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Issue No. 06 - November/December (2005 vol. 25)
ISSN: 0272-1716
pp: 24-30
Charles E. Hughes , University of Central Florida
Darin E. Hughes , University of Central Florida
Eileen M. Smith , University of Central Florida
Christopher B. Stapleton , University of Central Florida
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.
mixed reality, augmented reality, augmented virtuality, scripting, multisensory, multimodal
Charles E. Hughes, Darin E. Hughes, Eileen M. Smith, Christopher B. Stapleton, "Mixed Reality in Education, Entertainment, and Training", IEEE Computer Graphics and Applications, vol. 25, no. , pp. 24-30, November/December 2005, doi:10.1109/MCG.2005.139
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