Introduction Part 1: Interaction Design Elements of Design Chapter 1: An Integrated Framework for Mixed Systems Chapter 2: A Holistic Approach to Design and Evaluation of Mixed Reality Systems Chapter 3: Embedded Mixed Reality Environments Chapter 4: The Semantic Environment: Heuristics for a Cross-Context Human-Information Interaction Model Specific Design Issues Chapter 5: Tangible Interaction in Mixed Reality Systems Chapter 6: Designing a Mixed Reality Intergenerational Entertainment Systems Chapter 7: Auditory-Induced Presence in Mixed Reality Environments and Related Technology Chapter 8: An Exploration of Exertion in Mixed Reality Systems via the 'Table Tennis for Three' Game Structuring the Design Chapter 9: Developing Mixed Interactive Systems: a Model Based Process for Generating and Managing Design Solutions Part 2: Software Design and Implementation Technical Solutions and Interaction Techniques Chapter 10: Designing Outdoor Mixed Reality Hardware Systems Chapter 11: Multimodal Excitatory Interfaces with Automatic Content Classification Platform: Prototyping, Development and Authoring Tool Chapter 12: Management of Tracking for Mixed and Augmented Reality Systems Chapter 13: Authoring Immersive Mixed Reality Experiences Chapter 14: Fiia: A Model-Based Approach to Engineering Collaborative Augmented Reality Life cycle Chapter 15: A Software Engineering Method for the Design of Mixed Reality Systems Part 3: Applications of Mixed Reality Chapter 16: Enhancing Health Care Services with Mixed Reality Systems Chapter 17: The eXperience Induction Machine: A New Paradigm for Mixed Reality Interaction Design and Psychological Experimentation Chapter 18: MyCoach: In Situ User Evaluation of a Virtual and Physical Coach for Running Chapter 19: The RoboCup Mixed Reality League - A Case Study Chapter 20: Mixed RealityPrototypes to Support Early Creative Design
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Mixed reality computer systems aim to fuse digital and physical information and features, either as an augmentation of real-world environments or as a means of providing physically-based interaction with computer-based systems. So – for example – museum displays can be augmented with added information about their history and provenance, and this information delivered to a visitor via their mobile telephone as they pass in front of the display.
An increasing number of systems are exploiting mixed reality but to date there are no systematic methods, techniques or guidelines for the development of such systems. In bringing together contributions on a broad range of mixed reality development issues this book provides a sound theoretical foundation for a disciplined approach to mixed reality engineering.
Divided into three parts, interaction design, software design and implementation, this book brings together state of the art developments in the engineering of mixed reality systems, addressing issues at these three levels. Part 1 covers generic and specific mixed reality design elements and provides an overview of the design method; Part 2 addresses technical solutions for interaction techniques, development tools and a global view of the mixed reality software development process. Finally part 3 contains detailed case studies to highlight the application of mixed reality in a variety of fields including aviation, architecture, emergency management, games, and healthcare.
Multimodal and tangible interaction designers, systems engineers working in augmented reality and ubiquitous systems, human factors researchers, and others interested in the use of mixed reality techniques in their work, will find this book a useful addition to their bookshelf.
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