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Unit 14: Experiential Retail




                                                                                                Notes
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             Caselet     The RoboCup Mixed Reality League

                n typical mixed reality systems there is only a one-way interaction from real to virtual.
                A human user or the physics of a real object may influence the behaviour of virtual
             Iobjects,  but  real  objects  usually  cannot  be  influenced  by  the  virtual  world.
             By  introducing real  robots into  the mixed reality system, we  allow  a  true two-way
             interaction between virtual and real worlds.
             Our system has been used since 2007 to implement the RoboCup mixed reality soccer
             games and other applications for research and edutainment. Our framework system is
             freely programmable to generate any virtual environment, which may then be further
             supplemented with virtual and real objects. The system allows for control  of any  real
             object based on differential drive robots.
             The robots may be adapted for different applications, e.g., with markers for identification
             or with covers to change shape and appearance. They may also be “equipped” with virtual
             tools. In this chapter we present the hardware and software architecture of our system and
             some applications. The authors believe this can be seen as a first implementation of Ivan
             Sutherland’s 1965 idea of the ultimate display: “The ultimate display would, of course, be
             a room within which the computer can control the existence of matter.”

          Source:  http://link.springer.com/chapter/10.1007%2F978-1-84882-733-2_20?LI=true
          Probably the best known of these is Augmented Reality (AR), which refers to all cases in which
          the display of an otherwise real environment is augmented by means  of virtual (computer
          graphic) objects. The converse case on the virtuality continuum is therefore Augmented Virtuality
          (AV). Six classes of hybrid MR display environments are identified. However, an attempt to
          distinguish these classes on the basis of whether they are primarily video or computer graphics
          based, whether the real world is viewed directly or via some electronic display medium, whether
          the viewer is intended to feel part of the world or on the outside looking in, and whether or not
          the scale of the display is intended to map orthoscopically onto the real world leads to quite
          different groupings among the six identified classes, thereby demonstrating the need for  an
          efficient taxonomy, or classification framework, according to which essential differences can be
          identified. The ‘obvious’ distinction between the terms “real” and “virtual” is shown to have a
          number of different aspects, depending on whether one is dealing with real or virtual objects,
          real or virtual images, and direct or non-direct viewing of these. An (approximately) three-
          dimensional taxonomy is proposed, comprising the following dimensions:
          1.   Extent of World Knowledge (“how much do we know about the world being displayed?”),

          2.   Reproduction Fidelity (“how ‘realistically’ are we able to display it?”), and
          3.   Extent of Presence Metaphor (“what is the extent of the illusion that the observer is present
               within that World?”).
          Mixed reality (MR) (encompassing both augmented reality and augmented virtuality) refers to
          the merging of real and virtual worlds to produce new environments and visualisations where
          physical and digital objects co-exist and interact in real time. It is a mix of reality, augmented
          reality, augmented vitality and virtual reality.







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