scholarly journals Using Mixed Reality (MR) to Improve On-Site Design Experience in Community Planning

2021 ◽  
Vol 11 (7) ◽  
pp. 3071
Author(s):  
Yuze Dan ◽  
Zhenjiang Shen ◽  
Yiyun Zhu ◽  
Ling Huang

In recent years, designing in existing environments has been consistently emphasized in community planning. However, practicing such on-site design is not easy for designers, because the current technical conditions do not allow virtual design objects into real environments for 3D visualization and interaction. Thus, designers’ intuitive design perceptions, accurate design judgments, and convenient design decisions are hardly supported. This paper explores the possibilities of using mixed reality (MR) technology to improve designers’ on-site design experiences in community planning. For this, we introduced an MR design support system (MR-DSS) for the interactive on-site 3D visualization of virtual design objects. With the MR-DSS, we performed a design experiment with sixteen participants in a typical on-site design scene of community planning. The results showed that the MR technology could provide designers with intuitive design perceptions, accurate design judgments, and convenient design decisions, thus effectively improving their on-site design experiences.

Author(s):  
Luis de Casenave ◽  
José E. Lugo

The proficiency of Computer Aided Design (CAD) to save, communicate and render realistic virtual prototypes allows for easier communication and review of proposed design decisions via design reviews. However, the use of virtual prototypes is limited by the realism of the human computer interface. This paper builds on previous research investigating if increasing the realism of input and output interactions between subjects and virtual prototypes will affect user’s ability to analyze an assembly for errors. For this end, two experiments were conducted which asked participants to perform design reviews on assembly models and identify errors in the assembly. The first experiment tested virtual prototype output display factors through subject point of view movement and virtual prototype rotation. The second experiment tested human input factors using different controller setups. It is expected the more realistic virtual prototype rendering and controller input experience will result in more accurate design reviews.


Author(s):  
Adrian David Cheok

In this chapter, we explore the applications of mixed reality technology for future social and physical entertainment systems. Throughout the case studies that will be presented here, we will show the very broad and significant impacts of mixed reality technology on variety aspects of human interactivity with regards to entertainment. On the technological aspect, the various systems we would be touching on incorporated different technologies ranging from the current mainstream ones such as GPS tracking, Bluetooth, RFID to pioneering researches of vision based tracking, augmented reality, tangible interaction techniques and 3D live mixed reality capture system. We will discuss each projects in detail in terms of their motivations and requirements of the particular application domain, their system description and design decisions, as well as their future impacts on the human social and physical entertainment field.


2020 ◽  
Vol 10 (11) ◽  
pp. 3826
Author(s):  
Konstantinos Evangelidis ◽  
Stella Sylaiou ◽  
Theofilos Papadopoulos

Since smart devices are becoming the primary technological means for daily human activities related to user-location, location-based services constitute a crucial component of the related smart applications. Meanwhile, traditional geospatial tools such as geographic information systems (GIS) in conjunction with photogrammetric techniques and 3D visualization frameworks can achieve immersive virtual reality over custom virtual geospatial worlds. In such environments, 3D scenes with virtual beings and monuments with the assistance of storytelling techniques may reconstruct historical sites and “revive” historical events. Boosting of Internet and wireless network speeds and mixed reality (MR) capabilities generate great opportunities for the development of location-based smart applications with cultural heritage content. This paper presents the MR authoring tool of “Mergin’ Mode” project, aimed at monument demonstration through the merging of the real with the virtual, assisted by geoinformatics technologies. The project does not aim at simply producing an MR solution, but more importantly, an open source platform that relies on location-based data and services, exploiting geospatial functionalities. In the long term, it aspires to contribute to the development of open cultural data repositories and the incorporation of cultural data in location-based services and smart guides, to enable the web of open cultural data, thereby adding extra value to the existing cultural-tourism ecosystem.


2020 ◽  
Vol 312 ◽  
pp. 04001
Author(s):  
Abhinesh Prabhakaran ◽  
Abdul-Majeed Mahamadu ◽  
Lamine Mahdjoubi ◽  
Patrick Manu

Building Information Modelling (BIM) and its associated technologies have proved to be one of the most promising developments in the Architectural, Engineering and Construction (AEC) industry. Over the past few decades, the AEC sector has been restricted in its communication of design as a result of single interface methods based on 2D and 3D visualization of information. Thus, most issues with respect to construction are identified fairly late, resulting in costly changes. With the introduction of BIM, many other approaches to data visualization can be leveraged including Mixed Reality (MR) applications for the virtual representation of spaces and objects beyond 3D. MR offers a revolution in the virtual representation of objects and space through context awareness as well as the incorporation of information beyond 3D offering countless opportunities for more effective design visualization and coordination. Despite the capability of MR, however, few examples exist of its application to design coordination in the AEC. In addressing this gap this study proposes a novel methodology for the application of MR in design coordination as well as investigates the impact of introducing MR into BIM workflow with a focus on the identification and avoidance of clashes. A prototypical model of the MR design coordination is presented and discussed. Findings indicate that MR improves design productivity and quality but also highlights potential infrastructure issues inhibiting the mainstreaming of MR for design practice.


