
Simulation-based learning includes VR and AR based training and interactive, experiential learning. There are many potential use cases for Mixed Reality in both educational settings and professional training settings. Notably in education, AR has been used to simulate historical battles, providing an unparalleled immersive experience for students and potentially enhanced learning experiences. In addition, AR has shown effectiveness in university education for health science and medical students within disciplines that benefit from 3D representations of models, such as physiology and anatomy.
Entertainment
From television shows to game consoles, mixed reality has many applications in the field of entertainment.
The 2004 British game show
Bamzooki called upon child contestants to create virtual "Zooks" and watch them compete in a variety of challenges.
["Bamzooki (TV Series 2004–2010) - IMDb", ''IMDb''. nline Available: https://www.imdb.com/title/tt2065104/. ccessed: 01- Nov- 2020] The show used mixed reality to bring the Zooks to life. The television show ran for one season, ending in 2010.
The 2003 game show
FightBox
''FightBox'' is a game show that aired on BBC Three from 13 October to 10 November 2003 and is hosted by Lisa Snowdon and Trevor Nelson with Paul Dickenson as commentator.
Format
Contestants design their fighters and submit them to the BBC. Ou ...
also called upon contestants to create competitive characters and used mixed reality to allow them to interact.
["FightBox (TV Series 2003–2004) - IMDb", ''IMDb''. nline Available: https://www.imdb.com/title/tt0386197/. ccessed: 01- Nov- 2020] Unlike Bamzoomi's generally non-violent challenges, the goal of FightBox was for new contestants to create the strongest fighter to win the competition.
In 2009, researchers presented to the International Symposium on Mixed and Augmented Reality (
ISMAR
The Ismar is a right tributary of the river Câlniștea in Romania. It discharges into the Câlniștea in Naipu. It flows through the villages Radu Vodă, Dimitrie Cantemir, Izvoarele, Chiriacu and Petru Rareș
Petru Rareș (), sometimes k ...
) their social product called "BlogWall," which consisted of a projected screen on a wall.
Users could post short text clips or images on the wall and play simple games such as
Pong
''Pong'' is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released in 1972. It was one of the earliest arcade video games; it was created by Allan Alcor ...
.
The BlogWall also featured a poetry mode where it would rearrange the messages it received to form a poem and a polling mode where users could ask others to answer their polls.
Mario Kart Live: Home Circuit is a mixed reality racing game for the Nintendo Switch that was released in October 2020.
6a-NewThe game allows players to use their home as a race track Within the first week of release, 73,918 copies were sold in Japan, making it the country's best selling game of the week.
Other research has examined the potential for mixed reality to be applied to theatre, film, and theme parks.
Military training
The first fully immersive mixed reality system was the
Virtual Fixtures
A virtual fixture is an overlay of augmented sensory information upon a user's perception of a real environment in order to improve human performance in both direct and remotely manipulated tasks. Developed in the early 1990s by Louis Rosenberg ...
platform, which was developed in 1992 by Louis Rosenberg at the
Armstrong Laboratories of the
United States Air Force
The United States Air Force (USAF) is the air service branch of the United States Armed Forces, and is one of the eight uniformed services of the United States. Originally created on 1 August 1907, as a part of the United States Army Signal ...
.
[Rosenberg, Louis B. (1992). "The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments". Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH, 1992.] It enabled human users to control
robot
A robot is a machine—especially one programmable by a computer—capable of carrying out a complex series of actions automatically. A robot can be guided by an external control device, or the control may be embedded within. Robots may be c ...
s in real-world environments that included real physical objects and 3D virtual overlays ("fixtures") that were added enhance human performance of manipulation tasks. Published studies showed that by introducing virtual objects into the real world, significant performance increases could be achieved by human operators.
Combat reality can be simulated and represented using complex, layered data and visual aides, most of which are
head-mounted display
A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see Helmet-mounted display for aviation applications), that has a small display optic in front of one (monocular HMD) or each eye ( binocular HMD). An H ...
s (HMD), which encompass any display technology that can be worn on the user's head. Military training solutions are often built on
commercial off-the-shelf
Commercial off-the-shelf or commercially available off-the-shelf (COTS) products are packaged or canned (ready-made) hardware or software, which are adapted aftermarket to the needs of the purchasing organization, rather than the commissioning of ...
