text:
@article{Aberer2006,
annote = {Good background/history/overview of GSN from EPFL, covering the arch-
-itecture \& an interesting example deployment. Also gives analysis of
performance/scalability.},
author = {Aberer, Karl and Hauswirth, Manfred and Salehi, Ali},
keywords = {NCCR-MICS,NCCR-MICS/CL4,sensor internetworking,sensor middleware,sensor networks},
title = {{The Global Sensor Networks middleware for efficient and flexible deployment and interconnection of sensor networks}},
year = {2006}
}
@misc{Addlesee2001,
abstract = {Sentient computing systems, which can change their behaviour based on a model of the environment they construct using sensor data, may hold the key to managing tomorrow's device-rich mobile networks. At AT\&amp;T Laboratories Cambridge, we have built a system that uses sensors to update a model of the real world. We designed the model's terms (object positions, descriptions and state, and so forth) to be immediately familiar to users. Thus, the model describes the world much as users themselves would. We can use this model to write programs that react to changes in the environment according to the user's preferences. We call this sentient computing because the applications appear to share the user's perception of the environment. Treating the current state of the environment as common ground between computers and users provides new ways of interacting with information systems. A sentient computing system doesn't need to be intelligent or capable of forming new concepts about the world, it only needs to act as though its perceptions duplicate the user's. In earlier work, we described a prototype of this system and stated our intention to deploy it on a large scale. We have now installed an enhanced version throughout an office building. Over the past year, approximately 50 staff members have used the system daily with a set of trial applications},
annote = {AT\&T Labs Cambridge, used ultrasonic-emitting 'bats' that people carried, timing the propogation to detectors in the floors/ceilings to get accurate indoor location tracking of people.},
author = {Addlesee, M and Curwen, R and Hodges, S and Newman, J and Steggles, P and Ward, A and Hopper, A},
booktitle = {Computer},
doi = {10.1109/2.940013},
issn = {00189162},
number = {8},
pages = {50--56},
publisher = {IEEE Computer Society Press},
title = {{Implementing a sentient computing system}},
url = {http://portal.acm.org/citation.cfm?id=621776},
volume = {34},
year = {2001}
}
@article{A2007,
author = {A, Joseph and Feldmeier, Mark and Paradiso, Joseph A},
journal = {Spring},
number = {1},
pages = {50--67},
title = {{Wireless Motion Sensors An Interactive Music Environment for Large Groups with Giveaway Wireless Motion Sensors}},
volume = {31},
year = {2007}
}
@inproceedings{ardito:combining,
address = {New York, NY, USA},
annote = {        From Duplicate 1 (                           Combining multimedia resources for an engaging experience of cultural heritage                         - Ardito, Carmelo; Costabile, Maria Francesca; Lanzilotti, Rosa; Simeone, Adalberto Lafcadio )

Introduces the CHeR model, for creating, converting into digital form \& maintaining the
multitude of data related to cultural heritage sites. Observes that cultural heritage sites
often arouse little involvement in young people, particularly when presented with the ruins
of ancient settlements whose current appearance no longer reflects their original aspect and purpose.

      },
author = {Ardito, Carmelo and Costabile, Maria Francesca and Lanzilotti, Rosa and Simeone, Adalberto Lafcadio},
booktitle = {Proceedings of the 2010 ACM workshop on Social, adaptive and personalized multimedia interaction and access},
doi = {http://doi.acm.org/10.1145/1878061.1878077},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Ardito et al. - 2010 - Combining multimedia resources for an engaging experience of cultural heritage.pdf:pdf},
isbn = {978-1-4503-0171-8},
keywords = {cultural heritage,multimedia},
month = oct,
pages = {45--48},
publisher = {ACM},
series = {SAPMIA '10},
title = {{Combining multimedia resources for an engaging experience of cultural heritage}},
url = {http://dl.acm.org/citation.cfm?id=1878061.1878077 http://doi.acm.org/10.1145/1878061.1878077},
year = {2010}
}
@misc{Arduino,
author = {Arduino},
title = {{Arduino - HomePage}},
url = {http://www.arduino.cc/}
}
@inproceedings{arvind:speckled,
annote = {        From Duplicate 1 (                           Speckled Computing: Disruptive Technology for Networked Information Appliances                         - Wong, K J; Arvind, D K )

Presents an emmerging technology in which data will be sensed in minute
(ultimately around 1mm\^{}3) semiconductor grains called Specks. The emmer-
-gence of such a technology would allow truly ubiquitous sensing which
would be great for cross reality systems.

