Loosely-coupled mixed reality: Using the environment metaphorically

Myungho Lee, G. Kim
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引用次数: 8

Abstract

Mixed reality refers to the (spectrum of) compositing of synthetic and real objects [2]. The two representative forms of mixed reality are the augmented reality (in which the content is mostly real), and augmented virtuality (mostly virtual). In both cases, the association between the real and virtual objects is usually desired to be as tight and explicit as possible. Thus, we can posit that the degree of this explicit registration will be one of the most important factors in the usability of mixed reality systems. Ironically, however, AR systems with high fidelity registration will also introduce significant usability problems due to the required special displays and sensors to be worn, in addition to the cost and computational difficulties. Therefore, in this paper, we newly propose a new form of mixed reality called the “Loosely coupled Mixed Reality (LMR),” which uses only minimal explicit and technologically supported association cues between the real and virtual objects. Instead, through intuitive metaphor between the virtual space and real operating environment, the burden of registration (fusing of the worlds) is put more on to the user. As such an approach is expected to introduce significant amount of cognitive load, an intuitive and metaphoric mapping between the two realities would be essential. Figure 1 illustrates the concept of LMR. The user is given two separate realities: one is the physical reality in which he is playing a golf game (in this case with the help of a hand-held device), and the other is the virtual golf environment presented through the hand-held device. The user starts by establishing a simple mapping in one's mind e.g. between objects in the physical reality (e.g. trashcan, street) and those in the game environment (e.g. green, golf course). This metaphor is intuitive because, for one, it is established by the user himself. Note that, to take full advantage of the environment metaphor, LMR becomes inherently mobile in its nature. In this example, as the user hits the ball and approaches the green/hole by physically moving in the corresponding real space, one's movement and interaction is reflected into the virtual world at the same time (through tracking). While the user is certainly aware of one's own actions, the user can “time to time” check upon the helping hand-held device to view the overall status (e.g. scores, other player position).
松散耦合的混合现实:隐喻地使用环境
混合现实是指合成物体与真实物体的合成(光谱)[2]。混合现实的两种代表性形式是增强现实(其中内容大部分是真实的)和增强虚拟(大部分是虚拟的)。在这两种情况下,通常希望真实对象和虚拟对象之间的关联尽可能紧密和明确。因此,我们可以假设,这种显式注册的程度将是混合现实系统可用性中最重要的因素之一。然而,具有讽刺意味的是,具有高保真度注册的AR系统也将引入重大的可用性问题,因为除了成本和计算困难之外,还需要佩戴特殊的显示器和传感器。因此,在本文中,我们提出了一种新的混合现实形式,称为“松耦合混合现实(LMR)”,它只使用最小的明确的和技术支持的真实和虚拟对象之间的关联线索。相反,通过虚拟空间和真实操作环境之间的直观隐喻,将注册(世界融合)的负担更多地放在了用户身上。由于这种方法预计会引入大量的认知负荷,因此两种现实之间的直观和隐喻映射将是必不可少的。图1说明了LMR的概念。用户将获得两个独立的现实:一个是他正在玩高尔夫游戏的物理现实(在这种情况下是借助手持设备),另一个是通过手持设备呈现的虚拟高尔夫环境。用户首先在自己的脑海中建立一个简单的映射,例如物理现实中的物体(如垃圾桶、街道)和游戏环境中的物体(如绿地、高尔夫球场)之间的映射。这个比喻是直观的,因为首先,它是由用户自己建立的。请注意,为了充分利用环境隐喻,LMR在本质上具有固有的可移动性。在这个例子中,当用户击球并在相应的真实空间中通过物理移动接近果岭/洞时,一个人的移动和互动同时反映到虚拟世界中(通过跟踪)。虽然用户当然知道自己的行动,但用户可以“不时”检查手持设备,查看整体状态(如分数,其他玩家位置)。
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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