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Mixed Reality Technologies

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Mixed Reality Technologies

Mixed reality pertains to integrating virtual and real worlds, creating new visualizations. It involves merging digital and physical objects to interact in reality. Mixed reality does not solely occur in the virtual world nor in the real world but is rather a hybrid made of both. Mixed reality (MR) technology coats videos and images across a screen to present reality through smart glasses or mobile cameras as well as headsets.  MR’s capacity to interact with both virtual and physical objects allows it to be applicable across a huge number of applications.

Reports from SuperData Research on virtual reality and consumers indicate that the investments in MR technologies for companies are forecast to get to $4 billion before the end of 2020 (LEI Technology). Such targets are an indicator of how different MR technologies could possibly be integrated to become common in different environments s including, schools, hospitals, and other professional fields. One current MR technology is headsets. MR headsets are still in the initial stages of production in the enterprise. Some of the common MR headsets available include Microsoft HoloLens 2. The headset is Microsoft’s most recent MR headsets, which contains Qualcomm’s Snapdragon 850 compute engine as well as an artificial intelligence holographic coprocessor. HoloLens 2 is designed for business customers, especially first-line workers. The device features a flip-up visor, a wide vertical viewing field as well as an articulated eye and hand tracking.  Another MR headset technology is Magic Leap One. The device which was launched back in 2018 features a spatial computing system appearing as connected goggles with a Lightpack. Magic Leap devices also appear in the form of an attached processing unit that is controllable using a touchpad. Magic Leap gadgets with prescription lenses are also on offer. The RealWear HMT-1 is another MR headset technology device. RealWear HMT-1 was ranked as the best head-worn gadget at the 10th annual Augmented World Expo. The gadget is a ruggedized headset that is especially suited for persons operating in the enterprise field. Critics at the 10th annual Augmented World Expo assert that the technology offers information relating to tasks, including data as well as manuals in warehousing or engineering type of fields.

Currently, MR systems are still undergoing development and fine-tuning. The technology is yet to fully embrace the market at a similar capacity to Augmented Reality (AR) or Virtual Reality (VR) software and gadgets. According to market research conducted by Juniper Research, MR system installations will reach 10 billion by 2024. The researchers also assert that the MR market will surpass $43.8 billion the same year. Among the fields that MR technologies are emerging is the retail segment, including fashion and e-commerce. Fashion that is designed using 3D-tracking, as well as occlusion effects, is still at its onset. Such designs have the capacity to spin the augmented additions around the user. Through AR technologies, the new concept of retail stores integrating both traditional and digital store elements is developing. Together with MR, such technologies are creating environments in which physical and virtual elements coexist differently. With the increase in using smartphones and adopting connected devices among retail consumers, online shopping is also increasing. Resultantly, AR is also growing in the retail shopping space as the growth in different technologies drives retailers to implement AR. Retailers are hence gradually embracing AR applications as a technology for building immersive customer experiences.

The use of MR technologies in different fields is seen as assigned to unique tasks and objectives for different applications. One of these fields is Education. MR technologies in the education sector are applied to enhancing students’ capacity in learning and absorbing information. Additionally, MR technologies customize how students learn. Through three-dimensional (3D) simulations and projections, students are able to interact and manipulate virtual elements, enhancing their view to a level they can understand. 3-D elements are being introduced in classrooms as a way of analyzing the shape and size as well as additional features of a definite virtual object. These MR technologies allow students to better understand what they are studying. MR technologies have greatly assisted in enhancing learning through, allowing learners to interact with the environment. It also allows students to touch and control objects. MR technologies also engage the student making it fun to learn. A wide range of subjects can also be taught using MR technologies.

MR technologies are also being used in military training. They are applied through simulations of combat reality, which is overlaid in sophisticated, hierarchical data through HMD. MR solutions used in military training are created from commercial off-the-shelf technologies. These solutions are being applied by the military as well as civilian law enforcement in training personnel in a range of scenarios such as active shooter, domestic violence as well as military traffic checkpoints.  Mixed reality technologies are employed by the US Army Research laboratory in analyzing how stress impacts a soldier’s decision-making process. Using MR allows researchers to safely investigate military personnel in circumstances where the chances of a soldier’s survival are slim.

MR technologies are also being used in the engineering field. The engineering sector is implementing MR technologies differently through remote repair guidance, virtual sculpting, 3D modeling, as well as project tracking applications. Some of the advantages that MR gadgets are adding to the engineering field include real-time simulation of engineering processes, applying MR alongside industrial IoT devices to track services and training. A good example is engineers using 3D modeling apps on mixed reality devices. It allows professionals to create projects in a collaborative virtual platform. Such in-depth 3D simulations, as well as the collaboration, allows engineers to identify errors and to manipulate the designs in real-time.

MR technologies are also being applied in the entertainment industry. Companies such as Lucasfilm, Industrial Light, And Magic, as well as Magic leap, are moving into mixed reality entertainment. Magic Leap’s venture into MR cinema is through the launch of its Dynamic Digitised Lightfield Signal. The technology casts images directly into the eye and does not require the image to bounce off an object for the eye to capture it.

MR technologies are also being used in healthcare. One of the common implementation of MR in healthcare is training. MR allows surgical students to remotely learn from professionals performing in real-time.  Interactive learning is also another way that MR is improving training in healthcare. Topics such as anatomy through the use of MR technology are mapping different layers of the human body. Through MR, 3D models of anatomy are created complete with information that is easy to access, which changes how medicine and health care are taught.

As much as MR is growing in popularity and is slowly being adopted in various applications, the technology still has its setbacks. Some of the limitations of MR include its high costs. Similar to any new technology, the initial costs of MR technology are quite high. Even the common MR gadgets such as head wears are priced fairly high. MR technologies are set to remain expensive for the next ten years until developers come up with a solution to minimizing the costs of MR capable gadgets. Another drawback of MR technology is its software, which is significantly complex. Given that MR gadgets entail more programming to achieve their immersive experience, their operating software is also large.MR software occupies a huge storage space and runs on substantial computing power (Ball). The MR technologies also raise a health concern as they are speculated to cause locomotion sickness.  As much as the MR gadgets attempt to mimic the reality of movements through software mechanics, the actual movement of the user does not occur. This results in locomotion sickness. In the healthcare context, when one moves around in these MR or VR devices, their eyes perceive their bodies to be in motion, which triggers a signal to the brain that they are in motion. However, the body’s inertia and balance are maintained by fluids in the ears. The ear fluids don’t send similar signals as they are not in motion, which results in confusing the brain leading to nausea and uneasiness and, in worse cases, fainting.

In summary, the future of MR technologies looks promising as the technology gradually grows and is slowly being integrated into different fields. Despite the drawbacks surrounding MR, the technology’s use will keep scaling.

 

 

Works Cited

Ball, Corbin. Virtual Vs. Augmented/Mixed Reality for Events: The Pros and Cons for Each Medium and the Likelihood of Adoption. 2018. 24 April 2020. <https://www.corbinball.com/article/36-mobile-and-wireless-technology/243-vrvsar>.

LEI Technology. Top Mixed Reality Applications Today. 19 November 2019. 24 April 2020. <https://www.lanner-america.com/blog/top-mixed-reality-applications-today/>.

 

 

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