      },
author = {Arvind, D K and Wong, K J},
booktitle = {Consumer Electronics, 2004 IEEE International Symposium on},
doi = {10.1109/ISCE.2004.1375940},
pages = {219--223},
title = {{Speckled computing: disruptive technology for networked information appliances}},
year = {2004}
}
@article{Bainbridge2007,
abstract = {Online virtual worlds, electronic environments where people can work and interact in a somewhat realistic manner, have great potential as sites for research in the social, behavioral, and economic sciences, as well as in human-centered computer science. This article uses Second Life and World of Warcraft as two very different examples of current virtual worlds that foreshadow future developments, introducing a number of research methodologies that scientists are now exploring, including formal experimentation, observational ethnography, and quantitative analysis of economic markets or social networks.},
author = {Bainbridge, William Sims},
doi = {10.1126/science.1146930},
isbn = {0036807510959203},
issn = {10959203},
journal = {Science},
number = {5837},
pages = {472--6},
pmid = {17656715},
publisher = {American Association for the Advancement of Science},
title = {{The scientific research potential of virtual worlds.}},
url = {http://www.ncbi.nlm.nih.gov/pubmed/17656715},
volume = {317},
year = {2007}
}
@article{Bamberg2008,
abstract = {We describe a wireless wearable system that was developed to provide quantitative gait analysis outside the confines of the traditional motion laboratory. The sensor suite includes three orthogonal accelerometers, three orthogonal gyroscopes, four force sensors, two bidirectional bend sensors, two dynamic pressure sensors, as well as electric field height sensors. The "GaitShoe" was built to be worn in any shoe, without interfering with gait and was designed to collect data unobtrusively, in any environment, and over long periods. The calibrated sensor outputs were analyzed and validated with results obtained simultaneously from the Massachusetts General Hospital, Biomotion Laboratory. The GaitShoe proved highly capable of detecting heel-strike and toe-off, as well as estimating foot orientation and position, inter alia.},
author = {Bamberg, Stacy J Morris and Benbasat, Ari Y and Scarborough, Donna Moxley and Krebs, David E and Paradiso, Joseph A},
institution = {Massachusetts Institute of Technology (MIT) , Cambridge, MA 02139, USA. sjm@alum.mit.edu},
journal = {IEEE transactions on information technology in biomedicine a publication of the IEEE Engineering in Medicine and Biology Society},
keywords = {ambulatory,ambulatory instrumentation,equipment design,equipment failure analysis,gait,gait physiology,humans,manometry,manometry instrumentation,monitoring,shoes,systems integration,telemetry,telemetry instrumentation},
number = {4},
pages = {413--423},
pmid = {18632321},
publisher = {IEEE},
title = {{Gait analysis using a shoe-integrated wireless sensor system.}},
url = {http://www.ncbi.nlm.nih.gov/pubmed/18632321},
volume = {12},
year = {2008}
}
@article{Baronti2007,
address = {Newton, MA, USA},
annote = {Definition/description/background of Wireless Sensor Networks.},
author = {Baronti, Paolo and Pillai, Prashant and Chook, Vince and Chessa, Stefano and Gotta, Alberto and Hu, Fun},
doi = {http://dx.doi.org/10.1016/j.comcom.2006.12.020},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Baronti et al. - 2007 - Wireless sensor networks A survey on the state of the art and the 802.15.4 and ZigBee standards.pdf:pdf},
issn = {0140-3664},
journal = {Comput. Commun.},
number = {7},
pages = {1655--1695},
publisher = {Butterworth-Heinemann},
title = {{Wireless sensor networks: A survey on the state of the art and the 802.15.4 and ZigBee standards}},
volume = {30},
year = {2007}
}
@misc{Bar-Zeev2007,
annote = {Discussion of possibility of a Google Earth/Second Life mashup, from a fairly technical perspective, obvious allusions/links to Wade Roush's article in Technology Review (Wade even leaves a comment on this webpage).

