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ANNOTATED BIBLIOGRAPHY : 3

REFERENCE
ID

Kiyohide Satoh, Toshikazu Ohshima, Hiroyuki Yamamoto,

GENERAL
TOPIC

Mixed Reality Systems

MAIN ISSUES
AND
PROBLEMS

Can the real world be the same as the virtual world while
playing virtual table hockey opposed to the real game? Would
the same system be successfully applied to virtual room
simulations? Are these limited to physical or virtual and vice
versa?

CONCLUSION

The real game of table hockey verses the virtual one was proved
to be very similar in fact many users preferred the virtual game.
The same application was not so suitable for the virtual room
simulations as a time delay played a great part in the seamless
walkthrough giving a less real feel. In collaborative AR,
interactions are not limited to physical to virtual and vice versa

and Hideyuki Tamura

METHODOLO
GY
PERSPECTIVE
OF THE
AUTHOR

In order to provide seamless feeling in the visual simulation


process of
the virtual Living Room, the difference of image qualities
between the physical
space and the virtual space should be minimized For that
purpose, the
Video see-through would be better than the optical see-through.

MIN. 6
KEYWORDS

Augmented reality, mixed reality, collaboration, visual


simulation,
Registration, systems

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