Papers by Christopher Stapleton
International Symposium on Mixed and Augmented Reality, 2004
In creative collaboration, the primary focus of participants is creating "what if" scen... more In creative collaboration, the primary focus of participants is creating "what if" scenarios that must be jointly imagined. Collaboration in strictly Physical Reality (PR) is constrained because of the limitations the real world places on shared imagination. As dynamic as Virtual Reality (VR) environments can be, subtle human-to-human interaction is severely limited in these totally synthetic environments, which provide such
Current Mixed Reality experiences focus primarily on training, design and entertainment. This pap... more Current Mixed Reality experiences focus primarily on training, design and entertainment. This paper presents a very different application, scientific virtualization and its use in informal education. Specifically, we describe a case study that extends an existing museum dinosaur exhibit to include an encounter with ancient sea life. The real world assets and environment are augmented and, in some cases, occluded
Needs re-write) We describe a cognitive rehabilitation system developed at the University of Cent... more Needs re-write) We describe a cognitive rehabilitation system developed at the University of Central Florida that allows therapists to explore cuing, contextualization, and theoretical aspects of cognitive retraining, including transfer of training. The Human Experience Modeler (HEM) mixed reality environment allows for a contextualized learning experience with the advantages of controlled stimuli and feedback that would not be feasible in a traditional rehabilitation setting. A pilot study for testing the integrated components of the HEM is also discussed where the participant within the study presents with working memory impairments due to a stroke. INTRODUCTION Context Driven Cognitive Rehabilitation Using VE Functional loss from brain damage is described by the World Health Organization (WHO, 1998) in terms of impairment, activity (disability), and participation (handicap). Traditional rehabilitative efforts have their emphasis on reducing the underlying impairment through the d...
This exhibition presents a Mixed Reality experience that applies basic research to the media indu... more This exhibition presents a Mixed Reality experience that applies basic research to the media industries of entertainment, training and informal education. Contributing areas of research include tracking, registration, rendering, real-time and distributed algorithms, and adaptations of existing as well as the creation of new forms of artistic convention.
The University of Central Florida is investigating the application of recent developments in Mixe... more The University of Central Florida is investigating the application of recent developments in Mixed Reality (MR) to integrate Virtual, Live and Constructive Simulation. From the "ground truth" of Military Operations in Urban Terrain (MOUT), to the extended dynamics of Virtual Reality and compelling engagement of experiential entertainment, Mixed Reality leverages advances in art, science and technology to help bring a seamless integration of physical reality enhanced with synthetic entities and the power of imagination to better prepare the soldier of the future in a physically, mentally and emotionally demanding theater of war.
This paper describes the underlying science and technologies employed in a system we have develop... more This paper describes the underlying science and technologies employed in a system we have developed for creating and delivering multimodal Mixed Realities. We also present several aspects of a number of experiences that we have developed and delivered, when such aspects help understanding of algorithmic requirements and design decisions. The technical contributions include a unique application of retro-reflective material that results in nearly perfect chroma-key, even in the presence of changing illumination, and a component-based approach to scenario delivery. The user interface contribution is the integration of 3-D audio, hypersonic sound and special effects with the visuals typical of an MR experience.
The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings., 2003
... These three components represent the areas of multidisciplinary research being conducted in M... more ... These three components represent the areas of multidisciplinary research being conducted in Mixed Reality to extend Milgram's Reality-Virtuality Continuum to include the interactive imagination [1,2]. Figure 1 Mixed Fantasy Continuum ...
2011 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities, 2011
Both the art and science of the imagination have integral roles in defining compelling Mixed Real... more Both the art and science of the imagination have integral roles in defining compelling Mixed Reality (MR) experiences. In this paper we posit that the audience member's own imagination is an essential third kind of input in defining the full virtuality continuum for MR. It is traditionally accepted that there are two experiential inputs in MR incorporating a combination of stimuli of the real world as well as from virtual artifacts (typically from computers). Using a case study of a MemoryScape Prototype for the Maitland Holocaust Museum, we explore how, in addition to reality and augmented/virtual reality, imagination artistically and scientifically serves as an important third reality to the virtuality continuum to achieve the experience designer's intent for the audience's perception of MR experiences.
This chapter explores how Mixed Reality (MR) allows the magic of virtuality to escape the confine... more This chapter explores how Mixed Reality (MR) allows the magic of virtuality to escape the confines of the computer and enter our lives to potentially change the way we play, work, train, learn and even shop. Case studies demonstrate how emerging functional capabilities will depend upon new artistic conventions to spark the imagination, enhance human experience and lead to subsequent commercial success. The Media Convergence Laboratory at the University of Central Florida is creating a content framework for applying Mixed Reality to Entertainment, Education Training and Rehabilitation. Utilizing classical concepts of mimesis and state-of-the-art experiential entertainment, new models are examined and evaluated that will shape the next generation MR content. The convergence of story, play and games become the cornerstones of "Interplay Conventions" that will transform MR technical capabilities into new creative possibilities ("The Evolution of a Framework for Mixed Real...