Explanation in the differences between 'mirror worlds' (such as Google Earth) \& 'virtual worlds' (such as Second Life).

Calculations of how many SL servers would be needed to map the entire surface of the Earth with its normal architecture (2.4 billion machines) \& just Manhattan (1400 machines).

Covers other issues, such as differing scales in Google Earth (from very far out to street level) compared to Second Life (from a few hundred feet to eye level).

Yet another paper to have referenced Snow Crash \& its 'metaverse' concept.

Wade's comment enforces that his Technology Review article wasn't meant to be a premise for a literal Google Earth/Second Life mashup, but that they were the leading  mirror world/virtual world technologies at the time \& that overlap was sure to happen.},
author = {Bar-Zeev, Avi},
title = {{RealityPrime » Second Earth}},
url = {http://www.realityprime.com/articles/second-earth},
year = {2007}
}
@inproceedings{benko:collaborative,
abstract = {We present VITA (visual interaction tool for archaeology), an experimental collaborative mixed reality system for offsite visualization of an archaeological dig. Our system allows multiple users to visualize the dig site in a mixed reality environment in which tracked, see-through, head-worn displays are combined with a multi-user, multi-touch, projected table surface, a large screen display, and tracked hand-held displays. We focus on augmenting existing archaeological analysis methods with new ways to organize, visualize, and combine the standard 2D information available from an excavation (drawings, pictures, and notes) with textured, laser range-scanned 3D models of objects and the site itself. Users can combine speech, touch, and 3D hand gestures to interact multimodally with the environment. Preliminary user tests were conducted with archaeology researchers and students, and their feedback is presented here.},
address = {Washington, DC, USA},
annote = {        From Duplicate 2 (                           Collaborative Mixed Reality Visualization of an Archaeological Excavation                         - Benko, H.; Ishak, E.W.; Feiner, S. )

Presents VITA (Visual Interaction Tool for Archaeology), a collaborative mixed reality system for
archaeological excavations.

      },
author = {Benko, Hrvoje and Ishak, Edward W and Feiner, Steven},
booktitle = {Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality},
doi = {http://dx.doi.org/10.1109/ISMAR.2004.23},
isbn = {0-7695-2191-6},
pages = {132--140},
publisher = {IEEE Computer Society},
series = {ISMAR '04},
title = {{Collaborative Mixed Reality Visualization of an Archaeological Excavation}},
url = {http://dx.doi.org/10.1109/ISMAR.2004.23 http://ieeexplore.ieee.org/xpl/freeabs\_all.jsp?arnumber=1383050},
year = {2004}
}
@article{Berthelot2011,
abstract = {We propose a generic architecture that allows mixing several 3D formats in a single viewer whatever the rendering engine used by the virtual world. Our goal is to solve the issue raised by the multiplicity of 3D formats and rendering engines through an interoperability solution inspired by the web model. Our architecture relies on the Scene Graph Adapter, a component which aims at interfacing communication between virtual world inputs (e.g. 3D files) and outputs (e.g. the interactive visualization window). For this purpose, the Scene Graph Adapter is made up of two APIs that leverages similarities between 3D formats and 3D rendering engines, the Format Adapter API and the Renderer Adapter API.},
author = {Berthelot, Rozenn and Duval, Thierry and Royan, J\'{e}r\^{o}me and Arnaldi, Bruno},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Improving Reusability of Assets for Virtual Worlds while Preserving 3D Formats Features}},
url = {https://journals.tdl.org/jvwr/article/view/6123},
volume = {4},
year = {2011}
}
@article{Bishop2009,
address = {Inderscience Publishers, Geneva, SWITZERLAND},
annote = {        From Duplicate 1 (                           Enhancing the understanding of genres of web-based communities: the role of the ecological cognition framework                         - Bishop, Jonathan )

Definition of a virtual world as "a genre of online community comprising
three-dimensional graphical environments in which multiple users
interact with each other in addition to creating and interacting with
objects and the virtual environment around them".

