Innovative Mixed Reality App Concept for Universities
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Chapter 1: Introduction to Mixed Reality
Recently, a university approached me with a request to conceptualize a Mixed Reality (MR) application. Here’s how I envision it.
The university's goals are clear:
- Showcase its various departments.
- Produce a new promotional video for the website, replacing outdated content.
- Utilize MR devices for an immersive experience.
Before diving into my ideas, it’s essential to clarify what Mixed Reality is.
Section 1.1: Understanding Mixed Reality
Mixed Reality, often referred to as MR, merges the physical and digital realms, allowing for real-time interaction between tangible and virtual objects. Positioned between augmented reality (AR) and virtual reality (VR), MR combines aspects of both technologies, creating enriched environments and visual experiences.
What Devices Support MR?
Today, several MR devices are available, including Magic Leap 2, Microsoft HoloLens, Meta Quest 3, and Apple Vision Pro.
Key Features of MR Devices
MR devices offer unique features such as hardware controllers, gesture recognition, AR environment visualization through passthrough, smooth transitions between AR and VR, and spatial computing capabilities.
Chapter 2: User Interaction with the MR Content
Once users don the MR device, they can perceive their surroundings. Approaching a real table, they are greeted by an eye-catching user interface (UI) that hovers approximately 20cm above it, sparkling to catch their attention.
As users interact with this UI, a line extends downwards towards the table, akin to a laser. When it touches the surface, a circular, semi-transparent UI appears, inviting them to "Drop here," almost as if guided by an unseen hand.
Upon confirming their choice, vibrant voxel structures begin to rise, forming the university's buildings in a captivating display reminiscent of a Lego construction. The surrounding landscape unfolds, resembling a diorama.
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As the user gazes down at the buildings from an elevated perspective, they can interact with them. Hovering a hand over a structure makes it glow, signaling that it can be manipulated. Curious, the user performs a gesture similar to zooming on a mobile device, causing the building to enlarge dramatically.
Upon reaching a significant scale, the user finds themselves inside the building, exploring what appears to be the interior of a specific department. They can interact with objects in this space until something else sparkles in their view.
Touching this new element activates a large screen akin to a movie theater display, featuring students from the department animatedly discussing their studies. One student turns towards the user, explaining their academic pursuits.
As the user draws nearer, the student transitions from the screen into three-dimensional space, continuing their explanation in a more personal manner.
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Conclusion
In summary, this MR application allows users to build a diorama, select a building to enlarge, and transition to a virtual environment for deeper interaction. Although the development environment shares similarities with mobile app development, it introduces exciting possibilities for user engagement.
By empowering users to experience their surroundings from a god-like viewpoint, we can create unique and memorable experiences. Thank you for taking the time to explore this concept.