E-Book, Englisch, 450 Seiten
Dubois / Gray / Nigay The Engineering of Mixed Reality Systems
1. Auflage 2009
ISBN: 978-1-84882-733-2
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, 450 Seiten
Reihe: Human-Computer Interaction Series
ISBN: 978-1-84882-733-2
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark
An increasing number of systems are exploiting mixed reality but to date there are no systematic methods, techniques or guidelines for the development of such systems. In bringing together contributions on a broad range of mixed reality development issues this book provides a sound theoretical foundation for a disciplined approach to mixed reality engineering. Divided into three parts: interaction design, software design and implementation, the first section covers generic and specific mixed reality design elements and provides an overview of the design method; Part 2 addresses technical solutions for interaction techniques, development tools and a global view of the mixed reality software development process. The final section contains detailed case studies to highlight the application of mixed reality in a variety of fields including aviation, architecture, emergency management, games, and healthcare.
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Weitere Infos & Material
1;Contents;6
2;Contributors;9
3;1 Introduction;14
3.1;1.1 Mixed Reality Systems: A Booming Domain;14
3.1.1;1.1.1 Variety of Mixed Reality Systems;14
3.1.2;1.1.2 Variety of Application Domains;15
3.2;1.2 Mixed Reality Engineering;15
3.2.1;1.2.1 Interaction Design;15
3.2.1.1;1.2.1.1 Elements of Design;16
3.2.1.2;1.2.1.2 Specific Design Issues;16
3.2.1.3;1.2.1.3 Structuring the Design;17
3.2.2;1.2.2 Software Design and Implementation;17
3.2.2.1;1.2.2.1 Technical Solutions and Interaction Techniques;17
3.2.2.2;1.2.2.2 Platform: Prototyping, Development and Authoring Tools;17
3.2.2.3;1.2.2.3 Life Cycle;18
3.2.3;1.2.3 Application of Mixed Reality;18
4;Part I Interaction Design;20
5;2 An Integrating Framework for Mixed Systems;21
5.1;2.1 Introduction;21
5.2;2.2 Illustrative Examples;23
5.3;2.3 Integrating Framework for Describing and Classifying Mixed Systems;25
5.3.1;2.3.1 Modeling of a Mixed Object;25
5.3.2;2.3.2 Mixed Object: Intrinsic Characterization;26
5.3.2.1;2.3.2.1 Characteristics of the Linking Modalities (Devices and Languages);26
5.3.2.2;2.3.2.2 Characteristics of the Physical Properties;27
5.3.2.3;2.3.2.3 Characteristics of the Digital Properties;29
5.3.3;2.3.3 Modeling Mixed Interaction: Putting Mixed Objects into Interaction Context;31
5.3.4;2.3.4 Mixed Object: Extrinsic Characterization;33
5.3.4.1;2.3.4.1 Characteristics of the Roles;33
5.3.4.2;2.3.4.2 Characteristics of the Physical Properties;33
5.3.4.3;2.3.4.3 Characteristics of the Digital Properties;35
5.4;2.4 Integrating Framework for Designing Mixed Systems: The Case of Roam;36
5.4.1;2.4.1 Extrinsic Design;38
