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Issue No.06 - November/December (2005 vol.25)
pp: 24-30
Charles E. Hughes , University of Central Florida
Christopher B. Stapleton , University of Central Florida
Darin E. Hughes , University of Central Florida
Eileen M. Smith , University of Central Florida
ABSTRACT
Transferring research from the laboratory to mainstream applications requires the convergence of people, knowledge and conventions from very divergent disciplines. Solutions involve more than combining functional requirements and creative novelty. To transform technical capabilities of emerging mixed reality technology into the mainstream involves the integration and evolution of unproven systems. For example, real-world applications require complex scenarios, involving an efficient iterative pipeline, and driving the design of a story engine that provides an adaptive experience with an after-action review process. This article describes how a multidisciplinary research team transformed core mixed reality technology and methods into the diverse applications of urban terrain, used for military training and situational awareness, and community learning (Sea Creatures), used to significantly increase the entertainment, educational, and satisfaction levels of existing experiences in public venues.
INDEX TERMS
mixed reality, augmented reality, augmented virtuality, scripting, multisensory, multimodal
CITATION
Charles E. Hughes, Christopher B. Stapleton, Darin E. Hughes, Eileen M. Smith, "Mixed Reality in Education, Entertainment, and Training", IEEE Computer Graphics and Applications, vol.25, no. 6, pp. 24-30, November/December 2005, doi:10.1109/MCG.2005.139
REFERENCES
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2. M. O'Connor and C.E. Hughes, "Authoring and Delivering Mixed Reality Experiences," Proc. 2005 Int'l Conf. Human–Computer Interface Advances in Modeling and Simulation, Soc. for Modeling and Simulation Int'l, 2005, pp. 33-39.
3. D.E. Hughes, "Defining an Audio Pipeline for Mixed Reality," Proc. HCI Int'l, CD-ROM, Lawrence Erlbaum Assoc., 2005.
4. C.E. Hughes and C.B. Stapleton, "The Shared Imagination: Creative Collaboration in Augmented Virtuality," Proc. HCI Int'l, CD-ROM, Lawrence Erlbaum Assoc., 2005.
5. J. Konttinen, C.E. Hughes, and S.N. Pattanaik, "The Future of Mixed Reality: Issues in Illumination and Shadows," J. Defense Modeling and Simulation, vol. 2, no. 1, 2005, pp. 51-59.
6. C.B. Stapleton and C.E. Hughes, "Interactive Imagination: Tapping the Emotions through Interactive Story for Compelling Simulations," IEEE Computer Graphics and Applications, vol. 24, no. 5, 2003, pp. 11-15.
7. C.B. Stapleton and C.E. Hughes, "Mixed Reality and Experiential Movie Trailers: Combining Emotions and Immersion to Innovate Entertainment Marketing," Proc. 2005 Int'l Conf. Human–Computer Interface Advances in Modeling and Simulation, Soc. for Modeling and Simulation Int'l, 2005, pp. 40-48.
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10. D.E. Hughes et al., "Spatial Perception and Expectation: Factors in Acoustical Awareness for MOUT Training," Proc. Army Science Conf. (ASC), CD-ROM, US Army; http://www.asc2004.com/Manuscripts/sessionI IO-05.pdf.
11. M. Haller, S. Drab, and W. Hartmann, "A Real-Time Shadow Approach for an Augmented Reality Application Using Shadow Volumes," Proc. ACM Symp. Virtual Reality Software and Technology (VRST), 2003, ACM Press, pp. 56-65.
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