Understanding and constructing shared spaces with mixed-reality boundaries
ACM Transactions on Computer-Human Interaction (TOCHI)
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
The properties of mixed reality boundaries
Proceedings of the Sixth European conference on Computer supported cooperative work
Presence: Teleoperators and Virtual Environments
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Technology as Experience
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing technology for active spectator experiences at sporting events
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
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Fans of spectator sports are changing the ways they access sports media faster than major sports leagues and media are changing their delivery approaches. The result is a situation that fails both the marketing and communication needs of the teams/leagues and the fan experience needs of the fans. In this project, we conceptualize a mixed reality platform that connects globally distributed fans to each other and live NBA games in real-time. We ask whether the design direction is even plausible and devise a low-cost experience prototype with which to experiment. We present the findings from two rounds of experimentation. We also see this study as an expansion on the notion of "transformation" in mixed reality including not merely actual changes of states across realities, but also illusory ones, which may contribute to uses of mixed reality in entertainment contexts.