Christopher B. Stapleton, C. Hughes, J. M. Moshell
{"title":"MIXED FANTASY: exhibition of entertainment research for mixed reality","authors":"Christopher B. Stapleton, C. Hughes, J. M. Moshell","doi":"10.1109/ISMAR.2003.1240757","DOIUrl":null,"url":null,"abstract":"This exhibition presents a Mixed Reality experience that applies basic research to the media industries of entertainment, training and informal education. Contributing areas of research include tracking, registration, rendering, real-time and distributed algorithms, and adaptations of existing as well as the creation of new forms of artistic convention. 1. Introduction: Why Entertainment? The power of entertainment stretches far beyond venues for amusement. Entertainment is a language unto itself affecting world culture, world economy and even world opinion. Entertainment is able to excite, motivate, satiate, communicate and inspire. This power is being applied to all aspects of life including learning, training, designing, communicating and collaborating for purposes ranging from social engagements to high powered teams making world decisions. The power of Mixed Reality provides us with the ability to combine the fantastical worlds of the imagination through virtual reality and seamlessly merge these with the compelling aspects of reality. MR envelops the most important aspect of reality-other people. The participants bring the most important part of Mixed Reality—the imagination. The Media Convergence Laboratory’s exhibition of","PeriodicalId":296266,"journal":{"name":"The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings.","volume":"57 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2003-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"19","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISMAR.2003.1240757","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 19
Abstract
This exhibition presents a Mixed Reality experience that applies basic research to the media industries of entertainment, training and informal education. Contributing areas of research include tracking, registration, rendering, real-time and distributed algorithms, and adaptations of existing as well as the creation of new forms of artistic convention. 1. Introduction: Why Entertainment? The power of entertainment stretches far beyond venues for amusement. Entertainment is a language unto itself affecting world culture, world economy and even world opinion. Entertainment is able to excite, motivate, satiate, communicate and inspire. This power is being applied to all aspects of life including learning, training, designing, communicating and collaborating for purposes ranging from social engagements to high powered teams making world decisions. The power of Mixed Reality provides us with the ability to combine the fantastical worlds of the imagination through virtual reality and seamlessly merge these with the compelling aspects of reality. MR envelops the most important aspect of reality-other people. The participants bring the most important part of Mixed Reality—the imagination. The Media Convergence Laboratory’s exhibition of