5.4.2;2.4.2 Intrinsic Design;40
5.5;2.5 Conclusion;41
5.6;References;42
6;3 A Holistic Approach to Design and Evaluation of Mixed Reality Systems;44
6.1;3.1 Introduction;44
6.2;3.2 Related Work;45
6.2.1;3.2.1 Mixed Reality Systems;46
6.2.2;3.2.2 Usefulness;47
6.2.3;3.2.3 Technology in Context;47
6.3;3.3 User Involvement in the Development Process;50
6.3.1;3.3.1 The Method Used in the Case Studies;51
6.3.2;3.3.2 The Design Process Used in the Case Studies;51
6.4;3.4 The First Case Study An Instructional Task;53
6.4.1;3.4.1 Equipment Used in the Study;54
6.4.2;3.4.2 The User Task;54
6.4.3;3.4.3 Participants and Procedure;55
6.4.4;3.4.4 Results of the Study;56
6.5;3.5 The Second Case Study A Collaborative MR Application;57
6.5.1;3.5.1 Equipment Used in the Study;58
6.5.2;3.5.2 The User Task;58
6.5.3;3.5.3 Participants and Procedure;59
6.5.4;3.5.4 Results of the Study;60
6.6;3.6 Discussion;62
6.7;3.7 Conclusions and Future Direction;63
6.8;References;64
7;4 Embedded Mixed Reality Environments;67
7.1;4.1 Introduction;67
7.2;4.2 Three Embedded Mixed Reality Environments;69
7.2.1;4.2.1 The MackRoom: Co-visiting an Exhibition from Different Physical Locations;69
7.2.1.1;4.2.1.1 MackRoom in Use and Experience;71
7.2.2;4.2.2 Mixed Reality Architecture: Flexible Audio-Visual Connections Between Distributed Offices;72
7.2.2.1;4.2.2.1 MRA in Use and Experience;74
7.2.3;4.2.3 Uncle Roy All Around You: A Mobile Mixed Reality Performance;74
7.2.3.1;4.2.3.1 URAAY in Use and Experience;76
7.3;4.3 Designing for Embeddedness;77
7.3.1;4.3.1 Creating Space for Interaction;77
7.3.1.1;4.3.1.1 Setting Up the Physical Interaction Space;77
7.3.1.2;4.3.1.2 Extent of Physical Interaction Space;78
7.3.2;4.3.2 Asymmetries in the Interface Between Digital and Physical Environments;79
7.3.2.1;4.3.2.1 User Representations;80
7.3.2.2;4.3.2.2 Spatial Mapping;80
7.3.2.3;4.3.2.3 Content Mapping;81
7.3.3;4.3.3 Social Interaction in Embedded Mixed Reality Environment;81
7.3.3.1;4.3.3.1 Role Taking;82
7.3.3.2;4.3.3.2 Social Rules and Norms;83
7.4;4.4 Reflection;84
7.5;4.5 Conclusions;86
7.6;References;86
8;5 The Semantic Environment: Heuristics for a Cross-Context HumanInformation Interaction Model;89
8.1;5.1 Introduction;89
8.2;5.2 A Holistic Framework;90
8.3;5.3 From Information Retrieval to HumanInformation Interaction;91
8.4;5.4 Resilience;92
8.4.1;5.4.1 Scenario: The Resilient Supermarket;93
8.5;5.5 Place;95
8.5.1;5.5.1 Hansel and Gretel or Getting Lost in the Woods;96
8.5.2;5.5.2 Berry-Picking;96
8.5.3;5.5.3 Information Scent;97
8.5.4;5.5.4 Scenario: Sense of Place in the Supermarket;98
8.6;5.6 Choice;101
8.6.1;5.6.1 Hick's Law;102
8.6.2;5.6.2 Reducing the Load: Organize and Cluster, Focus, and Magnify;102
8.6.3;5.6.3 Scenario: Choice in the Supermarket;103
8.7;5.7 Correlation;103
8.7.1;5.7.1 Scenario: Correlation in the Supermarket;104
8.8;5.8 The Semantic Supermarket;105
8.9;5.9 Conclusions: Toward a Cross-Context HumanInformation Interaction Model;106
