2009
DOI: 10.1109/mprv.2009.60
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Using Sensor Inputs to Affect Virtual and Real Environments

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Cited by 31 publications
(14 citation statements)
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“…Recent efforts to approach this problem theorized cross-reality environments, where ubiquitous sensor networks would interact with pervasively shared virtual worlds [6], [7]. These efforts focused on the point of exchange between physical and virtual environments, and hinged on the concept of massively multiplayer virtual worlds, like Second Life.…”
Section: Related Workmentioning
confidence: 99%
“…Recent efforts to approach this problem theorized cross-reality environments, where ubiquitous sensor networks would interact with pervasively shared virtual worlds [6], [7]. These efforts focused on the point of exchange between physical and virtual environments, and hinged on the concept of massively multiplayer virtual worlds, like Second Life.…”
Section: Related Workmentioning
confidence: 99%
“…The Unity game engine for example has been used for visualization of building sensors and controls [Furst et al 2014]. Prior work on Cross_Reality, or 'x-reality', [Dublon & Paradiso 2014;Lifton et al 2009;Coleman 2009] and Blended Reality [Pena-Rios et al2014] for example, has demonstrated online, interactive 3D visualization of real buildings including thermostats and optical and infrared cameras. One notable example is the MIT Media Lab's DoppelLab [Dublon et al 2011] project.…”
Section: Sensor Systems and Smart Buildingsmentioning
confidence: 99%
“…The concept of XR is more extensive than virtual reality (VR), augmented reality (AR) and mixed reality (MR). XR technology mixes the perceived reality as MR does, but it is also capable of directly modifying real components [8,9]. This technology enables intelligence on the shop floor, where data sensing is taking place.…”
Section: Introductionmentioning
confidence: 99%