      },
author = {Bishop, Jonathan},
doi = {10.1504/IJWBC.2009.021558},
issn = {1477-8394},
journal = {Int. J. Web Based Communities},
keywords = {based communities,blogs,chat groups,classification,ecological cognition,genre theory,genres,message boards,online communities,subgenres,virtual communities,web\&\#45,web-based communities,weblogs},
month = nov,
number = {1},
pages = {4--17},
publisher = {Inderscience Publishers},
title = {{Enhancing the understanding of genres of web\&\#45;based communities\&\#58; the role of the ecological cognition framework}},
url = {http://dl.acm.org/citation.cfm?id=1463643.1463644},
volume = {5},
year = {2009}
}
@misc{BlenderFoundation,
author = {{Blender Foundation}},
title = {{blender.org - Game engine}},
url = {http://www.blender.org/education-help/tutorials/game-engine/}
}
@article{Bloomfield2009,
annote = {Long piece on the possible creation of a future virtual world usable for simulating complex
real world business/financial interactions. Has a lot of background about virtual worlds \&
an account of first experience with Second Life as well.},
author = {Bloomfield, Robert},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{World of Bizcraft}},
url = {http://journals.tdl.org/jvwr/article/view/743/535},
volume = {2},
year = {2009}
}
@article{Bose2009,
abstract = {Sensor networks have come a long way since their humble beginnings in DARPA-funded academic research projects in the 1990s and have morphed into a significant research area in their own right. Over the last decade or so, networked sensing devices have become embedded all around us. In this article we look at how sensor network research and applications have evolved and how emerging trends could determine where they're headed.},
annote = {        From Duplicate 1 (                           Sensor Networks Motes, Smart Spaces, and Beyond                         - Bose, Raja )

A nice history of (wireless) sensor networks \& what current research
into the paradigm is focused on. Has a section about 'first generation
sensor platforms' which includes Berkeley Motes (which includes the
Telos platform which the Tmotes I used for my SH Project are) \& the
TinyOS operating system (including an identification that it is not
designed for easy \& rapid application development nor for supporting
sophisticated applications. Also has a section on Phidgets, which I also
used in my SH Project.

      },
author = {Bose, Faja and Bose, Raja},
doi = {10.1109/MPRV.2009.55},
issn = {1536-1268},
journal = {Pervasive Computing, IEEE},
keywords = {ad-hoc network,remote base station,scientific appl},
month = jul,
number = {3},
pages = {84--90},
title = {{Sensor Networks Motes, Smart Spaces, and Beyond}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5165565},
volume = {8},
year = {2009}
}
@article{Botts2008,
abstract = {The Open Geospatial Consortium (OGC) standards activities that focus on sensors and sensor networks comprise an OGC focus area known as Sensor Web Enablement (SWE). Readers interested in greater technical and architecture details can download the OGC SWE Architecture Discussion Paper titled “The OGC Sensor Web Enablement Architecture” (OGC document 06-021r1).},
address = {Berlin, Heidelberg},
annote = {        From Duplicate 1 (                           OGC Sensor Web Enablement: Overview and High Level Architecture                         - Botts, Mike; Percivall, George; Reed, Carl; Davidson, John )

        From Duplicate 2 (                           GeoSensor Networks                         - Botts, Mike; Percivall, George; Reed, Carl; Davidson, John; Nittel, Silvia; Labrinidis, Alexandros; Stefanidis, Anthony )

High level overview, gives details about interesting real world deployment (dirty bomb scenario).

