Menu

Trendanalyse

Scenarioplanning - social futures

Collaboration in Mixed Reality

A Literature Review on Collaboration in Mixed Reality
Philipp Ladwig, Christian Geiger
University of Applied Sciences Duesseldorf, Germany
Mixed Reality is defined as a combination of Reality, Augmented Reality, Augmented Virtuality and Virtual Reality. This innovative technology can help us blending between these stages. The enhancement of reality with synthetic images allows us to perform many tasks more easily which includes the collaboration between people who are at different places. Collaborative manufacturing, assembly tasks or education can be conducted remotely, although the collaborators do not meet physically. This paper reviews recent research, identifies benefits and limitations and extracts design guidelines for the creation of collaborative Mixed Reality applications in technical settings.

Smart Industry & Smart Education 
Michael E. Auer, Reinhard Langmann
www.books.google.dk ... 

Collaborative Mixed Reality 
First International Symposium on Mixed Reality (ISMR ’99
Mark Billinghurst, Hirokazu Kato 
www.pdfs.semanticscholar.org ... pdf
IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 
www.ismar2018.org

Working Together Apart: Challenges of Cross-Cultural Collaboration - US - Asia
... long distance collaborations that span cultural boundaries, with a particular focus on collaborations on the Pacific Rim. ... one of the greatest challenges is not the distance per se, but the different cultural backgrounds. Contemporary theory suggests that people from different cultures even perceive and think differently (Nisbett, 2004).
www.princeton.edu ... OlsonOlson.pdf 2011

REMLABNET
The Remote Laboratory Management System (RLMS), REMLABNET, for the integrating and management of remote experiments for starting university level and secondary schools, is presented. Its building was initiated both from the extensive use and expertise in Internet School Experimental System (ISES), remote experiments built and the lack of a similar system for secondary schools in Europe. 
www.remlabnet.eu

VR/AR/MR supplier 

DAQRI augmented reality technologies -  AR in your industry   
Incorporate digital and holographic data into your physical environment and streamline existing business processes.  
www.daqri.com

References  

Nisbett, R. (2004) The geography of thought: how Asians and Westerners think differently … and why. New York: Free Press.

Olson, G.M., & Olson, J.S. (2000) Distance matters. Human-Computer Interaction, 15, 139-179.

Olson, G.M., Zimmerman, A., & Bos, N. (2008) Scientific Collaboration on the Internet. Cambridge, MA: MIT Press.

Varian, H. R. (2005) Technology levels the business playing field. New York Times, August 25, 2005.

Robot Learning and AR

Exposing Robot Learning to Students in Augmented Reality Experience 
Igor M. Verner1, Michael Reitman2, Dan Cuperman1, Toria Yan3, Eldad Finkelstein2, Tal Romm1,2
1Technion - Israel Institute of Technology, Israel; 2PTC Inc.; 3Massachusetts Institute of Technology

Our research investigates a scenario, in which students learn by experiential inquiry into robot reinforcement learning of weightlifting. We utilized CAD to create a digital twin of the robot, IoT to provide connectivity, and virtual sensors to measure parameters of robot dynamics. On this basis, we conducted a pilot course for high school students. The course exposed them to principles of robot learning, although they had difficulty fully understanding the weightlifting dynamics. This motivated us to develop an augmented reality (AR) tool to facilitate transparency of the robot learning process. There is large literature on AR tools in STEM education, but little research on using AR for student-robot interaction. This paper focuses on the development of an AR experience which connects the physical robot and its digital twin through IoT. The AR environment will facilitate student learning by displaying dynamic parameters.

The digital twin was modeled using Creo software and was calibrated to simulate the robot. Using reinforcement learning trials of the digital twin, we determined robot postures for lifting different weights. When performing the task, the robot measures and sends the value of the weight to the IoT platform ThingWorx and in response receives parameters of the optimal posture to lift the weight. The AR interface allows the student to visualize the postures and inquire their mechanical parameters.

We developed a number of technical solutions: the digital twin and virtual sensors; animations of virtual movements of the digital twin, bidirectional connection between the robot and ThingWorx, and augmented reality tool for controlling the robot and its digital twin while inquiring robot dynamics. Results of our research indicate that providing controls for simultaneous interaction with a physical robot and its digital twin in a mixed reality environment opens a path for the breakthrough experience of learning engineering systems in schools.
www.researchgate.net/publication/318 ...