| Preface | 6 |
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| Contents | 10 |
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| Contributors | 12 |
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| Chapter 1 Proposals for Future Virtual Environment Software Platforms | 15 |
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| 1.1 The Problem | 15 |
| 1.2 Requirements and Constraints | 16 |
| 1.3 A Strawman with the Display-Loop Model | 19 |
| 1.4 Response of the Community | 21 |
| 1.4.1 Device Abstractions | 21 |
| 1.4.2 Time-Oriented Programming | 21 |
| 1.4.3 Modular Code and Frameworks | 22 |
| 1.4.4 Scripting Languages | 22 |
| 1.4.5 Object-Sharing and Distributed Programming | 22 |
| 1.5 Some Suggestions for System Builders | 23 |
| 1.5.1 Longer Term Goals | 24 |
| 1.6 Conclusions | 25 |
| References | 25 |
| Chapter 2 Augmented Reality 2.0 | 27 |
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| 2.1 Introduction | 27 |
| 2.2 Related Work | 30 |
| 2.3 Augmented Reality for Social Networking | 32 |
| 2.4 Application Development and Authoring | 35 |
| 2.4.1 Application Data | 36 |
| 2.4.2 In-Situ Reconstruction and Authoring | 37 |
| 2.4.3 Client Application Development | 37 |
| 2.5 Case Studies | 39 |
| 2.5.1 Mobile AR Advertising | 39 |
| 2.5.2 Content Delivery | 41 |
| 2.5.3 Signpost | 42 |
| 2.6 Next Steps | 44 |
| 2.6.1 Localization and Registration | 44 |
| 2.6.2 AR 2.0 Application Development Areas | 46 |
| 2.6.3 User Evaluation | 46 |
| 2.7 Conclusions | 47 |
| References | 48 |
| Chapter 3 Experiential Fidelity: Leveraging the Mind to Improve the VR Experience | 52 |
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| 3.1 The Quest | 52 |
| 3.2 Where Does the Magic Come From? | 55 |
| 3.2.1 Magic Moments | 55 |
| 3.2.2 Bringing Magic into Virtual Environments | 56 |
| 3.2.3 Providing Personal Value in Applications | 56 |
| 3.3 Factors Supporting the User Experience | 57 |
| 3.3.1 Priming | 57 |
| 3.3.1.1 Invitation | 58 |
| 3.3.1.2 Waiting Line | 58 |
| 3.3.1.3 Accidental Priming | 58 |
| 3.3.2 Transitions | 59 |
| 3.3.3 Real World Support and Re-Framing | 59 |
| 3.4 Crafting the Experience | 60 |
| References | 61 |
| Chapter 4 Social Gaming and Learning Applications: A Driving Force for the Future of Virtual and Augmented Reality? | 63 |
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| 4.1 Introduction | 63 |
| 4.2 Deficiencies and Progress | 65 |
| 4.2.1 Technology | 65 |
| 4.2.1.1 VR Displays | 66 |
| 4.2.1.2 AR Displays | 66 |
| 4.2.1.3 Tracking | 66 |
| 4.2.1.4 Mobile VR/AR | 67 |
| 4.2.2 Authoring | 68 |
| 4.2.3 Behavior and Simulation | 69 |
| 4.2.4 Standards | 70 |
| 4.2.5 Privacy | 72 |
| 4.3 Virtual Humans and Social Aspects | 72 |
| 4.3.1 Overview | 72 |
| 4.3.1.1 Inputs | 73 |
| 4.3.1.2 Cognition | 73 |
| 4.3.1.3 Output | 73 |
| 4.3.2 VR/AR Virtual Humans and Video Game Virtual Humans | 74 |
| 4.3.3 Current Technologies for VR/AR Virtual Humans | 74 |
| 4.3.3.1 Rendering and Animation | 75 |
| 4.3.3.2 Display | 75 |
| 4.3.3.3 Speech | 75 |
| 4.3.3.4 Input to the Virtual Humans | 76 |
| 4.3.3.5 Cognitive Processing | 76 |
| 4.3.4 Ongoing Research Areas | 77 |
| 4.3.4.1 Virtual Humans for Product Design | 77 |
| 4.3.4.2 Virtual Humans to Simulate Large-Scale Social Situations | 77 |
| 4.3.4.3 Virtual Humans that Simulate Interpersonal Social Situations | 77 |
| 4.4 Visions for VR/AR-Enhanced Gaming and Learning | 78 |
| 4.4.1 Example 1: Virtual Playing and Role Swapping | 79 |
| 4.4.2 Example 2: Virtual Humans and the Training of Health Professionals | 81 |
| 4.4.2.1 Frequency | 82 |
| 4.4.2.2 Standardization | 82 |
| 4.4.2.3 Diversity | 82 |
| 4.4.2.4 Feedback | 83 |
| 4.4.2.5 Abnormal Findings | 83 |
| 4.4.2.6 Resources | 83 |
| 4.4.3 Example 3: AR Gaming Environments in Urban Settings | 84 |
| 4.5 Conclusion | 85 |
| References | 86 |
| Chapter 5 [Virtual + 1] * Reality | 89 |
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| 5.1 The Human, the Interface and the Virtual World | 89 |
| 5.1.1 Our Perception of the World | 90 |
| 5.1.2 The Programmed Virtual World | 91 |
| 5.1.3 The Interface as (Exclusive) Contact with the Virtual World | 91 |
| 5.1.4 The User Experience | 93 |
| 5.1.4.1 Our Mind: The Multidimensional Flexible Lens | 93 |
| 5.1.4.2 The Factors of Experience | 94 |
| 5.1.4.3 Authoring an Experience | 95 |
| 5.1.5 Perspectives for the User Experience | 95 |
| 5.2 The ChairIO: Navigation in Virtual Worlds | 96 |
| 5.2.1 The Navigation of Virtual Worlds with a Chair | 96 |
| 5.2.2 The Experience | 98 |
| 5.2.3 Usability | 99 |
| 5.2.4 Conclusion | 100 |
| 5.3 The GranulatSynthese: Modeling Space on an Interactive Table | 100 |
| 5.3.1 The Installation | 101 |
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