8.10;References;107
9;6 Tangible Interaction in Mixed Reality Systems;110
9.1;6.1 Introduction;110
9.2;6.2 State of the Art of Tangible User Interface Models;112
9.2.1;6.2.1 The Seminal Tangible Interaction Model;112
9.2.2;6.2.2 The Extended Tangible Interaction Model;113
9.3;6.3 Designing Tangible Interaction Techniques in MR Environments;114
9.3.1;6.3.1 Categorizations of Tangible User Interfaces;114
9.3.2;6.3.2 A Multidisciplinary and Participatory Approach;115
9.3.3;6.3.3 Taking into Account the Skills of Users;115
9.3.4;6.3.4 The Design Process;116
9.4;6.4 Case Studies;117
9.4.1;6.4.1 A Tangible User Interface for 3D CAD Parts Assembly: ESKUA;117
9.4.2;6.4.2 A Tangible Tabletop for Geoscience: GeoTUI;118
9.4.3;6.4.3 A Tangible User Interface for the Virtual Reassembly of Fractured Archaeological Objects: ArcheoTUI;120
9.4.4;6.4.4 Illustration of the Design Approach on Case Studies;121
9.5;6.5 User Studies in the Workplace: Feedback;122
9.5.1;6.5.1 Evaluation: Setup, Metrics, Analysis;122
9.5.1.1;6.5.1.1 ESKUA;122
9.5.1.2;6.5.1.2 GeoTUI;123
9.5.1.3;6.5.1.3 ArcheoTUI;124
9.5.2;6.5.2 Lessons Learnt from the User Studies;124
9.5.2.1;6.5.2.1 Recommendations Derived from Our User Studies on Tangible Interaction;125
9.5.2.2;6.5.2.2 Some Questions as a Guide;126
9.6;6.6 Conclusion: The Benefits of Tangible Interaction in Mixed Reality Systems;126
9.7;References;127
10;7 Designing a Mixed Reality Intergenerational EntertainmentSystem;130
10.1;7.1 Introduction;130
10.2;7.2 Related Work;132
10.3;7.3 Design Methodology;133
10.3.1;7.3.1 Problem Identification;134
10.3.2;7.3.2 Problem Exploration;135
10.3.3;7.3.3 Design Goals;136
10.4;7.4 Design Requirements and Ideas Generation;137
10.4.1;7.4.1 Resources and Time Constraints;137
10.4.2;7.4.2 User Needs;137
10.4.3;7.4.3 Context of Use;138
10.4.4;7.4.4 Design Ideas Generation;138
10.5;7.5 Prototype Iterations and System Description;139
10.5.1;7.5.1 Prototype Iterations;139
10.5.2;7.5.2 Current System Architecture;139
10.5.3;7.5.3 Game Play;140
10.6;7.6 Intergenerational Player Study;143
10.6.1;7.6.1 Introduction;143
10.6.2;7.6.2 Methods;143
10.6.3;7.6.3 Physical Interface Design Issues;144
10.6.4;7.6.4 Physicality Issues of the Virtual and Physical Player Roles;146
10.6.5;7.6.5 Focus Group Session with Older Players;147
10.7;7.7 Conclusion;148
10.8;References;149
11;8 Auditory-Induced Presence in Mixed Reality Environments and Related Technology;151
11.1;8.1 Audio in Mixed Realities;151
11.2;8.2 Presence and Auditory Displays;154
11.3;8.3 Spatial Sound Rendering and Presentation Technologies;155
11.3.1;8.3.1 Multichannel Loudspeaker Reproduction;155
11.3.2;8.3.2 Headphone Reproduction;156
11.3.3;8.3.3 Presentation Systems -- Design Considerations;158
11.3.4;8.3.4 Virtual Acoustics Synthesis and Optimization;158
11.4;8.4 Auditory Presence in Mediated Environments: Previous Findings;159