2014 ◽  
Vol 580-583 ◽  
pp. 3196-3203
Author(s):  
Gui Xiang Chen ◽  
Bing Hui Hao ◽  
Yi Qing Zhao

BIM is a kind of multidimensional model information technology based on CAD which has been applied in some large projects at home and abroad. The technology of BIM has the characteristics of 3D visualization, virtual design and collaborative design and so on. In this paper, ideas about applying BIM Technology in granary projects have been put forward from the design stage, project implementation stage and the stage of cost control by taking a big diameter underground silo of reinforced concrete for example, simulating the architecture, structure, process of construction and process of grain flowing of underground silos, then creating the model of architecture, dynamic construction model of 4D. The article provides a new approach of applying BIM technology to granary facilities.


Author(s):  
Serdar Tumkor ◽  
Sven K. Esche ◽  
Constantin Chassapis

When designing products, networked computers are increasingly used to facilitate the collaboration among team members from remote locations. Design visualization plays a critical role in understanding the design concepts shared by the design team members. CAD systems have 3D visualization capabilities that are designed to help users to understand complex structures easily and to design better products. However, 3D visualization on a 2D screen has limitations in communicating complex structures. Furthermore, gestures play a significant role in face-to-face communication but are missing in remote collaboration. Object manipulation in 3D using gestures in the real physical space without a cumbersome hand-held peripheral device may ease the visualization and understanding of the concept model. Today, peripheral devices for human-computer interfaces are not only becoming more advanced but also less expensive. Some of the game controllers are now equipped with depth cameras (RGB-D cameras) and have a great potential for complementing or even replacing the traditional keyboard and mouse interface with hand or body gestures. In this paper, new low-cost mixed reality devices for 3D user inputs and visual outputs are investigated and their possible uses with CAD systems in the process of collaborative design are discussed. In this study, a hand tracking system built based on two Kinect sensors has been used to track the position and orientation of the user’s hands. In this system, CAD models can be manipulated and disassembled using hand gestures. The new user interface provides for a user-friendly interaction between designer and CAD system.


Author(s):  
Chun-Yen Chen ◽  
Teng-Wen Chang ◽  
Chi-Fu Hsiao

Abstract In the stage of prototype practice, the maker mainly works by himself, but it needs to test and adapt to find correct fabrication method when maker didn’t have clearly fabrication description. Therefore, rapid prototyping is very important in the prototype practice of the maker. “Design- Fabrication-Assembly” (DFA)- an integration prototyping process which helps designers in creating kinetic skin by following a holistic process. However, DFA lacks a medium for communication between design, fabrication and assembly status. This paper proposes a solution called co-existing Fabrication System (CoFabs) by combining multiple sensory components and visualization feedbacks. We combine mixed reality (MR) and the concept of digital twin (DT)–a device that uses a virtual interface to control a physical mechanism for fabrication and assembly. By integrating virtual and physical, CoFab allows designers using different methods of observation to prototype more rigorously and interactively correct design decisions in real-time.


2021 ◽  
Vol 251 ◽  
pp. 01006
Author(s):  
Alexander Sharmazanashvili ◽  
Nikoloz Udzilauri ◽  
Shota Kobakhidze ◽  
Luka Todua ◽  
Nino Zurashvili ◽  
...  

Education & outreach is an important part of HEP experiments. With outreach & education, experiments can have an impact on the public, students and their teachers, as well as policymakers and the media. The tools and methods for visualization enable to represent the detectors’ facilities, explaining their purpose, functionalities, development histories, and participant institutes. In addition, they make it possible to visualize different physical events together with important parameters and plots for physics analyses. 3D visualization and advanced VR (Virtual Reality), AR (Augmented Reality) and MR (Mixed Reality) extensions are the keys for successful outreach & education. This paper describes requirements and methods for the creation of browser-based visualization applications for outreach & education. The visualization framework TRACER is considered as a case study.


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