Mirror Worlds: Experimenting with Heterogeneous AR

A. Hill, Evan Barba, B. MacIntyre, Maribeth Gandy Coleman, Brian Davidson
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引用次数: 7

Abstract

Until recently, most content on the Internet has not been explicitly tied to specific people, places or things. However, content is increasingly being geo-coded and semantically labeled, making explicit connections between the physical world around us and the virtual world in cyberspace. Most augmented reality systems simulate a portion of the physical world, for the purposes of rendering a hybrid scene around the user. We have been experimenting with approaches to terra-scale, heterogeneous augmented reality mirror worlds, to unify these two worlds. Our focus has been on the authoring and user-experience, for example allowing ad-hoc transition between augmented and virtual reality interactions for multiple co-present users. This form of ubiquitous virtual reality raises several research questions involving the functional requirements, user affordances and relevant system architectures for these mirror worlds. In this paper, we describe our experiments with two mirror world systems and some lessons learned about the limitations of deploying these systems using massively multiplayer and dedicated game engine technologies.
镜像世界:异质AR实验
直到最近,互联网上的大多数内容还没有明确地与特定的人、地点或事物联系在一起。然而,内容越来越多地被地理编码和语义标记,在我们周围的物理世界和网络空间的虚拟世界之间建立明确的联系。大多数增强现实系统模拟物理世界的一部分,以呈现用户周围的混合场景。我们一直在尝试各种方法来实现地球尺度的、异构的增强现实镜像世界,以统一这两个世界。我们的重点一直放在创作和用户体验上,例如允许多个共同呈现的用户在增强现实和虚拟现实交互之间进行临时转换。这种无处不在的虚拟现实形式提出了几个研究问题,涉及到这些镜像世界的功能需求、用户能力和相关的系统架构。在本文中,我们将描述我们在两个镜像世界系统上的实验,以及使用大型多人游戏和专用游戏引擎技术部署这些系统的局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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