290 J.M.V. Misker and J. van der Ster
content. We propose that not only artistic use of mixed reality systems can benefit
from this approach, but that any system that has to be immersive, e.g. mixed reality
training games, can benefit, because it will be easier to focus on the user aspects in
an earlier stage of development.
We recommend that, when a mixed reality system is created, at a bare minimum,
content designers should be able to work using their preferred tools, e.g. Blender3D
or Max/MSP.
In future work we will further expand the VGE platform, focusing on the author-
ing aspects; we are currently investigating the merits of making the authoring
environment an integrated part of the mixed reality environment.
Acknowledgments This research is part of the MultimediaN
10
project, a Dutch research pro-
gramme in which partners from science, business and art collaborate on researching multimodal
interaction. Parts of t he artistic research were supported by the Mondriaan Foundation in the scope
of the “Better than Reality” project. We thank our colleagues in the V2_Lab, especially Artm
Baguinski, Stock, Andres Navarro and Chiel Vaessen, for their collaboration and hard work on the
VGE platform, Michel van Dartel and Anne Nigten gave us very useful feedback throughout the
project. Furthermore, we extend our deepest gratitude to all artists who collaborated with us on
this exciting topic over the past years: Marnix de Nijs, Jonas Hielscher and Boris Debackere; they
provided invaluable insights.
References
1. Abawi DF, Dörner R, Haller M, Zauner J (2004) Efficient Mixed Reality Application
Development. In Proc. 1st European Conference on Visual Media Production (CVMP).
2. Altena A, Debackere B (eds.) (2008) Sonic Acts XII: The Cinematic Experience. Sonic Acts
Press/Paradiso, Amsterdam, The Netherlands.
3. Birn J (2000) Digital Lighting & Rendering (2nd ed.). New Riders Press, Berkely, CA.
4. Bourke P (1999) Calculating Stereo Pairs. Accessed 17 December 2008 http://local.wasp.uwa.
edu.au/~pbourke/projection/stereorender/
5. Geiger C, Stöcklein J (2005) Mixed Reality Authoring Using the MIREA Approach. In Proc.
International Conference on Humans and Computers (HC 2005), Volume 8.
6. Grasset R, Woods E, Billinghurst M (2008) Art and Mixed Reality: New Technology for
Seamless Merging Between Virtual and Real. IMedia-Space Journal (Issue 1).
7. Kaltenbrunner M, Bencina R (2007) reacTIVision: A Computer-Vision Framework for
Table-Based Tangible Interaction. In Proc. First International Conference on Tangible and
Embedded Interaction (TEI07) Baton Rouge, Louisiana.
8. Klein G, Murray D (2007) Parallel Tracking and Mapping for Small AR Workspaces. In Proc.
International Symposium on Mixed and Augmented Reality (ISMAR’07).
9. Looser J, Grasset R, Seichter H, Billinghurst M (2006) OSGART – A Pragmatic Approach to
MR. In Proc. International Symposium on Mixed and Augmented Reality (ISMAR’06).
10. MacIntyre B (2002) Authoring 3D Mixed Reality Experiences: Managing the Relationship
Between the Physical and Virtual Worlds. At ACM SIGGRAPH and Eurographics Campfire:
Production Process of 3D Computer Graphics Applications – Structures, Roles and
Tools.
10
http://www.multimedian.nl