11.4.1;8.4.1 Presence and the Auditory Background;160
11.4.2;8.4.2 Spatial Properties;161
11.4.3;8.4.3 Sound Quality and Sound Content;162
11.4.4;8.4.4 Consistency Across and Within Modalities;163
11.5;8.5 Example Scenario: The MR Museum of Music History;164
11.5.1;8.5.1 Displays and Interaction Devices;165
11.5.2;8.5.2 Exhibition Displays;165
11.6;8.6 Discussion;167
11.7;References;168
12;9 An Exploration of Exertion in Mixed Reality Systems via the Table Tennis for Three Game;172
12.1;9.1 Introduction;173
12.2;9.2 Related Work;174
12.3;9.3 Table Tennis for Three;176
12.3.1;9.3.1 The Table Tennis for Three Experience;177
12.4;9.4 Design of Table Tennis for Three;179
12.4.1;9.4.1 Choice of Tangible Equipment;179
12.4.1.1;9.4.1.1 Supporting Bodily Skill Training;179
12.4.1.2;9.4.1.2 Utilizing Existing Sport Advances;179
12.4.1.3;9.4.1.3 Uncertainty of the Real World;179
12.4.1.4;9.4.1.4 Supporting Proprioception and Force-Feedback;181
12.4.1.5;9.4.1.5 Avoiding Complex Equipment Such as Head-Mounted Displays;181
12.4.2;9.4.2 Implementation;182
12.4.2.1;9.4.2.1 Impact Detection Mechanism;182
12.4.2.2;9.4.2.2 Videoconferencing;184
12.4.2.3;9.4.2.3 Gameplay;184
12.5;9.5 Feedback from Users;185
12.6;9.6 Future Work;186
12.7;9.7 Discussion and Conclusions;186
12.8;References;188
13;10 Developing Mixed Interactive Systems: A Model-Based Process for Generating and Managing Design Solutions;190
13.1;10.1 Introduction;190
13.1.1;10.1.1 Existing MIS Development Support;191
13.1.2;10.1.2 Objective and Goal;192
13.1.3;10.1.3 A Case Study;193
13.2;10.2 Articulating MIS Task Analysis and Mixed Interaction Design;194
13.2.1;10.2.1 Presentation of the Two Selected Models: K-MAD and ASUR;194
13.2.1.1;10.2.1.1 Task Analysis with K-MAD;194
13.2.1.2;10.2.1.2 Mixed Interaction Design with ASUR;195
13.2.2;10.2.2 Articulation Between K-MAD and ASUR;195
13.2.2.1;10.2.2.1 Task to Mixed Interaction Model Transformations;195
13.2.2.2;10.2.2.2 Applying the Task to Mixed Interaction Model Transformations on the Case Study;196
13.2.3;10.2.3 Designer and ASUR Refinement;198
13.2.4;10.2.4 Advantages and Limits of the Transformation Process ;200
13.3;10.3 Articulating Mixed Interaction Design with MIS Implementation;201
13.3.1;10.3.1 MIS Architecture Requirements;201
13.3.1.1;10.3.1.1 Modifiability, Portability and Development Efficiency;201
13.3.1.2;10.3.1.2 ASUR-IL Metamodel;202
13.3.1.3;10.3.1.3 Model-Driven Engineering Tools;203
13.3.2;10.3.2 ASUR to ASUR-IL Transformation Principles;203
13.3.2.1;10.3.2.1 Mixed Interaction to Software Architecture Model Transformation;203
13.3.2.2;10.3.2.2 Applying the Mixed Interaction to Software Architecture Model Transformation on the Case Study;204
13.3.3;10.3.3 From a Software Architecture Model for MIS to mplementation;206
13.3.4;10.3.4 Limits and Interests of These Articulations;207
13.4;10.4 Outcomes of the Design Process in an Iterative Development Context;208