(COTS) technologies, such as
Improbable's synthetic environment platform, Virtual Battlespace 3 and VirTra, with the latter two platforms used by the
United States Army
The United States Army (USA) is the land service branch of the United States Armed Forces. It is one of the eight U.S. uniformed services, and is designated as the Army of the United States in the U.S. Constitution.Article II, section 2, cla ...
. , VirTra is being used by both civilian and military law enforcement to train personnel in a variety of scenarios, including active shooter, domestic violence, and military traffic stops. Mixed reality technologies have been used by the
United States Army Research Laboratory
The U.S. Army Combat Capabilities Development Command Army Research Laboratory (DEVCOM ARL) is the U.S. Army's foundational research laboratory. ARL is headquartered at the Adelphi Laboratory Center (ALC) in Adelphi, Maryland. Its largest singl ...
to study how this stress affects
decision-making
In psychology, decision-making (also spelled decision making and decisionmaking) is regarded as the Cognition, cognitive process resulting in the selection of a belief or a course of action among several possible alternative options. It could be ...
. With mixed reality, researchers may safely study military personnel in scenarios where soldiers would not likely survive.
In 2017, the U.S. Army was developing the Synthetic Training Environment (STE), a collection of technologies for training purposes that was expected to include mixed reality. , STE was still in development without a projected completion date. Some recorded goals of STE included enhancing realism and increasing simulation training capabilities and STE availability to other systems.
It was claimed that mixed-reality environments like STE could reduce training costs, such as reducing the amount of
ammunition
Ammunition (informally ammo) is the material fired, scattered, dropped, or detonated from any weapon or weapon system. Ammunition is both expendable weapons (e.g., bombs, missiles, grenades, land mines) and the component parts of other weap ...
expended during training. In 2018, it was reported that STE would include representation of any part of the world's terrain for training purposes. STE would offer a variety of training opportunities for squad brigade and combat teams, including
Stryker
The Stryker is a family of eight-wheeled armored fighting vehicles derived from the Canadian LAV III. Stryker vehicles are produced by General Dynamics Land Systems-Canada (GDLS-C) for the United States Army in a plant in London, Ontario. It ...
, armory, and infantry teams.
Blended spaces
A blended space is a space in which a
physical environment
A biophysical environment is a biotic and abiotic surrounding of an organism or population, and consequently includes the factors that have an influence in their survival, development, and evolution. A biophysical environment can vary in scale f ...
and a
virtual environment
A virtual environment is a networked application that allows a user to interact with both the computing environment and the work of other users. Email
Electronic mail (email or e-mail) is a method of exchanging messages ("mail") betwee ...
are deliberately integrated in a close knit way. The aim of blended space design is to provide people with the experience of feeling a sense of presence in the blended space, acting directly on the content of the blended space.
Examples of blended spaces include augmented reality devices such as the
Microsoft HoloLens
Microsoft HoloLens is an augmented reality (AR)/ mixed reality (MR) headset developed and manufactured by Microsoft. HoloLens runs the Windows Mixed Reality platform under the Windows 10 operating system. Some of the positional tracking techn ...
and games such as ''
Pokémon Go
''Pokémon Go'' (stylized as ''Pokémon GO'') is a 2016 augmented reality (AR) mobile game, part of the ''Pokémon'' franchise, developed and published by Niantic in collaboration with Nintendo and The Pokémon Company for iOS and Android ...
'' in addition to many smartphone tourism apps, smart meeting rooms and applications such as bus tracker systems.
The idea of blending comes from the ideas of conceptual integration, or
conceptual blending In cognitive linguistics, conceptual blending, also called conceptual integration or view application, is a theory of cognition developed by Gilles Fauconnier and Mark Turner. According to this theory, elements and vital relations from diverse sce ...
introduced by
Gilles Fauconnier
Gilles Fauconnier () (19 August 1944 – 3 February 2021) was a French linguist, researcher in cognitive science, and author, who worked in the U.S. He was distinguished professor at the University of California, San Diego
The University ...
and
Mark Turner.
Manuel Imaz and David Benyon introduced blending theory to look at concepts in
software engineering
Software engineering is a systematic engineering approach to software development.
A software engineer is a person who applies the principles of software engineering to design, develop, maintain, test, and evaluate computer software. The term '' ...
and human-computer interaction.
The simplest implementation of a blended space requires two features. The first required feature is input. The input can range from tactile, to changes in the environment. The next required feature is notifications received from the digital spaces. The correspondences between the physical and digital space have to be abstracted and exploited by the design of the blended space. Seamless integration of both the spaces is rare. Blended spaces need anchoring points or technologies to link the spaces.
