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    Redefining Mixed Reality: User-Reality-Virtuality and Virtual Heritage Perspectives

    Access Status
    Open access via publisher
    Authors
    Bekele, Mafkereseb
    Champion, Erik
    Date
    2019
    Type
    Conference Paper
    
    Metadata
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    Citation
    Bekele, M. and Champion E. 2019. Redefining Mixed Reality: User-Reality-Virtuality and Virtual Heritage Perspectives, in Haeusler, M. et al (eds), Proceedings of the 24th Annual Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Apr 15-18 2019, Volume 2, pp. 675-684. Wellington, New Zealand.
    Source Title
    Intelligent & Informed: 24th Annual Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2019)
    Source Conference
    24th Annual Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2019)
    Additional URLs
    https://caadria2019.nz/
    Faculty
    Faculty of Humanities
    School
    School of Media, Creative Arts and Social Inquiry
    URI
    http://hdl.handle.net/20.500.11937/75737
    Collection
    • Curtin Research Publications
    Abstract

    The primary objective of this paper is to present a redefinition of Mixed Reality from a perspective emphasizing the relationship between users, virtuality and reality as a fundamental component. The redefinition is motivated by three primary reasons. Firstly, current literature in which Augmented Reality is the focus appears to approach Augmented Reality as an alternative to Mixed Reality. Secondly, Mixed Reality is often considered to encompass Augmented Reality and Virtual Reality rather than specifying it as a segment along the reality-virtuality continuum. Thirdly, most common definitions of Augmented Reality (AR), Augmented Virtuality (AV), Virtual Reality (VR) and Mixed Reality (MxR) in current literature are based on outdated display technologies, and a relationship between virtuality and reality, neglecting the importance of the users necessarily complicit sense of immersion from the relationship. The focus of existing definitions is thus currently technological, rather than experiential. We resolve this by redefining the continuum and MxR, taking into consideration the experiential symbiotic relationship and interaction between users, reality, and current virtual reality technologies. In addition, the paper will suggest some high-level overview of the redefinition’s contextual applicability to the Virtual Heritage (VH) domain.

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