Session 1: (Wednesday am) Mixed Reality Hypermedia
1 HyperReal: A Hypermedia Model for Mixed Reality Luis Romero, Nuno Correia

Open Hypermedia, Fundamental Open Hypermedia Model (FOHM), Adaptive Hypermedia, Linking, Navigation

This paper describes a generic hypermedia model that is used as a framework for building context aware and mixed reality applications. It can handle different media elements, and it defines a presentation scheme that abstracts several relevant navigation concepts, including link awareness. The model specifies a base structure for the relation between spaces, either real or virtual, and supports contextual mechanisms. Additionally, it establishes a way to correlate real/virtual world objects with information present in the hypermedia graph. It also includes store/replay mechanisms that can be used to repurpose the content in new ways, including storytelling applications. The proposed model is being tested in a gaming and storytelling environment that integrates the real world, media elements and virtual 3D worlds. The paper presents the overall framework, the current implementation and evaluates its usage in the prototype application.

2 Physical Hypermedia: Organising Collections of Mixed Physical and Digital Material Kaj Gronbaek, Jannie F. Kristensen, Peter Orbaek, Mette Agger Eriksen

Linking, Evaluation, Accessibility, spatial hypermedia, augmented reality, tagging

This paper presents empirical examples of how people use collectional artifacts and organize physical material such as paper, samples, models, mock-ups, plans, etc. in the real world. Based on this material, we propose concepts for collectional actions and meta-data actions, and present prototypes combining principles from augmented reality and hypermedia to support organising and managing mixtures of digital and physical materials. The prototype of the tagging system is running on digital desks and walls utilizing RFID tags and tag-readers. It allows users to tag important physical materials, and have these tracked by antennas that may become pervasive in our work envi-ronments. We work with three categories of tags: simple object tags, collectional tags, and tooltags invoking operations such as grouping and linking of physical material. Our primary application domain is architecture and design, thus we discuss use of augmented collectional artifacts primarily for this domain.

3 The Ambient Wood Journals - Replaying the Experience Mark J. Weal, Danius T. Michaelides, Mark K. Thompson, David De Roure

Adaptive Hypermedia, Narrative

The Ambient Wood project aims to facilitate a learning experience using an adaptive infrastructure in an outdoor environment. This involves sensor technology, virtual world orchestration, and a wide range of devices ranging from hand-held computers to speakers hidden in trees. Whilst performing user trials of the Wood, the activities of children participating in the experiments were recorded in detailed log files. An aim of the project has been to replay these log files using adaptive hypermedia techniques to enable the children to further reflect on their experience back in the classroom environment.