A well designed blended space advertises and conveys the digital content in a subtle and unobtrusive way. Presence can be measured using physiological, behavioral, and subjective measures derived from the space.
There are two main components to any space. They are:
#Objects – The actual distinct objects which make up the medium/space. The objects thus effectively describe the space.
#Agents – Correspondents/users inside the space who interact with it through the objects.
For presence in a blended space, there must be a physical space and a digital space. In the context of blended space, the higher the communication between the physical and digital spaces, the richer the experience.
This communication happens through the medium of correspondents which relay the state and nature of objects.
For the purpose of looking at blended spaces, the nature and characteristics of any space can be represented by these factors:
# Ontology – Different types of objects present in the space the total number of objects and the relationships between objects and the space.
# Topology – The way objects are placed and positioned.
# Volatility – Frequency with which the objects change.
# Agency – Medium of communication between the objects, and between the objects and users. Agency also encompasses the users inside the space.
Physical Space – Physical spaces are spaces which afford spatial interaction. This kind of spatial interaction greatly impacts the user's cognitive model.
Digital Space – Digital space (also called the information space) consists of all the information content. This content can be in any form.
Remote working
Mixed reality allows a global workforce of remote teams to work together and tackle an organization's business challenges. No matter where they are physically located, an employee can wear a headset and
noise-canceling headphones Noise-cancelling headphones reduce unwanted Ambient noise level, ambient sounds using active noise control. This is distinct from passive headphones which, if they reduce ambient sounds at all, use techniques such as soundproofing.
Noise cancellati ...
and enter a collaborative, immersive virtual environment. As these applications can accurately translate in real time,
language barrier
A language barrier is a figurative phrase used primarily to refer to linguistic barriers to communication, i.e. the difficulties in communication experienced by people or groups originally speaking different languages, or even dialects in some ...
s become irrelevant. This process also increases flexibility. While many employers still use inflexible models of fixed working time and location, there is evidence that employees are more productive if they have greater autonomy over where, when, and how they work. Some employees prefer loud work environments, while others need silence. Some work best in the morning; others work best at night. Employees also benefit from autonomy in how they work because of different ways of processing information. The classic model for learning styles differentiates between Visual, Auditory, and
Kinesthetic learners.
Machine maintenance can also be executed with the help of mixed reality. Larger companies with multiple manufacturing locations and a lot of machinery can use mixed reality to educate and instruct their employees. The machines need regular checkups and have to be adjusted every now and then. These adjustments are mostly done by humans, so employees need to be informed about needed adjustments. By using mixed reality, employees from multiple locations can wear headsets and receive live instructions about the changes. Instructors can operate the representation that every employee sees, and can glide through the production area, zooming in to technical details and explaining every change needed. Employees completing a five-minute training session with such a mixed-reality program have been shown to attain the same learning results as reading a 50-page training manual. An extension to this environment is the incorporation of live data from operating machinery into the virtual collaborative space and then associated with three dimensional virtual models of the equipment. This enables training and execution of maintenance, operational and safety work processes, which would otherwise be difficult in a live setting, while making use of expertise, no matter their physical location.
Functional mockup
Mixed reality can be used to build
mockup
In manufacturing and design, a mockup, or mock-up, is a scale or full-size model of a design or device, used for teaching, demonstration, design evaluation, promotion, and other purposes. A mockup may be a ''prototype'' if it provides at leas ...
s that combine physical and digital elements. With the use of
simultaneous localization and mapping
Simultaneous localization and mapping (SLAM) is the computational problem of constructing or updating a map of an unknown environment while simultaneously keeping track of an agent's location within it. While this initially appears to be a chi ...
(SLAM), mockups can interact with the physical world to gain control of more realistic sensory experiences like
object permanence
Object permanence is the understanding that Physical object, objects continue to Existence, exist even when they cannot be Sense, sensed. This is a fundamental concept studied in the field of developmental psychology, the subfield of psychology ...
, which would normally be infeasible or extremely difficult to track and analyze without the use of both digital and physical aides.
Healthcare
Smartglasses
Smartglasses or smart glasses are eye or head-worn wearable computers that offer useful capabilities to the user. Many smartglasses include displays that add information alongside or to what the wearer sees. Alternatively, smartglasses are som ...
can be incorporated into the operating room to aide in surgical procedures; possibly displaying patient data conveniently while overlaying precise visual guides for the surgeon.
