Mixed reality

The educational technology and digital learning wiki
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

Draft

Definition

Mixed Reality is the merging of real world and virtual worlds to produce a new environment where physical and digital objects can co-exist and interact. A mix of augmented reality and virtual reality. (Wikipedia).

See also: ubiquitous computing since some mixed reality environments are implemented with mobile devices.

Types of systems

Benford identifies 3 major lines of research

  • (Some kinds of) Collaborative Virtual Environments (CVEs)
  • (Some kinds of) Telepresence systems
  • Collaborative Augmented Environments

See shared spaces for Benford's typology of shared spaces.

We also qualify computer-based manipulatives that include physical parts or physical construction systems that connect to a computer systems as a form of mixed reality systems. A typical example of the latter would be the "Tinker Table" (Zufferey et al.)

Links

References

  • Benford, S., Greenhalgh, C., Reynard, G., Brown, C., and Koleva, B. (1998). Understanding and constructing shared spaces with mixed-reality boundaries. ACM Trans. Comput.-Hum. Interact. 5, 3 (Sep. 1998), 185-223. DOI= Abstract/PDF (Access restricted)
  • Benford, Steve and Chris Greenhalgh and Chris Brown and Boriana Koleva (1998b). Understanding and Constructing Shared Spaces with Mixed Reality Boundaries. TOCHI Paper, March 13 1998 PDF
  • Hughes, C.E. Stapleton, C.B. Hughes, D.E. Smith, E.M. (2005), Mixed reality in education, entertainment, and training, Computer Graphics and Applications, IEEE, Volume: 25, Issue: 6, page(s): 24- 30. Abstract/PDF (Access restricted)
  • Nova, Nicolas, Socio-cognitive functions of space in collaborative settings: a literature review about Space, Cognition and Collaboration, CRAFT Research Report, EPFL. PDF
  • Zufferey, Guillaume, Jermann, Patrick, Do Lenh, Son and Dillenbourg, Pierre, Using Augmentations as Bridges from Concrete to Abstract Representations, British HCI 2009, Cambridge (UK), September 1-4, 2009. PDF
  • Zufferey, Guillaume, Jermann, Patrick, Lucchi, Aurélien and Dillenbourg, Pierre, TinkerSheets: Using Paper Forms to Control and Visualize Tangible Simulations, Third International Conference on Embedded and Tangible Interaction, Cambridge (UK), Februar 16-18, 2009. PDF
  • Jermann, Patrick, Zufferey, Guillaume and Dillenbourg, Pierre, Tinkering or Sketching: Apprentices’ Use of Tangibles and Drawings to Solve Design Problems. In: Times of Convergence. Technologies Across Learning Contexts, 2008, p. 167-178 Berlin / Heidelberg : Springer, 2008. ISBN 978-3-540-87604-5 PDF
  • Zufferey, Guillaume, Jermann, Patrick and Dillenbourg, Pierre, A Tabletop Learning Environment for Logistics Assistants: Activating Teachers. IASTED-HCI 2008, Innsbruck, Austria, March 17-19, 2008. In: Proceedings of the Third IASTED International Conference Human-Computer Interaction, 2008, p. 37-42 . ACTA Press, 2008. abstract
Other
  • Romero, L. and Correia, N. 2003. HyperReal: a hypermedia model for mixed reality. In Proceedings of the Fourteenth ACM Conference on Hypertext and Hypermedia (Nottingham, UK, August 26 - 30, 2003). HYPERTEXT '03. ACM Press, New York, NY, 2-9. Abstract/PDF (Access restricted)