      },
author = {Botts, Mike and Percivall, George and Reed, Carl and Davidson, John and Nittel, Silvia and Labrinidis, Alexandros and Stefanidis, Anthony},
doi = {10.1007/978-3-540-79996-2},
editor = {Nittel, S and Labrinidis, A and Stefanidis, A},
institution = {Open Geospatial Consortium Inc.},
isbn = {978-3-540-79995-5},
issn = {0302-9743},
journal = {Lecture Notes in Computer Science},
keywords = {Computer Science},
number = {175},
pages = {175--190},
publisher = {Springer},
series = {Lecture Notes in Computer Science},
title = {{GeoSensor Networks}},
url = {http://www.springerlink.com/index/ux1224j76264g8j4.pdf http://www.springerlink.com/content/ux1224j76264g8j4/},
volume = {4540},
year = {2008}
}
@inproceedings{brandherm:simulation,
address = {Richland, SC},
annote = {        From Duplicate 1 (                           Simulation of sensor-based tracking in Second Life                         - Brandherm, Boris; Ullrich, Sebastian; Prendinger, Helmut )

Justification \& demonstration of using Second Life as a platform for simulating sensor networks.

      },
author = {Brandherm, Boris and Ullrich, Sebastian and Prendinger, Helmut},
booktitle = {Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems: demo papers},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Brandherm, Ullrich, Prendinger - 2008 - Simulation of sensor-based tracking in Second Life.pdf:pdf},
keywords = {Second Life,sensor networks,simulation,testbed},
month = may,
pages = {1689--1690},
publisher = {International Foundation for Autonomous Agents and Multiagent Systems},
series = {AAMAS '08},
title = {{Simulation of sensor-based tracking in Second Life}},
url = {http://dl.acm.org/citation.cfm?id=1402744.1402767},
year = {2008}
}
@article{Bretaudiere2011,
abstract = {We present our current research activities associating automatic natural language processing to serious games and virtual worlds. Several interesting scenarios have been developed: language learning, natural language generation, multilingual information, emotion detection, real-time translations, and non-intrusive access to linguistic information such as definitions or synonyms. Part of our work has contributed to the specification of the Multi Lingual Information Framework [ISO FDIS 24616], (MLIF,2011). Standardization will grant stability, interoperability and sustainability of an important part of our research activities, in particular, in the framework of representing and managing multilingual textual information.},
author = {Bretaudi\`{e}re, Treveur and Cruz-Lara, Samuel and Barahona, Lina},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Associating Automatic Natural Language Processing to Serious Games and Virtual Worlds}},
url = {https://journals.tdl.org/jvwr/article/view/6124},
volume = {4},
year = {2011}
}
@inproceedings{Burke1996,
author = {Burke, S E and Paradiso, J A},
booktitle = {Proc Second Technical Conference on Telecommunications Research and Development in Massachusetts electronic},
keywords = {zzz},
pages = {13},
title = {{High-Resolution Piezopolymer Acoustic Bearing Estimator}},
year = {1996}
}
@inproceedings{caballero:behand,
address = {New York, NY, USA},
author = {Caballero, Mar\'{\i}a and Chang, Ting-Ray and Men\'{e}ndez, Mar\'{\i}a and Occhialini, Valentina},
booktitle = {Proceedings of the 12th international conference on Human computer interaction with mobile devices and services},
doi = {http://doi.acm.org/10.1145/1851600.1851704},
isbn = {978-1-60558-835-3},
keywords = { augmented virtuality, gestural interfaces, interaction strategies, manipulation, mixed reality, mobile devices,3D},
pages = {451--454},
publisher = {ACM},
series = {MobileHCI '10},
title = {{Behand: augmented virtuality gestural interaction for mobile phones}},
url = {http://doi.acm.org/10.1145/1851600.1851704},
year = {2010}
}
@article{Cabello2011,
abstract = {Nowadays, tourism has become a very important industry in the international economy. Information and communication technologies are in constant development; they progress worldwide and across sectors. Their applications in tourism and tourist resources is rapidly increasing, reaching new, innovative and sometimes amazing results in terms of effectiveness, productivity, quality, and customer satisfaction. Exploring the interaction between technologies and tourism is difficult and challenging. Specifically, using virtual world technologies as a new means of information for potential tourists is a big challenge where the actual methods, goals and needs still need to be exactly identified. This paper aims at analyzing why and how virtual worlds can become an important platform for tourism-oriented areas to promote a destination in general, and their local heritage and tourist added-value services in particular. The document will also introduce the design of the first prototypes and the validation results of the four specific technologies tested at the Virtual Travel Use Case (Soundscape generation, Multilinguality, Video streaming and Path and Camera Planning). Finally, the contribution to the MPEG-V standard will also be detailed in the paper.},
author = {Cabello, Jose Manuel and Franco, Jose Maria and Collado, Antonio and Janer, Jordi and Cruz-Lara, Samuel and Oyarzun, David and Armisen, Albert and Geraerts, Roland},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Standards in Virtual Worlds Virtual Travel Use Case Metaverse1 Project}},
url = {https://journals.tdl.org/jvwr/article/view/6129},
volume = {4},
year = {2011}
}
@inproceedings{cabral:x3dexperience,
address = {New York, NY, USA},
author = {Cabral, Marcio and Zuffo, Marcelo and Ghirotti, Silvia and Belloc, Olavo and Nomura, Leonardo and Nagamura, Mario and Andrade, Fernanda and Faria, Regis and Ferraz, Leandro},
booktitle = {Proceedings of the twelfth international conference on 3D web technology},
doi = {http://doi.acm.org/10.1145/1229390.1229419},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Cabral et al. - 2007 - An experience using X3D for virtual cultural heritage.pdf:pdf},
isbn = {978-1-59593-652-3},
keywords = { cultural heritage, interaction, virtual reality,X3D},
pages = {161--164},
publisher = {ACM},
series = {Web3D '07},
title = {{An experience using X3D for virtual cultural heritage}},
url = {http://doi.acm.org/10.1145/1229390.1229419},
year = {2007}
}
@misc{Camera,
author = {Camera, Dean},
title = {{Four Walled Cubicle - LUFA (Formerly MyUSB)}},
url = {http://www.fourwalledcubicle.com/LUFA.php}
}
@inproceedings{Christou2006,
address = {New York, New York, USA},
annote = {Uses a CAVE with a 2-armed haptic interface. Applicability of haptic interfaces for cross
reality?

