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  1. Mixed reality : merging real and virtual worlds

    Tokyo : Ohmsha ; Secaucus, NJ : Distributed in North America by Springer-Verlag New York, c1999.

    This volume describes the concept of "mixed reality" which is a kind of virtual reality in a broader sense. Published as the proceedings of the first International Symposium on Mixed Reality, and written by an interdisciplinary group of experts from all over the world in both industry and academia, this book provides an in depth look at the state of mixed reality technology and the scope of its use in entertainment and interactive arts, as well as in engineering and medical applications. Because of the inherent interdisciplinary applications of the mixed reality technology, this book should be useful for computer scientists in computer graphics, computer vision, human computer interaction, and multimedia technologies, and for people involved in cinema/movie, architecture/civil engineering, medical informatics, and interactive entertainment.

  2. Performing mixed reality

    Benford, Steve
    Cambridge, Mass. : MIT Press, c2011.

    Working at the cutting edge of live performance, an emerging generation of artists is employing digital technologies to create distinctive forms of interactive, distributed, and often deeply subjective theatrical performance. The work of these artists is not only fundamentally transforming the experience of theater, it is also reshaping the nature of human interaction with computers. In this book, Steve Benford and Gabriella Giannachi offer a new theoretical framework for understanding these experiences--which they term mixed reality performances--and document a series of landmark performances and installations that mix the real and the virtual, live performance and interactivity. Benford and Giannachi draw on a number of works that have been developed at the University of Nottingham's Mixed Reality Laboratory, describing collaborations with artists (most notably the group Blast Theory) that have gradually evolved a distinctive interdisciplinary approach to combining practice with research. They offer detailed and extended accounts of these works from different perspectives, including interviews with the artists and Mixed Reality Laboratory researchers. The authors develop an overarching theory to guide the study and design of mixed reality performances based on the approach of interleaved trajectories through hybrid structures of space, time, interfaces, and roles. Combinations of canonical, participant, and historic trajectories show how such performances establish complex configurations of real and virtual, local and global, factual and fictional, and personal and social.

  3. Mixed reality for education

    Singapore : Springer, 2023.

    This book consists of chapters that present the state-of-the-art research on mixed reality, simulation and serious games with applications in four main educational topics: (1) K-12 STEAM Education; (2) Tertiary/Professional Education; (3) Special Needs Education; and (4) Cultural, Social & Museum Education. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material and for practitioners that want to embrace mixed reality, simulation and/or serious games in their education. Chapter "Development of AR Interactive Components for Positive Behavioral Interventions and Supports" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

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