Toward principles for the design of ontologies used for knowledge sharing
International Journal of Human-Computer Studies - Special issue: the role of formal ontology in the information technology
Re-place-ing space: the roles of place and space in collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Understanding and constructing shared spaces with mixed-reality boundaries
ACM Transactions on Computer-Human Interaction (TOCHI)
Place, sense of place, and presence
Presence: Teleoperators and Virtual Environments
The philosophy of presence: from epistemic failure to successful observation
Presence: Teleoperators and Virtual Environments - Special section: Legal, ethical, and policy issues associated with virtual environments and computer mediated reality
Re-space-ing place: "place" and "space" ten years on
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
The place probe: exploring a sense of place in real and virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Interactive Media: The Semiotics of Embodied Interaction
Interactive Media: The Semiotics of Embodied Interaction
From interaction to trajectories: designing coherent journeys through user experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
On the role of presence in mixed reality
Presence: Teleoperators and Virtual Environments
Creating the spectacle: Designing interactional trajectories through spectator interfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
Designing blended reality space: conceptual foundations and applications
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Mobile experiences for tourism: brick city tours
CHI '13 Extended Abstracts on Human Factors in Computing Systems
A collaborative game to study the perception of presence during virtual co-location
Proceedings of the companion publication of the 17th ACM conference on Computer supported cooperative work & social computing
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Mixed reality technologies have been around for over 10years but it is only with the proliferation of smart phones and tablet (computers) that mixed and augmented reality interaction is reaching the mass market. There are now enough examples of mixed reality interactions that we can begin to abstract principles of design and principles of user experience (UX) for these new spaces of interaction. In this paper I develop the notion of mixed reality as a blended space. Mixed reality is a blend of a physical space and a digital space. The term 'blend' here is borrowed from blending theory which is a theory of cognition that highlights the importance of cross domain mappings and conceptual integration to our thought process that are grounded in physically-based spatial schemas. The concept of a blended space is developed by recognizing that physical space and digital space can both be described in terms of the objects and agents who inhabit the space, the structure of the objects' relationships (the topology of the space) and the changes that take place in the space (the volatility, or dynamics of the space). The blended space will be more effective if the physical and digital spaces have some recognizable and understandable correspondences. The issue of presence in this blended space is then discussed and it is suggested that traditional definitions of presence are inadequate to describe the experiences that blended spaces offer. Presence is considered as interaction between the self and the content of the medium within which the self exists, and place is this medium. Blended spaces mean that people have an extended presence; from their physical location into digital worlds.