13.4.1;10.4.1 K-MAD Level;209
13.4.2;10.4.2 ASUR Level;209
13.4.3;10.4.3 ASUR-IL Level;210
13.4.4;10.4.4 WComp Level;211
13.5;10.5 Conclusions and Perspectives;211
13.6;References;213
14;Part II Software Design and Implementation;216
15;11 Designing Outdoor Mixed Reality Hardware Systems;217
15.1;11.1 Introduction;217
15.2;11.2 Previous Work on Outdoor MR;220
15.3;11.3 The Tinmith System;221
15.4;11.4 Hardware for Outdoor MR Systems;222
15.4.1;11.4.1 Head-Mounted Electronics;224
15.4.2;11.4.2 Main Enclosure;226
15.4.3;11.4.3 Batteries;227
15.5;11.5 Input Devices;227
15.5.1;11.5.1 Pinch Gloves;228
15.5.2;11.5.2 Button Box;228
15.5.3;11.5.3 Additional Input Devices;229
15.6;11.6 Wearable Mixed Reality System Design;230
15.6.1;11.6.1 Manufacturing Techniques;230
15.6.2;11.6.2 Belt vs. Backpack;231
15.6.3;11.6.3 Electrical and Magnetic Interference;232
15.7;11.7 System Management;232
15.7.1;11.7.1 Power Management;232
15.7.2;11.7.2 Configuration Selection;233
15.7.3;11.7.3 Input Management;234
15.7.4;11.7.4 External Display;234
15.8;11.8 Conclusion;236
15.9;References;236
16;12 Multimodal Excitatory Interfaces with Automatic Content Classification;238
16.1;12.1 Motivation;238
16.2;12.2 Background Review;240
16.3;12.3 Inertial Sensing;240
16.4;12.4 Object Dynamics;242
16.4.1;12.4.1 Accelerometer Mapping;242
16.4.2;12.4.2 Friction and Stiction;243
16.4.3;12.4.3 Springs;243
16.4.4;12.4.4 Impacts;244
16.5;12.5 Message Transformation;244
16.5.1;12.5.1 PPM Language Model;244
16.5.1.1;12.5.1.1 Potential Enhancements;247
16.5.1.2;12.5.1.2 Test Model Classes;247
16.5.1.3;12.5.1.3 Certainty Filtering;249
16.5.2;12.5.2 Exploration;249
16.5.2.1;12.5.2.1 Identity Sieving;249
16.5.2.2;12.5.2.2 Time-Sequenced ''Rain'';250
16.6;12.6 Auditory and Vibrotactile Display;250
16.6.1;12.6.1 Vibrotactile Events;251
16.6.2;12.6.2 Audio Synthesis;252
16.6.2.1;12.6.2.1 Sample Banks;252
16.6.2.2;12.6.2.2 Audio Transformations;253
16.7;12.7 Further-Work Active Selection;254
16.8;12.8 Conclusions;254
16.9;References;254
17;13 Management of Tracking for Mixed and AugmentedReality Systems;256
17.1;13.1 Motivation;256
17.1.1;13.1.1 Requirements;257
17.1.2;13.1.2 Related Work;258
17.1.3;13.1.3 The Ubitrack and trackman Approach;258
17.2;13.2 The Ubitrack Framework;259
17.2.1;13.2.1 Spatial Relationship Graphs;259
17.2.1.1;13.2.1.1 Use of Cycles for Sensor Calibration and Object Registration;260
17.2.1.2;13.2.1.2 Edge Characteristics;260
17.2.2;13.2.2 Data Flow Networks;261
17.2.3;13.2.3 Spatial Relationship Patterns;261
17.2.3.1;13.2.3.1 Basic Concept;261
17.2.3.2;13.2.3.2 Synchronization Issues;263
17.2.3.3;13.2.3.3 Pattern Categories;263
17.2.4;13.2.4 SRG Design Activities;265
17.3;13.3 trackman: Interactive Modeling of Spatial Relationships;265
17.3.1;13.3.1 System Architecture;265
17.3.2;13.3.2 Graphical Layout;266
17.3.3;13.3.3 Interactive SRG Generation;267
17.3.4;13.3.4 Interactive Deduction of Spatial Relationships;267