Useful quote for the shortcomings of self-proclaimed virtual worlds - "Such environments suffer
either from a lack of realism or a low degree of interactivity, due to technological and
methodological constraints.".},
author = {Christou, Chris and Angus, Cameron and Loscos, Celine and Dettori, Andrea and Roussou, Maria},
booktitle = {Proceedings of the ACM symposium on Virtual reality software and technology - VRST '06},
doi = {10.1145/1180495.1180523},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Christou et al. - 2006 - A versatile large-scale multimodal VR system for cultural heritage visualization.pdf:pdf},
isbn = {1595933212},
keywords = {haptics,multimodal Interfaces,virtual heritage},
month = nov,
pages = {133},
publisher = {ACM Press},
title = {{A versatile large-scale multimodal VR system for cultural heritage visualization}},
url = {http://dl.acm.org/citation.cfm?id=1180495.1180523},
year = {2006}
}
@article{Cisco2011,
abstract = {This forecast is part of the Cisco Visual Networking Index, an ongoing initiative to track and forecast the impact of visual networking applications. The purpose of this paper is to lay out the details of Ciscos global IP traffic forecast and the methodology behind it. For a more analytical look at the implications of the data presented below, please refer to the companion article to this paper entitled Hyperconnectivity and the Approaching Zettabyte Era.},
author = {Cisco},
institution = {Cisco},
journal = {Middle East},
number = {1},
pages = {2010--2015},
publisher = {Cisco},
title = {{Cisco Visual Networking Index : Forecast and Methodology , 2010 – 2015}},
url = {http://www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white\_paper\_c11-481360\_ns827\_Networking\_Solutions\_White\_Paper.html},
volume = {June},
year = {2011}
}
@phdthesis{Clark-Casey2010,
author = {Clark-Casey, Justin},
school = {Oxford},
title = {{Scaling OpenSimulator: An Examination of Possible Architectures for an Internet-Scale Virtual Environment Network}},
url = {http://justincc.org/downloads/docs/justincc-dissertation.pdf},
year = {2010}
}
@article{Coleman2009,
abstract = {This article discusses several networked media projects that use sensor technology to transmit data from real-world environments to virtual environments. The Eolus One project uses an experimental virtual control room to run building systems and provide a better communication network among its users. A 3D application design group called green phosphor creates code for translating n-dimensional information into 3D interactive formats for real-time effects. The Parsec voice controller system uses sonic inputs to control 3D graphical objects on the second life virtual platform. This article focuses on the design principles applied by the three projects at this experimental stage of x-reality design.},
annote = {        From Duplicate 1 (                           Using Sensor Inputs to Affect Virtual and Real Environments                         - Coleman, Beth )

