Digital Engineering – August 2019

(Steven Felgate) #1

20 DE^ | Technology for Optimal Engineering Design August 2019 /// DigitalEngineering247.com


FOCUS ON
IMMERSIVE DESIGN | VISUALIZATION

How do they plan on doing this? By returning to the basics.
The advantage in mixed reality systems lies in the form in which
information is presented and the context in which it is applied. To
achieve this, the developers of these systems have turned to exist-
ing and proven technologies: virtual reality (VR) and augmented
reality (AR). What is of significance is how the two are combined.

Two Ways of Viewing It
As if a technology that represents a mix of two systems is not con-
fusing enough, the MR label has two meanings. It can be used as
an independent concept or to classify types of reality technologies.
The broader interpretation, referenced in the reality-virtuality
continuum, describes the coverage of all possible variations and
compositions of real and virtual objects. The continuum ranges
from a completely real and natural environment to a completely
virtual environment.
Developers espousing the independent concept, however,
see MR as a combination of the best features of virtual reality
and augmented reality. This approach produces visualizations in
which physical and digital objects co-exist and interact with each
other in real time.

A Question of Context
Similar to AR, MR superimposes digital content (e.g., text, 3D
graphics, sound and video) onto the backdrop of a real-world en-
vironment. By placing information in context and allowing the
user to simultaneously see elements of both worlds, MR helmet-
mounted displays (HMDs) greatly enhance the user’s ability to
consume and process information.
The element that sets MR systems apart from AR systems is
that MR content appears in the form of a hologram within the
actual real-world environment, an approach that eliminates the
constraints of conventional 2D visualizations.
With MR headsets and gloves, designers can use hand ges-
tures and voice commands to manipulate and interact with their

designs as if they were real objects, walking around and look-
ing inside the design. In addition, MR allows users to see the
real world alongside virtual objects anchored to a defined point,
helping users to treat them as real objects.
Until recently, Microsoft’s HoloLens smart glasses domi-
nated the MR market, but an HMD from Magic Leap blends
holographic data with the real world in a way that some claim
represents a significant advance toward the provision of true
spatial context for the user, aiming to place full-sized, 3D digital
data into the physical world.

What’s the Appeal?
Even after hearing about some of MR’s more impressive features,
design engineers inevitably may ask: How will MR enhance the

Is Mixed Reality Worth a Try?


The visual technology holds much promise for design review and
collaboration, but still faces limitations in hardware and processing power.

Mixed reality places a holographic projection of digital
data into the physical world. This allows development
teams to determine if their design ts into the space
allotted by the application and to ensure that there is
adequate room for adjacent structures or equipment.
Images courtesy of Theorem Solutions.

BY TOM KEVAN


S


CIENTISTS ESTIMATE THAT 80% to 90% of the information processed by humans occurs through the
sense of sight. For design engineers contending with the gap that exists between the physical and digital worlds,
this can be a problem. Developers of mixed reality (MR) systems, however, aim to give product designers the
means to bridge this gap by integrating the two forms of data in an environment that plays to the strengths of
humans’ ability to digest visual information.

DE_0819_Focus_Mixed_Reality_Kevan.indd 20 7/11/19 10:53 AM

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