17.3.5;13.3.5 More Modeling Functionality;268
17.3.6;13.3.6 Ordering of Design Activities;269
17.4;13.4 Advanced Interactive Modeling Concepts;270
17.4.1;13.4.1 Semi-automatic Modeling;270
17.4.2;13.4.2 Meta Patterns;271
17.5;13.5 Tools to Analyze and to Interact with Data Flows;272
17.5.1;13.5.1 Tools for Calibration and Registration;272
17.5.2;13.5.2 Tools for Online Analysis of Tracking Environments;274
17.6;13.6 Application Examples;275
17.7;13.7 Conclusion;276
17.8;References;277
18;14 Authoring Immersive Mixed Reality Experiences;279
18.1;14.1 Introduction;279
18.1.1;14.1.1 Definitions and Assumptions;280
18.1.1.1;14.1.1.1 Mixed Reality;280
18.1.1.2;14.1.1.2 Immersion;280
18.1.1.3;14.1.1.3 Absolute vs. Relative Coordinate Systems;280
18.2;14.2 Background: Mixed Reality Environments in the Arts;281
18.2.1;14.2.1 Motivation for Using Mixed Reality in the Arts;281
18.2.2;14.2.2 Examples of Mixed Reality in the Arts;282
18.2.2.1;14.2.2.1 Example: Markerless Magic Books;282
18.2.2.2;14.2.2.2 Mixed Reality as a Presentation Medium;282
18.2.2.3;14.2.2.3 Crossing Borders: Interactive Cinema;282
18.3;14.3 Related Work: Authoring Tools;283
18.4;14.4 Authoring Content for Mixed Reality Environments;284
18.4.1;14.4.1 Engineering and Authoring Platform: VGE;284
18.4.1.1;14.4.1.1 Overall Architecture;285
18.4.1.2;14.4.1.2 Perspectives;285
18.4.1.3;14.4.1.3 Sensors and Algorithms;286
18.4.2;14.4.2 Designing the Real World;286
18.4.2.1;14.4.2.1 Geometry and Visual Appearance;287
18.4.2.2;14.4.2.2 Lighting;287
18.4.3;14.4.3 Mixing Virtual Images;287
18.4.3.1;14.4.3.1 Test Setup;288
18.4.4;14.4.4 Directing the User Experience;290
18.4.4.1;14.4.4.1 Prototyping Tool: Interactive Table;291
18.4.5;14.4.5 Case Study: Exercise in Immersion 4;292
18.5;14.5 Conclusions;293
18.6;References;294
19;15 Fiia: A Model-Based Approach to Engineering Collaborative Augmented Reality;296
19.1;15.1 Introduction;296
19.2;15.2 Example: Collaborative Game Prototyping with Raptor;297
19.3;15.3 Related Work;301
19.3.1;15.3.1 Modeling Collaborative Augmented Reality;301
19.3.2;15.3.2 Toolkits for Collaborative AR;301
19.4;15.4 Fiia Notation;302
19.4.1;15.4.1 Notation for Collaborative AR;303
19.4.1.1;15.4.1.1 Adapters;304
19.4.1.2;15.4.1.2 Data Sharing;305
19.4.2;15.4.2 Scenario-Based Design;306
19.4.3;15.4.3 Mapping Fiia Diagrams to Code;307
19.4.4;15.4.4 Summing Up the Fiia Notation;308
19.5;15.5 The Fiia.Net Toolkit;308
19.5.1;15.5.1 Conceptual Framework;308
19.5.2;15.5.2 Distribution Architecture;309
19.5.3;15.5.3 Adapters;311
19.6;15.6 Implementing Fiia;312
19.7;15.7 Experience;313
19.8;15.8 Conclusion;314
19.9;References;314
20;16 A Software Engineering Method for the Design of Mixed Reality Systems;316
20.1;16.1 Introduction;316
20.2;16.2 Extending an SE Method for Mixed Reality Systems;318
20.2.1;16.2.1 Extending Symphony for the Design of Mixed Reality Systems;318
20.2.2;16.2.2 Case Study;320
