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[Culture]
What is Mixed Reality?
by, Hwang Bo-sung, Culture Editor, khby44@mju.ac.kr
Alice chased the rabbit and began to run across the
field. This is the very first line of the all-so-renowned story “Alice in
Wonderland”. At the time of its first publication, while the volume and length
of this book were substantial, it incorporated only a handful of illustrations,
which were also completely black and white. No doubt, the reader’s imagination
did all the work as only so much information can be obtained from these limited
visual aids and monotonous words on paper. In 1951, 86 years later, Disney
adapted the novel into a full length animated film of 1 hour and 15 minutes.
However, there was no space for audiences to squeeze themselves into the story
as they just simply gaze upon a two-dimensional plane and unilaterally enjoy
the content that was projected. In 2018, 67 years later, after the Disney film,
people are now able to experience the story firsthand and watch a white rabbit dash
through right in front of their own eyes and then trail the rabbit as it
disappears into the rabbit hole. Everyone can literally become Alice from the
novel. Through mixed reality (MR), one of the most remarkable technologies of
the recent years, these interactive stories can be created that allow users and
virtual characters
to coexist in the same space.
MR
is not something that has suddenly appeared out of thin air, but rather, it is a
batter of contemporary technologies, including augmented reality (AR) and
virtual reality (VR). AR is an
interactive experience with a real world environment whereby objects that
reside in the real world are "augmented" by computer generated
perceptual information, sometimes across multiple sensory modalities. The
overlaid sensory information can be constructive and is seamlessly interwoven
with the physical world that it alters user’s ongoing perception of the real
world environment,
which
allows users to create new experiences by stacking virtual content on the real
world. In the film “Iron Man,” the display
installed in the Iron-Man suit that provides imperative information for
fighting enemies is an example of practical application of AR technology. VR, on the other hand, is an interactive computer
generated experience taking
place within a completely simulated environment that incorporates mainly
auditory and visual stimuli, but also uses other types of sensory feedback, such as haptic stimuli. To maximize the experience of the created digital
world, everything taking place in the virtual space, completely blocked off from
the real world. However, in order to experience the virtual space, the use of
supplementary equipment, such as a headset or head-mounted display (HMD)
designed to fixate your visionary perception only on the VR required.
MR is a more advanced technology that combines the
elements of both AR and VR. MR, either as a standalone concept or used to refer
to the entire spectrum of situations between actual reality and virtual
reality, attempts to combine the best of both virtual reality and augmented
reality. When both real and virtual worlds are merged together, new
environments and visualizations become possible where physical and digital
objects can coexist and interact in real time. In the movie “Kingsman: Golden Circle,” it was thanks
to MR technology that the secret agents could congregate in a private office in
London even though they are not physically present.
The most significant advantage of VR is that it does
not specifically require additional machinery to exhibit authentic images. In
2016, the mobile game “Pokémon Go,” a
game founded on AR technology was in the mainstream for all genders and ages around
the globe. A virtual two-dimensional Pokémon pops out when you wander around on
the real road on your smartphone. However, with MR, you can also experience 3D
images through 3D graphics. What is more, unlike VR and AR, you do not need to
use a device like a headset. You can experience it without an intermediary
medium much like a movie, whereas VR can be experienced only through a device
such as a headset, and AR must have a medium such as a smart phone.
As of today, MR is not as widely commercialized as VR or
AR. This is because the amount of data required to process it is too massive to
handle, and there are equipment and technical constraints. For example, in
order to use MR on a mobile device, tons of arduous technology are required,
including camera position recognition technology attached to a device, a
technology for representing virtual digital information in a real space, an
interaction technology for reality combined with a virtual space in which to be
immersed, and so on.
Nevertheless, MR technology on a smartphone is not so far
off. More and more companies are showing great interest in MR technology which
has spurred technological development. The automobile manufacturer, BMW,
intends to introduce MR into the automotive design development process. After integrating
MR into this process, designers and engineers will be able to see final
versions of their cars using a variety of materials before manufacturing the
actual automobile. Microsoft has taken MR and used it to make a portable device
called a HoloLens
(holographic lens). HoloLens is essentially a holographic computer
built into a headset that lets you see, hear, and interact with holograms
within an environment such as a living room or office space. Microsoft has
built the headset without the need to be wirelessly connected to a PC, and used
high-definition lenses and spatial sound technology to create an immersive,
interactive holographic experience. The company Magic Leap has also developed their own MR display
technology. This technology uses glasses that project 3D computer-generated
imagery over real world objects by sending a projected digital light field into
the user's eye, involving technologies that are potentially suited to
applications in augmented reality and computer vision. At present, companies
are putting effort into developing technologies that can recognize physical
objects such as tables, hands, floors, and ceilings, and immediately process computer
graphic (CG) effects. This allows users to step further into experiencing life-like
holograms, such as a virtual whale jumping up out of the floor of a school gym.
Predictions as to what future of AR, VR, and MR will bring are interrelated. These technologies are distinguishable from each other, but simultaneously developing in ways that correspond to each other. Although these three reality technologies are closely intertwined, some factors will take a toll as competition is fabricated among these technologies due to their distinct characteristics and diverse uses. Nonetheless, as we step into the future with more of these state-of-the-art technologies, none of them seem able to trigger deterioration of each other nor does seem to loom as more distinctive technology. However, it can be stressed that as of today, MR is receiving the greatest attention and there are massive expectations for its prospects from all over the world.