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Contextual & Theoretical Studies 2 Uncategorised

Part 1 Ideas Generation

I was inspired by five words I brainstormed in class: Mixed Reality, Phygital, Human-Computer Interaction, Virtual Reality, and Innovation. These concepts led me to choose my dissertation topic. Having watched and experienced Meta’s latest Mixed Reality headset, the Meta Quest 3, which is set to release in 2023, I was fascinated by the potential of MR technology. It struck me as a field ripe for exploration. After considering various topics related to MR, I finally decided on a thesis exploring how Mixed Reality technology is transforming our world. I began my research by seeking out pertinent information in the field of Mixed Reality.

Meta Quest 3

I started by asking myself a lot of questions based on my understanding of MR
How does MR work?
How does MR affect the user experience?
What are the main areas in which MR is currently being used?
What are the main challenges faced when designing and developing MR applications?
What are the considerations of MR in dealing with user data and privacy?
What are the ethical and social issues that may arise from MR?
…………

Based on these questions I have targeted my dissertation to a topic that can cover all of these queries, which is MR technology fusion reshaping our world.

Part 2 Determine Article Content

On the topic of how MR technology is reshaping our world I research and write what I think should be discussed in each section.

  • Introduction: Examines MR’s evolution and its transformative applications, especially in healthcare.
  • Literature Review: Discusses MR’s development, applications, social impact, and research gaps.
  • Discussion: Delves into MR’s technological evolution, applications in healthcare and education, and societal implications.
  • Conclusion: Summarizes MR’s potential, limitations, and future research directions.

Then I wrote a detailed article outline based on this.

Introduction

  • Introduction to the concept and significance of Mixed Reality (MR).
  • Historical development and early contributions to MR technology.

Chapter 1: Introduction to Literature Review

  • The evolution of Mixed Reality technology from concept to practical application.

Chapter 2: Evolution of Mixed Reality Technology

  • Milestones in the development of MR technology.
  • Exploration of the connection between Phygital and MR.

Chapter 3: Application Fields of Mixed Reality Technology

  • Applications of MR in healthcare, entertainment, and education.
  • Case studies and examples of MR applications.

Chapter 4: The Impact of MR on Society and Culture

  • Effects on communication, social interactions, and consumerism.
  • Ethical concerns and privacy issues.

Chapter 5: Identification of Research Gaps

  • Need for comprehensive studies on MR’s effectiveness and long-term impacts.

Discussion

Chapter 1: Technological Evolution and Principles of MR

  • Fusion of digital and physical realities.
  • Breakthroughs in MR headset technology.
  • Expansion and societal impact of MR.

Chapter 2: Application of MR in Diverse Fields

  • Transformation of healthcare through MR.
  • The role of MR in education and entertainment.
  • Comparative analysis of MR applications across various fields.

Chapter 3: Societal Implications and Ethical Considerations

  • Cultural and social dynamics influenced by MR.
  • Ethical challenges and regulatory approaches.

Conclusion

  • Summary of MR’s technological advancements, applications, and societal impact.
  • Implications for future MR development and further research directions.
  • Limitations of the study and emerging technologies in MR.

Part3 Writing and Paper Analysis

I decided to start writing from the Literature Review section, I found and analysed a number of journals based on the outline of my dissertation and cited a few of the most authoritative articles from them that best fit the content of my essay.

Billinghurst, M. & Kato, H. (1999). Collaborative Mixed Reality. In Proceedings of the First International Symposium on Mixed Reality (ISMR ’99) (pp. 261-284). Berlin: Springer Verlag.

Rosenberg, L.B. (1992). The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments. Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH.

Scorzin, P.C. (2023) ‘The ‘Phygital’ as the Virtual Real: The Role of Mixed Realities in Contemporary Art’, in Grabbe, L.C., Rupert-Kruse, P. & Schmitz, N.M. (eds.) Mixed Reality Images: Trilogy of Synthetic Realities III. Büchner-Verlag eG, Marburg/Germany. p. 115.

Vervoorn, M.T., Wulfse, M., Van Doormaal, T.P.C., Ruurda, J.P., Van der Kaaij, N.P., & De Heer, L.M. (2023). Mixed Reality in Modern Surgical and Interventional Practice: Narrative Review of the Literature. JMIR Serious Games, 11, e41297.

Liu, S.-H., Toreini, P. and Maedche, A., 2022. Designing Gaze-Aware Attention Feedback for Learning in Mixed Reality. In: Proceedings of Mensch und Computer 2022. [online] DOI: 10.1145/3543758.3547565.

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