20.3;16.3 The Functional Branch;321
20.3.1;16.3.1 Introduction;321
20.3.2;16.3.2 Initiating the Development;321
20.3.3;16.3.3 Conceptual Specifications of Requirements;322
20.3.4;16.3.4 Organizational and Interaction-Oriented Specification of Requirements;323
20.3.5;16.3.5 Analysis;327
20.3.6;16.3.6 Main Points Discussed;329
20.4;16.4 The Technical Branch;329
20.4.1;16.4.1 Description of the Applicative Architecture;330
20.4.2;16.4.2 Description of the Technical Architecture;331
20.4.3;16.4.3 Main Points Discussed;332
20.5;16.5 The Junction of the Functional and Technical Branches;333
20.5.1;16.5.1 Design;333
20.5.2;16.5.2 Main Points Discussed;335
20.6;16.6 Conclusions and Future Work;335
20.7;References;336
21;Part III Applications of Mixed Reality;338
22;17 Enhancing Health-Care Services with Mixed Reality Systems;339
22.1;17.1 Health Care and Mixed Reality Systems;339
22.1.1;17.1.1 Augmented and Mixed Reality;340
22.1.2;17.1.2 Usability Evaluation Techniques;341
22.1.3;17.1.3 Security Aspects;342
22.1.4;17.1.4 Work Structure;342
22.2;17.2 Overview of the Development Approach;342
22.2.1;17.2.1 Process Evaluation of the Health-Care Service;343
22.2.2;17.2.2 Evaluation of the Existing Information Systems;343
22.2.3;17.2.3 Identification of Decision Paths and Actions That Can Benefit from Mixed Reality Systems;344
22.2.4;17.2.4 Implementation of the Mixed Reality System;344
22.3;17.3 System Design and Implementation;344
22.3.1;17.3.1 Design of the System;345
22.3.2;17.3.2 ASUR Model of the System;347
22.3.2.1;17.3.2.1 Real Objects (Components R);347
22.3.2.2;17.3.2.2 Person as User (Component U);348
22.3.2.3;17.3.2.3 Adapters (Components A);348
22.3.2.4;17.3.2.4 Systems (Components S);349
22.3.2.5;17.3.2.5 Relationships Between the ASUR Components of the System;349
22.3.3;17.3.3 Addressing Critical Aspects of Mixed Reality Systems for Health-Care Services;349
22.3.3.1;17.3.3.1 Context Awareness;350
22.3.3.2;17.3.3.2 Timeliness and High Assurance;350
22.3.3.3;17.3.3.3 Fault Tolerance;351
22.3.3.4;17.3.3.4 Interoperability;351
22.3.4;17.3.4 Addressing Software Design Requirements;352
22.3.4.1;17.3.4.1 Distributed and Cooperating Services;352
22.3.4.2;17.3.4.2 Security and Privacy;353
22.3.4.3;17.3.4.3 Lookup and Discovery;353
22.3.4.4;17.3.4.4 Performance and Availability;354
22.3.5;17.3.5 Technology Environment and Architectural Approach;354
22.4;17.4 Conclusion and Outlook;356
22.5;References;356
23;18 The eXperience Induction Machine: A New Paradigm for Mixed-Reality Interaction Design and Psychological Experimentation;359
23.1;18.1 Introduction;359
23.1.1;18.1.1 Mixed-Reality Installations and Spaces;361
23.1.2;18.1.2 Why Build Such Spaces? Epistemological Rationale;363
23.1.3;18.1.3 Mixed and Virtual Reality as a Tool in Psychological Research;365
23.1.4;18.1.4 Challenges of Using Mixed and Virtual Realities in Psychological Research;367
23.2;18.2 The eXperience Induction Machine;369