[Brainlab. 2020. ''Mixed Reality Vs. Augmented Reality Vs. Virtual Reality: Their Differences And Use In Healthcare''. nlineAvailable at: https://www.brainlab.com/journal/mixed-reality-augmented-reality-virtual-reality-differences-and-use-in-healthcare/ ccessed 1 November 2020] Mixed reality headsets like the
Microsoft HoloLens
Microsoft HoloLens is an augmented reality (AR)/ mixed reality (MR) headset developed and manufactured by Microsoft. HoloLens runs the Windows Mixed Reality platform under the Windows 10 operating system. Some of the positional tracking techn ...
have been theorized to allow for efficient sharing of information between doctors, in addition to providing a platform for enhanced training.
This can, in some situations (i.e. patient infected with contagious disease), improve doctor safety and reduce
PPE use. While mixed reality has lots of potential for enhancing healthcare, it does have some drawbacks too.
The technology may never fully integrate into scenarios when a patient is present, as there are ethical concerns surrounding the doctor not being able to see the patient.
Mixed reality is also useful for healthcare education. For example, according to a 2022 report from the World Economic Forum, 85% of first-year medical students at Case Western Reserve University reported that mixed reality for teaching anatomy was “equivalent” or “better” than the in-person class.
Product content management
Product content management before the advent of Mixed Reality consisted largely of brochures and little customer-product engagement outside of this 2-dimensional realm. With mixed reality technology improvements, new forms of interactive product content management has emerged. Most notably, 3-dimensional digital renderings of normally 2-dimensional products have increased reachability and effectiveness of consumer-product interaction.
Human-in-the-loop operation of robots
Recent advances in mixed-reality technologies have renewed interest in alternative modes of communication for human-robot interaction. Human operators wearing mixed reality glasses such as
HoloLens
Microsoft HoloLens is an augmented reality (AR)/ mixed reality (MR) headset developed and manufactured by Microsoft. HoloLens runs the Windows Mixed Reality platform under the Windows 10 operating system. Some of the positional tracking tech ...
can interact with (control and monitor) e.g. robots and lifting machines
on site in a digital factory setup. This use case typically requires real-time data communication between a mixed reality interface with the machine / process / system, which could be enabled by incorporating
digital twin technology.
Business firms
Mixed reality allows sellers to show the customers how a certain commodity will suit their demands. A seller may demonstrate how a certain product will fit into the homes of the buyer. The buyer with the assistance of the VR can virtually pick the item, spin around and place to their desired points. This improves the buyer’s confidence of making a purchase and reduces the number of returns.
Architectural firms can allow customers to virtually visit their desired homes.
Display technologies and Products
While Mixed Reality refers to the intertwining of the virtual world and the physical world at a high level, there are a variety of digital mediums used to accomplish a mixed reality environment. They may range from handheld devices to entire rooms, each having practical uses in different disciplines.
Cave Automatic Virtual Environment
The Cave Automatic Virtual Environment (CAVE) is an environment, typically a small room located in a larger outer room, in which a user is surrounded by projected displays around them, above them, and below them.
3D glasses and surround sound complement the projections to provide the user with a sense of perspective that aims to simulate the physical world.
Since being developed, CAVE systems have been adopted by engineers developing and testing prototype products.
They allow product designers to test their prototypes before expending resources to produce a physical prototype, while also opening doors for "hands-on" testing on non-tangible objects such as microscopic environments or entire factory floors.
After developing the CAVE, the same researchers eventually released the CAVE2, which builds off of the original CAVE's shortcomings.
The original projections were substituted for 37 megapixel 3D LCD panels, network cables integrate the CAVE2 with the internet, and a more precise camera system allows the environment to shift as the user moves throughout it.
Head-up display
Head-up display (HUD) is a display that projects imagery directly in front of a viewer without heavily obfuscating their environment. A standard HUD is composed of three elements: a projector, which is responsible for overlaying the graphics of the HUD, the combiner, which is the surface the graphics are projected onto, and the computer, which integrates the two other components and computes any real-time calculations or adjustments. Prototype HUDs were first used in military applications to aid fighter pilots in combat, but eventually evolved to aid in all aspects of flight - not just combat. HUDs were then standardized across commercial aviation as well, eventually creeping into the automotive industry. One of the first applications of HUD in automotive transport came with Pioneer's Heads-up system, which replaces the driver-side sun visor with a display that projects navigation instructions onto the road in front of the driver. Major manufacturers such as General Motors, Toyota, Audi, and BMW have since included some form of head-up display in certain models.
