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Mixed Reality

Mixed Reality. University of Central Florida Media Convergence Laboratory @ IST School of Electrical Engineering & Computer Science Digital Media Department. Media Convergence Laboratory Using mixed reality to solve real problems. The faces of MR. Physical Reality (PR) – real world

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Mixed Reality

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  1. Mixed Reality University of Central Florida Media Convergence Laboratory @ IST School of Electrical Engineering & Computer Science Digital Media Department

  2. Media Convergence Laboratory Using mixed reality to solve real problems

  3. The faces of MR • Physical Reality (PR) – real world • Virtual Reality (VR) – purely synthetic • Augmented Reality (AR) – virtual assets registered in real world • Augmented Virtuality (AV) – real (people, props) layered in virtual space

  4. Mixed Reality Properties • Blends the real and the synthetic into a single landscape & experience • Addresses multiple senses • Requires proper registration of real and virtual, relative to each other • Typically requires complex behaviors of virtual characters • Enables buy-in through imagination

  5. Limitations along the continuum • PR is constrained by physical space • VR limits person-to-person expression and context of PR • AR often limits escape from real world • AV allows rich layering • In general, we want to move smoothly along the MR continuum

  6. Visual capture HMDs 3d laser Optical mocap Light capture Video

  7. Visual rendering Dome Screens Demo Dome HMDs MR Windows Flat World

  8. Audio capture / rendering Surround Hydrophones Designing Mixing Holophone Delivery in constrained settings

  9. Pipeline: Audio for VR/MR • Planning & Prescripting • Capturing • Synthesizing, Mixing, and Mastering • Designing Sound & Integrating • Delivering

  10. Special effects - Colorkinetics SmartJack3 (USB to DMX) - Colorkinetics JuiceBox2 / iColor MR Lights - Gilderfluke MP3-50/40 - 4 Channel Dimmer Packs - Pneumatic / Smoke System - Sound Transducers (”Bass Shakers”)

  11. Tracking • Technologies • Magnetic • Optical • Acoustical • Inertial • Vision (often with markers/features) • Hybrid (hardware and soft/hardware)

  12. What we currently use • Wide field of view: 51 degree in horizontal direction, 37 degree in vertical direction-high • resolution: VGA (640 × 480) • weight: 286 g • standard camera I/O: NTSC Coastar (Co-Optical Axis for AR) • IS 900 Wide Area Tracker InterTrax2 Wireless Tracker

  13. Registration / Illumination • Virtual and real must be properly placed relative to each other • Inter-occlusion must be properly managed • Mutual shadowing must occur, including shadows from real caused by virtual light • The effects of ambient light (real and virtual) must be rendered

  14. Story • Virtual characters must have appropriate behaviors, reactive and proactive • Virtual characters often need to mimic those of real characters • Capture, replay must be provided for entertainment, after-action review, etc.

  15. Putting it together

  16. Content is king • Create experiences that have long-term impact • Experiential movie trailers • Situational awareness training • Creative collaboration • Cognitive and physical rehabilitation • Teacher screening and training • Free-choice learning • … • Imagination is the most important dimension

  17. Siggraph ‘03 – experiential trailer

  18. MR MINI-MOUT Situational awareness

  19. Peer Collaboration

  20. Along the Continuum • Start in PR (look at current plant) • Move to AR (add new equipment and new windows) • Individual jumps out to VR to privately review designs • Move to AV as all are surrounded by new design, but still see each other

  21. What We Must Support • Jointly visualized “what if?” scenarios • Face-to-face interactions • Alternative and often opposite POVs • Personal and group creation • Enablers • Tangible and tactile components • Constructive distractions (sandbox) • Shared display (1st & 3rd person views) • Shared interfaces • Scalability, interoperability & portability

  22. Cognitive rehabilitation reconfigurable kitchen real items to use tethered for now as seen thru HMD patient at home movement for after action review Patient and therapist in context of patient’s kitchen but in safety of clinic

  23. Make Cereal Make Cereal Spoon Spoon Cereal Cereal Bowls Bowls Pre vs. Post Milk Milk Pre-testing Home Post-testing Home

  24. Stuttering

  25. Teacher screening and training • Cost to hire a teacher is $15,000 • Cost to remove can be much higher • Turnover in inner city is 50% in 3 years • Many last less than a year • Children are unintended guinea pigs • Want to select those who can succeed • Want to help those who want to succeed

  26. Front room – early prototype

  27. Back room -- puppeteers

  28. Interaction with a Virtual Class In front of class At desk of student Personal contact Vision-based tracking AI for all but student being directly addressed

  29. Free-choice learning

  30. Free-choice learning

  31. Water’s journey • Coming to a science center near you • Initial focus is on the Everglades • But, water is central to all ecologies • Move clock backwards or forwards • Real blends to virtual • User-chosen policies affect what is experienced

  32. Forest fire visualizations Fire spread model from Farsite Tree rendering from SpeedTree Fire and smoke visualization is ours Used in environmental economics & Everglades museum projects

  33. Some basic research • Blending of real and virtual in changing illumination • Overcoming HMD camera limitations • Real-time video chroma keying in presence of noise and inconsistent lighting • LOD management (forests) • Neoroevolution for virtual character behaviors • Painting in HDR

  34. Lab people characteristics • Original director from theater and theme parks • Lab manager from museum industry • Chief programmer from Lego • Content delivery people from digital media, children’s literature, audio, theater, museum, … • Content providers from all over campus • PhD students have interests in graphics, neuroevolution, vision, ecology, software engineering, simulation & modeling • Undergraduates are mainly from CS and DM

  35. Contact information Charles E. Hughes Professor & Associate DirectorSchool of Electrical Engineering & Computer Science ProfessorDigital Media Director, Media Convergence Lab E-Mail: ceh@cs.ucf.edu Home Page: http://www.cs.ucf.edu/~ceh/ Graphics Lab: http://graphics.cs.ucf.edu Media Convergence Lab: http://mcl.ucf.edu

  36. Contact information J. Michael Moshell ProfessorDigital Media ProfessorSchool of Electrical Engineering & Computer Science Co-founder, Media Convergence Lab Home Page: http://www.cs.ucf.edu/~jmmoshell/ Media Convergence Lab: http://mcl.ucf.edu

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