23.2.1;18.2.1 System Architecture;369
23.2.1.1;18.2.1.1 Design Principles;369
23.2.1.2;18.2.1.2 Interfaces to Sensors and Effectors;370
23.3;18.3 XIM as a Platform for Psychological Experimentation;372
23.3.1;18.3.1 The Persistent Virtual Community;372
23.3.2;18.3.2 A Space Explains Itself: The ''Autodemo'';373
23.3.3;18.3.3 Cooperation and Competition: Playing Football in Mixed Reality;375
23.4;18.4 Conclusion and Outlook;377
23.5;References;378
24;19 MyCoach: In Situ User Evaluation of a Virtual and Physical Coach for Running;382
24.1;19.1 Introduction;382
24.1.1;19.1.1 Virtual Trainer/Coach;383
24.2;19.2 MyCoach;384
24.3;19.3 User Experiment;386
24.3.1;19.3.1 Runners;386
24.3.2;19.3.2 Measurement;387
24.4;19.4 Results;388
24.4.1;19.4.1 Pre-trial Results: Running and Training Habits;388
24.4.2;19.4.2 During Trial Results: Use of the MyCoach System;390
24.5;19.5 Usage Data;391
24.6;19.6 Netnography;392
24.6.1;19.6.1 Post-trial: Evaluation of MyCoach;393
24.7;19.7 Conclusions;396
24.8;19.8 Further Development of MyCoach;396
24.9;References;397
25;20 The RoboCup Mixed Reality League - A Case Study;399
25.1;20.1 Introduction;399
25.2;20.2 Hardware Architecture;403
25.2.1;20.2.1 Micro-Robots;403
25.2.1.1;20.2.1.1 Battery Charger;406
25.2.1.2;20.2.1.2 Infrared Transmitter;407
25.2.1.3;20.2.1.3 Firmware Uploading Interface Board;407
25.2.2;20.2.2 Augmented Reality Display;408
25.2.3;20.2.3 Tracking Camera;408
25.2.4;20.2.4 Computer;409
25.3;20.3 Software Architecture;409
25.3.1;20.3.1 Vision-Tracking Module;411
25.3.2;20.3.2 Application Modules;411
25.3.3;20.3.3 Graphics Module;413
25.3.4;20.3.4 Robot Control Module;413
25.3.5;20.3.5 Agents;415
25.4;20.4 Experience;415
25.4.1;20.4.1 Development Process;415
25.4.2;20.4.2 Soccer System;415
25.4.3;20.4.3 Racing Application;416
25.4.4;20.4.4 Future Developments;417
25.5;20.5 Summary and Conclusions;417
25.6;References;417
26;21 Mixed-Reality Prototypes to Support Early Creative Design;419
26.1;21.1 Introduction;419
26.2;21.2 Profession-Centered Methodology and User-Centered Design;420
26.3;21.3 Context and Needs;423
26.3.1;21.3.1 Architectural Design;423
26.3.2;21.3.2 Sketch-Based Preliminary Design;425
26.3.3;21.3.3 Distant Collaborative Design;426
26.3.4;21.3.4 Why Mixed Reality Should Be a Good Way of Responding to These Needs;427
26.4;21.4 Technological Solutions;428
26.4.1;21.4.1 Introduction;428
26.4.2;21.4.2 The Virtual Desktop;428
26.4.3;21.4.3 EsQUIsE;431
26.4.3.1;21.4.3.1 Introduction;431
26.4.3.2;21.4.3.2 The Entry Module;431
26.4.3.3;21.4.3.3 The Interpretation Module;432
26.4.3.4;21.4.3.4 The Evaluation Module;432
26.4.4;21.4.4 SketSha;434
26.5;21.5 Evaluations;436
26.5.1;21.5.1 Usability;437
26.5.2;21.5.2 Sketches;437
26.5.3;21.5.3 Immersion;438
26.5.4;21.5.4 Design Process;440
26.6;21.6 Characterization of These Mixed-Reality Systems;441
26.7;21.7 Discussions;442
26.8;References;443
27;Index;446