Head-mounted display
A head-mounted display (HMD), worn over the entire head or worn in front of the eyes, is a device that uses one or two optics to project an image directly in front of the user's eyes. Its applications range across medicine, entertainment, aviation, and engineering, providing a layer of visual immersion that traditional displays cannot achieve. Head-mounted displays are most popular with consumers in the entertainment market, with major tech companies developing HMDs to complement their existing products. However, these head-mounted displays are virtual reality displays and do not integrate the physical world. Popular augmented reality HMDs, however, are more favorable in enterprise environments. Microsoft's HoloLens is an augmented reality HMD that has applications in medicine, giving doctors more profound real-time insight, as well as engineering, overlaying important information on top of the physical world. Another notable augmented reality HMD has been developed by Magic Leap, a startup developing a similar product with applications in both the private sector and the consumer market.
Mobile devices
Mobile devices, including smartphones and tablets, have continued to increase in computing power and portability. Many modern mobile devices come equipped with toolkits for developing augmented reality applications.
These applications allow developers to overlay computer graphics over videos of the physical world. The first augmented reality mobile game with widespread success was Pokémon GO, which released in 2016 and accumulated 800 million downloads. While entertainment applications utilizing AR have proven successful, productivity and utility apps have also begun integrating AR features. Google has released updates to their Google Maps application that includes AR navigation directions overlaid onto the streets in front of the user, as well as expanding their translate app to overlay translated text onto physical writing in over 20 foreign languages.
Mobile devices are unique display technologies due to the fact that they are commonly equipped at all times.
See also
*
Extended reality
Extended reality is a catch-all to refer to augmented reality (AR) and virtual reality (VR). Sometimes the abbreviation “XR” is used to refer to both. The technology is intended to combine or mirror the physical world with a "digital twin world ...
*
Mixed reality game A mixed reality game (or hybrid reality game) is a game which takes place in both reality and virtual reality simultaneously. According to Souza de Silva and Sutko, the defining characteristic of such games is their "lack of primary play space; thes ...
s
*
Multimodal interaction
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data.
Introduction
Multimodal human-computer interaction refers to the " ...
*
Simulated reality
The simulation theory is the hypothesis that reality could be simulated—for example by quantum computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds that may or may not know that they live i ...
*
Computer-mediated reality
Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone.
Description
Mediated ...
References
Further reading
* Signer, Beat & Curtin, Timothy J. (2017)
Tangible Holograms: Towards Mobile Physical Augmentation of Virtual Objects Technical Report WISE Lab, WISE-2017-01, March 2017.
* Fleischmann, Monika; Strauss, Wolfgang (eds.) (2001)
Proceedingso
Intl. Conf. On Communication of Art, Science and Technology, Fraunhofer IMK 2001, 401. ISSN 1618-1379 (Print), ISSN 1618-1387 (Internet).
Interactive Multimedia LabA research lab at the National University of Singapore focuses on Multi-modal Mixed Reality interfaces.
Costanza, E., Kunz, A., and Fjeld, M. 2009. Mixed Reality: A SurveyCostanza, E., Kunz, A., and Fjeld, M. 2009. Mixed Reality: A Survey. In Human Machine interaction: Research Results of the MMI Program, D. Lalanne and J. Kohlas (Eds.) LNCS 5440, pp. 47–68.
H. Regenbrecht and C. Ott and M. Wagner and T. Lum and P. Kohler and W. Wilke and E. Mueller, An Augmented Virtuality Approach to 3D Videoconferencing, Proceedings of the 2nd IEEE and ACM International Symposium on Mixed and Augmented Reality, pp 290-291, 2003Kristian Simsarian and Karl-Petter Akesson, Windows on the World: An example of Augmented Virtuality, Interface Sixth International Conference Montpellier, Man-machine interaction, pp 68-71, 1997Mixed Reality Project: experimental applications on Mixed Reality (Augmented Reality, Augmented Virtuality) and Virtual Reality.*
Mixed Reality Scale – Milgram and Kishino's (1994) Virtuality Continuum paraphrase with examples.
IEICE Transactions on Information Systems, Vol E77-D, No.12 December 1994 - A taxonomy of mixed reality visual displays - Paul Milgram, Fumio Kishino
External links
{{Authority control
Multimodal interaction
Reality by type
User interface techniques
Virtual reality