[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ Skip to main content
Log in

Multi-user mixed reality system ‘Gulliver’s World’: a case study on collaborative edutainment at the intersection of material and virtual worlds

  • Original Article
  • Published:
Virtual Reality Aims and scope Submit manuscript

Abstract

This case study is about ‘Gulliver’s World’, a multi-user mixed reality environment that functions simultaneously as interactive edutainment platform and learning environment as well as flexible infrastructure for the expansion of mixed reality environments via innovations in technology and media art. As an exhibition project, the installation is characterized by a nonlinear exhibition concept that activates interaction between individual users and different modes of virtual reality as well as collaboration among the users themselves. At seven workstations, people of all age groups range along the Reality–Virtuality continuum while collaboratively creating 3D worlds. Results of these creation activities are interactive worlds at the nexus of theatre, digital film production and game environment. As a research project, ‘Gulliver’s World’ features multilevel infrastructure with exemplary content in which the latest insights and models to emerge from HCI research as well as concepts of mixed reality and virtual environments and their supporting technology are brought together and developed further.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Subscribe and save

Springer+ Basic
£29.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Price includes VAT (United Kingdom)

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9
Fig. 10
Fig. 11
Fig. 12
Fig. 13
Fig. 14
Fig. 15

Similar content being viewed by others

Explore related subjects

Discover the latest articles, news and stories from top researchers in related subjects.

References

  • Milgram P, Colquhoun H Jr (1999) A taxonomy of real and virtual world display integration. In: Ohta Y, Tamura H (eds) Mixed reality. Merging real and virtual worlds. Ohmsha/Springer, Tokyo/Berlin Heidelberg New York, pp 5–30

    Google Scholar 

  • Ponti G (1969) Mailand 1954. In: Internationale Ausstellungsgestaltung, Haus Neuburg, Zürich

  • Shedroff N (2001) Experience design. New Riders, Indiana

    Google Scholar 

  • Winkler T, Kritzenberger H, Herczeg M (2002a) Mixed reality environments as collaborative and constructive learning spaces for elementary school children. In: Barker P, Rebelsky S (eds) Proceedings of ED-MEDIA 2002, AACE, Norfolk, USA, pp 1034–1039

  • Winkler T, Kritzenberger H, Herczeg M (2002b) Collaborative and constructive learning of elementary school children in experimental learning spaces along the virtuality continuum. In: Herczeg M, Prinz W, Oberquelle H (eds) Mensch & Computer 2002: Vom interaktiven Werkzeug zu kooperativen Arbeits- und Lernwelten. BG Teubner, Stuttgart, pp 115–124

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Christopher Lindinger.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Lindinger, C., Haring, R., Hörtner, H. et al. Multi-user mixed reality system ‘Gulliver’s World’: a case study on collaborative edutainment at the intersection of material and virtual worlds. Virtual Reality 10, 109–118 (2006). https://doi.org/10.1007/s10055-006-0047-1

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10055-006-0047-1

Keywords

Navigation