Difference between revisions of "Augmented, Virtual, and Mixed Reality"

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Augmented, virtual, and mixed realities reside on a continuum and blur the line between the actual world and the artificial world - both of which are currently perceived through human senses.   
Augmented, virtual, and mixed realities reside on a continuum and blur the line between the actual world and the artificial world - both of which are currently perceived through human senses.   


Augmented reality devices enable digital elements to be added to a live representation of the real world.  This could be as simple as adding virtual images onto the camera screen of a smartphone (as recently popularized by mobile applications Pokemon Go, Snapchat, et al).  Virtual reality, which lies at the other end of the spectrum, seeks to create a completely virtual and immersive environment for the user.  Whereas augmented reality incorporates digital elements onto a live model of the real world, virtual reality seeks to exclude the real world altogether and transport the user to a new realm through complete telepresence.  
Augmented reality devices enable digital elements to be added to a live representation of the real world.  This could be as simple as adding virtual images onto the camera screen of a smartphone (as recently popularized by mobile applications Pokemon Go, Snapchat, et al).  Virtual reality, which lies at the other end of the spectrum, seeks to create a completely virtual and immersive environment for the user.  Whereas augmented reality incorporates digital elements onto a live model of the real world, virtual reality seeks to exclude the real world altogether and transport the user to a new realm through complete [[telepresence]].  


Mixed reality, on the other hand, incorporates both of these ideas to create a hybrid experience where the user can interact with both the real and virtual world.  Mixed reality devices can take many forms.  For the purposes of this technology roadmap we've elected to narrow our focus to wearable headgear (heads up) devices.  These devices are typically fashioned with visual displays and tracking technology that allow six degrees of freedom (forward/backward, up/down, left/right, pitch, yaw, roll) and immersive experiences.  The elements of form for an example mixed reality product, the Microsoft HoloLens (1st generation), are depicted in the figures below.
Mixed reality, on the other hand, incorporates both of these ideas to create a hybrid experience where the user can interact with both the real and virtual world.  Mixed reality devices can take many forms.  For the purposes of this technology roadmap we've elected to narrow our focus to wearable headgear (heads up) devices.  These devices are typically fashioned with visual displays and tracking technology that allow six degrees of freedom (forward/backward, up/down, left/right, pitch, yaw, roll) and immersive experiences.  The elements of form for an example mixed reality product, the Microsoft HoloLens (1st generation), are depicted in the figures below.

Revision as of 02:39, 6 October 2019

Roadmap Overview

Augmented, virtual, and mixed realities reside on a continuum and blur the line between the actual world and the artificial world - both of which are currently perceived through human senses.

Augmented reality devices enable digital elements to be added to a live representation of the real world. This could be as simple as adding virtual images onto the camera screen of a smartphone (as recently popularized by mobile applications Pokemon Go, Snapchat, et al). Virtual reality, which lies at the other end of the spectrum, seeks to create a completely virtual and immersive environment for the user. Whereas augmented reality incorporates digital elements onto a live model of the real world, virtual reality seeks to exclude the real world altogether and transport the user to a new realm through complete telepresence.

Mixed reality, on the other hand, incorporates both of these ideas to create a hybrid experience where the user can interact with both the real and virtual world. Mixed reality devices can take many forms. For the purposes of this technology roadmap we've elected to narrow our focus to wearable headgear (heads up) devices. These devices are typically fashioned with visual displays and tracking technology that allow six degrees of freedom (forward/backward, up/down, left/right, pitch, yaw, roll) and immersive experiences. The elements of form for an example mixed reality product, the Microsoft HoloLens (1st generation), are depicted in the figures below.

HoloLens Overview Pic1.png

Figure 1 - Mixed Reality Example (Microsoft Hololens)

HoloLens.png

Figure 2 - Microsoft HoloLens Hardware Components

In terms of functional taxonomy, this technology is primarily intended to exchange information. The design of these devices today allow for information to be exchanged through two of the five human perceptual systems: (1) visual system & (2) auditory system. The combination of hardware, software, and informational/environmental inputs allow mixed reality users to interact and anchor virtual objects to the real world environment.

Design Structure Matrix (DSM) Allocation

Roadmap Model using Object-Process-Methodology (OPM)

OPD.jpeg

Figure 3 - Mixed Reality Object Process Diagram

MROPL.png

Figure 4 - Mixed Reality Object Process Language

Figures of Merit (FOM) Definition

FOMTable.png

Figure 5 - Mixed Reality Figures of Merit

FOM2.png

Figure 6 - Display Rate Trajectory

Alignment with Company Strategic Drivers

Positioning: Company versus Competition FOM Charts

Technical Model: Morphological Matrix and Tradespace

Financial Model : Technology Value (𝛥NPV)

List of R&T/R&D Projects and Prototypes

Keys Publications, Presentations and Patents

Technology Strategy Statement

Roadmap Maturity Assessment