Mixed Reality in Education, Entertainment, and Training

  • Authors:
  • Charles E. Hughes;Christopher B. Stapleton;Darin E. Hughes;Eileen M. Smith

  • Affiliations:
  • University of Central Florida;University of Central Florida;University of Central Florida;University of Central Florida

  • Venue:
  • IEEE Computer Graphics and Applications
  • Year:
  • 2005

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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.