Mixed reality
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Mixed Reality was defined by Paul Milgram as the "merging of real and virtual worlds somewhere along the 'virtuality continuum' which connects completely real environments to completely virtual ones." It is a sliding scale of complete virtuality on one end (Virtual Environments) to complete reality on the other (the real world). Along this Mixed Reality Continuum, fields such as Augmented Reality, Augmented Virtuality, Ubiquitous Computing and Wearable Computing, can be placed. Additionally, a taxonomy of fields can be placed into the three dimensions of Extent of World Knowledge, Reproduction Fidelity and Extent of Presence Metaphor.
Mixed Reality is incorrectly used as another term for Augmented Reality. Augmented Reality is a subset of Mixed Reality but does NOT encompass Mixed Reality.
See http://vered.rose.utoronto.ca/people/paul_dir/IEICE94/ieice.html
Below is incorrect!!!:
Mixed Reality is the merging of real world and virtual worlds to produce a new environment where physical and digital objects can co-exist and interact. Probably a specialisation of augmented reality and interactive media.
Mixed Reality is a topic of much research and has found its way into a number of applications, most evident in the arts and entertainment industries, for example the EyeToy, BAMZOOKi, FightBox and mixed reality pong (http://www.mlab.uiah.fi/~kkallio/mr-pong/), Ars Electonica (http://www.aec.at/en/index.asp/).
External links
- BBC R&D Presentation on Mixed Reality (http://www.bbc.co.uk/rd/projects/MixTV/presentations/ibc-2003/bbc-rd-mixtv.pdf)
- Blog (http://locative.net/blog/mixreality/)