2004
DOI: 10.1145/1027154.1027174
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Contextual information access and storytelling in mixed reality using hypermedia

Abstract: ________________________________________________________________________This article describes gaming and storytelling activities in a mixed environment that integrates the real and virtual worlds, uses an augmented reality paradigm, and is supported by a structuring and presentation framework for use in context-aware mixed-reality applications. The basis of the framework is a generic hypermedia model that can handle different media elements, objects, and relations between spaces and locations in physical and … Show more

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Cited by 20 publications
(7 citation statements)
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“…Due to these features, VR represents a system of multidisciplinary tools applied in several fields as the medicine (Fuchs et al, 1998;Pietrzak et al, 2006) the aeronautics (Julier et al, 1999), the pedagogical and educational sectors; for them, VR tools aimed at disseminate and text knowledge contents in an innovative and interactive way (Ben-Joseph et al, 2001;Cobb et al, 2002;Gillet et al, 2004;Kaufmann, Schmalstieg, 2002). Moreover, VR reaches the widest application in entertainment field, from the gaming (De Souza e Silva, Delacruz, 2006;Rashid et al, 2006) to the free time activities (Romero et al, 2004;Roussou, 2004).…”
Section: Introductionmentioning
confidence: 99%
“…Due to these features, VR represents a system of multidisciplinary tools applied in several fields as the medicine (Fuchs et al, 1998;Pietrzak et al, 2006) the aeronautics (Julier et al, 1999), the pedagogical and educational sectors; for them, VR tools aimed at disseminate and text knowledge contents in an innovative and interactive way (Ben-Joseph et al, 2001;Cobb et al, 2002;Gillet et al, 2004;Kaufmann, Schmalstieg, 2002). Moreover, VR reaches the widest application in entertainment field, from the gaming (De Souza e Silva, Delacruz, 2006;Rashid et al, 2006) to the free time activities (Romero et al, 2004;Roussou, 2004).…”
Section: Introductionmentioning
confidence: 99%
“…The latter refers to all kinds of multimedia products that are used to enhance or augment the real part. This technology has been proven to have great potential in many different areas, such as education (Ben‐Joseph et al, 2001; Cobb et al, 2002; Kaufmann and Schmalstieg, 2003; Gillet et al, 2004), entertainment (Romero et al, 2004; Roussou, 2004; Zhou et al, 2004; Cheok et al, 2006; Rashid et al, 2006; Souza e Silva and Delacruz, 2006), medicine (Nikou et al, 2000; Weidenbach et al, 2000; Rosenthal et al, 2002; Fischer et al, 2007) or the arts (Galantay et al, 2004; Giner Martínez and Portalés Ricart, 2005; Portalés, 2007). However, the number of studies that specifically tackle the field of CH is limited.…”
Section: Introductionmentioning
confidence: 99%
“…La industrial del videojuego, tiene un gran interés en este tipo de aplicaciones, ya que en la actualidad operan en el ámbito de la realidad virtual y según los nuevos desarrollos (ver año 2007 y 2009 de capitulo 3.3) la realidad aumentada es una tecnología novedosa que puede ofrecer grandes posibilidades. En el ámbito de investigación del ocio y entretenimiento se han desarrollado varias aplicaciones, algunas de ellas en las siguientes referencias (Andersen, Kristensen, Nielsen, & Grønbaek, 2004), (Cooper, y otros, 2004), (Avery, Thomas, Velikovsky, & Piekarsky, 2005), (Barakonyi, Prendinger, Schmalstieg, & Ishizuka, 2007), (Matysczok, Radkowski, & Berssenbruegge, 2004), (Romero, Santiago, & Correia, 2004), (Brandt, 2006), (Lam, Chow, Yau, & Lyu, 2006), (Park, Kim, & Yoon, 2006), (Rashid, Bamford, Coulton, Edwards, & Sheible, 2006).…”
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