• No results found

Convergence in Mixed Reality-Virtuality Environments

N/A
N/A
Protected

Academic year: 2021

Share "Convergence in Mixed Reality-Virtuality Environments"

Copied!
1
0
0

Loading.... (view fulltext now)

Full text

(1)

issn 1650-8580

isbn 978-91-7668-852-6 Örebro Studies in Technology 53örebro 2012

Doctoral Dissertation

Convergence in Mixed Reality-Virtuality Environments

Facilitating Natural User Behavior

Daniel Johansson Computer Science 2012

D

an

ie

l J

o

h

an

ss

o

n

C

on

ve

rg

en

ce i

n M

ix

ed R

ea

lit

y-V

irt

ua

lit

y E

nv

iro

nm

en

ts

Daniel Johansson has worked since 2006 as an

industrial Ph.D. student and engineer at MSE Weibull in Älmhult, Sweden. Non-research time has been spent on defense and civilian simulator projects. Previously, Daniel has worked as a consultant for Euro Engineering in Norway, and with robot development for Strålfors R&D in Ljungby, Sweden. Daniel earned a M.Sc. degree in electrical engineering from the University of Borås in 2005. In 2003, Daniel earned a B.Sc. in electrical engineering from Blekinge Institute of Technology.

Proper training and preparation is crucial in many areas in the world today, both for safety and economical as well as for practical reasons. Advanced simulators exist in a variety of fields for training in extremely realistic en-vironments for maximum effectiveness. With high fidelity computers and softwares, simulation is becoming ever more capable. Unfortunately these simulators are mostly built towards users that are stationary within the simulator itself, for example pilot crews. The fidelity spectrum for mobile users, such as dismounted infantry, is more limited, especially in terms of realistic interfaces. Effectiveness of training can be impaired when senses and abilities of users that physically move in their work are restricted by un-natural ways of control. The work in this thesis addresses this limitation and converges reality and virtuality into a seamless training environment. Focus is on maximizing the effect of the training through the facilitation of interac-tion techniques that support natural human behavior. With novel interfaces, hardware and software, a simulator is developed where a user can physically walk indefinitely in any direction, interact with the surroundings and have a large field of view of both real and virtual objects without parallax errors. The field of robotic telepresence is also explored through a wireless robotic platform designed for integration with the simulator. Instead of a mixed real and virtual world, the simulator environment and robot are joined to form a combined real world where every move of the user is matched by the robot.

D

a

n

ie

l J

oh

a

n

ss

on

Convergence in Mixed Reality-V

References

Related documents

In this chapter, I discuss the effects of modernity upon the natural world as depicted in the three novels, examining the works' treatment of environmental issues as well as their

Michelfelder, D. “Our moral condition in cyberspace”. Ethics and Information Technology, vol. Cox and Critical Theory of International Relations”. International Studies, vol.

The purpose of this research is to develop a simulator with an interface that facilitates natural and unrestricted movement without boundaries, physical feedback of the

Identified requirements on a simulator relating to physical and psychological user aspects are support for unobtrusive and wireless use, high field of view, high

Hirschmans teori och sätt att kategorisera argument anser jag dock vara intressant i mitt fall eftersom hans reaktionära teser handlar om just reaktioner på ett nytt sätt att

The aim of this study was to describe and explore potential consequences for health-related quality of life, well-being and activity level, of having a certified service or

In our analysis, in which we used only the performance measures, we found that the scatter plots between means of gas and means of speed as well as SDs of steer and means of speed

sequentially attending to different objects, segmenting them from ground in a wide field of view, in particular using 3D cues from binocular disparities or motion, and then foveat-