This chapter describes the evolution of a software system specifically designed to support the cr... more This chapter describes the evolution of a software system specifically designed to support the creation and delivery of Mixed Reality (MR) experiences. We first describe some of the attributes required of such a system. We then present a series of MR experiences that we have developed over the last four years, with companion sections on lessons learned and lessons applied. We conclude with several sample scripts that one might write to create experiences within the current version of this system. The authors' goals are to show the readers the unique challenges in developing an MR system for multimodal, multi-sensory experiences and to demonstrate how developing MR applications informs the evolution of such a framework.
Mixed Reality (MR) melts more than boundaries between realities. MR also melts boundaries between... more Mixed Reality (MR) melts more than boundaries between realities. MR also melts boundaries between disciplines to stimulate innovation. In a project originally sponsored by NASA, the authors of this paper discuss the case study Mission:LEAP, a Mixed Reality Experiential Learning Landscape. In achieving the core objective of building innovation competencies in youth, we had to expand Space STEM education to include the Arts, Media, Design and Humanities to teach innovation competencies. By play-testing a full-scale mock-up, the process also revealed the value of MR in experiential learning landscapes and defined new aspirations and requirements for innovative ways of how we interface with MR environments in free-choice learning venues.
To prepare the next generation for life in a rapidly changing and highly competitive global econo... more To prepare the next generation for life in a rapidly changing and highly competitive global economy, we must advance the innovative thinking and creative problem solving abilities of our students across disciplines and grade levels. Igniting our students' imagination, creativity and passions are keys to success that are not often used or embraced in traditional, teacher-directed, test-driven, educational settings. Interplay is a learner-centered approach for fostering innovative thinking and creative problem solving based on experiential learning theory. Like other experiential approaches, it assumes that children, adolescents and adults learn best when presented with relevant, meaningful and interesting goals. It also fosters skill development and the learning of facts, concepts, procedures, and principles in context of how they will be used.
2014 IEEE International Symposium on Mixed and Augmented Reality - Media, Art, Social Science, Humanities and Design (IMSAR-MASH'D), 2014
2009 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media and Humanities, 2009
Mixed and Augmented Reality melts the boundaries between visceral physical reality and a dynamic ... more Mixed and Augmented Reality melts the boundaries between visceral physical reality and a dynamic virtual reality to enhance human performance and heighten experiences. It extends the power of our imagination to create and extends the effcacy of communication, and collaboration. Our symposium has expanded to represent and serve a large and diverse community. It is designed to address research challenges in science, business, professional trades, the arts, media and the humanities. ISMAR 2009 marks a transformational year; the beginning of an expanded program to include the Art, Media and Humanities. We have instituted the frst Art, Media, and Humanities program to interpret and assess the impact of this technology on the world in which we live. For those who are experiencing this feld for the frst time, we have created a comprehensive tutorial program on Mixed and Augmented Reality. Our industry workshops represent diverse professional sectors that are now applying Mixed and Augmented Reality in a rich collection of experiential environments. Within the last year, the chasm between the early adopters and the main stream has been breached with mobile devices; we are seeing how the magic of Mixed and Augmented Reality is enhancing our ability to experience content and communicate information. Mixed and Augmented Reality is no longer defned by its technology alone, it has become the leading edge of an emerging generation. The innovations in technology are creating exciting opportunities that challenge the way we live our lives. ISMAR 2009 provides a forum for us to assimilate, refect, and accelerate as we are presented with how mixing realities is and will change how we live, work, play, and learn. As an international, interdisciplinary symposium, we are not only introducing technology solutions to modalities of communication thereby breaking down the boundaries between reality and our imagination, we are also in the process of melting boundaries between nations, cultur- es, disciplines, sectors, and markets. With this transformational year, ISMAR can emerge as a platform, established during this 1 week symposium, to represent and serve a year-round growing global community and professional network.
Interfaces and Design, 2007
... Major contributions were made to this effort by artists Scott Malo, Shane Taber and Theo Quar... more ... Major contributions were made to this effort by artists Scott Malo, Shane Taber and Theo Quarles, artist and script writer Nathan Selikoff, audio designer/engineer Darin Hughes, experience designer Eileen Smith, and computer scientists Nick Beato and Scott Vogelpohl. ...
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Papers by Christopher Stapleton