Beth Coleman (MIT Comparative Media Studies \& Program in Writing \&
Humanistic Studies)

Definition of cross reality \& use of the term x-reality.

Discusses 3 examples;Eolus One (real-estate), Green Phosphor (3D Interface Design,
world oil map example) \& Parsec (control of a virtual environment using
voice).

      },
author = {Coleman, Beth},
doi = {10.1109/MPRV.2009.60},
issn = {1536-1268},
journal = {Pervasive Computing, IEEE},
keywords = {3D application design,3D graphical object,3D inter},
month = jul,
number = {3},
pages = {16--23},
title = {{Using Sensor Inputs to Affect Virtual and Real Environments}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5165556},
volume = {8},
year = {2009}
}
@inproceedings{coutrix:interaction,
address = {New York, NY, USA},
annote = {        From Duplicate 1 (                           Mixed reality                         - Coutrix, C\'{e}line; Nigay, Laurence )

Presents the Mixed Interaction model, that focuses on the link between
physical \& digital worlds, providing a framework for guiding designers
to create interactive systems. Classified by descriptive/classification
power, generative power \& comparative power. Unifies several approaches
to mixed reality systems (including augmented reality \& augmented virtu-
-ality).

      },
author = {Coutrix, C\'{e}line and Nigay, Laurence},
booktitle = {Proceedings of the working conference on Advanced visual interfaces},
doi = {http://doi.acm.org/10.1145/1133265.1133274},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Coutrix, Nigay - 2006 - Mixed reality.pdf:pdf},
isbn = {1-59593-353-0},
keywords = {augmented reality-virtuality,instrumental model,interaction modality,interaction model,mixed reality,multimodality},
month = may,
pages = {43--50},
publisher = {ACM},
series = {AVI '06},
title = {{Mixed reality: a model of mixed interaction}},
url = {http://dl.acm.org/citation.cfm?id=1133265.1133274 http://doi.acm.org/10.1145/1133265.1133274},
year = {2006}
}
@article{Cruz-Lara2009,
author = {Cruz-Lara, Samuel and Bellalem, Nadia and Bellalem, Lotfi and Osswald, Tarik},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Immersive 3D Environments and Multilinguality: Some Non-Intrusive and Dynamic e-learning-oriented Scenarios based on Textual Information}},
url = {https://journals.tdl.org/jvwr/article/view/727/526},
volume = {2},
year = {2009}
}
@inproceedings{Davies2012,
author = {Davies, C J and Miller, Alan and Allison, Colin},
booktitle = {PGNet},
file = {:array\_flatline/PhD/PGNet\_paper/vtw/bare\_conf\_vtw.pdf:pdf},
title = {{Virtual Time Windows : Applying Cross Reality to Cultural Heritage}},
year = {2012}
}
@inproceedings{deamicis:gamebased,
address = {New York, NY, USA},
annote = {        From Duplicate 2 (                           Game based technology to enhance the learning of history and cultural heritage                         - De Amicis, Raffaele; Girardi, Gabrio; Andreolli, Michele; Conti, Giuseppe )

Abstract only that talks about the use of game technologies to support learning of users
within cultural heritage sites. Says that the level of realism is ideal to visualise cultural
heritage if a string focus on the environment's atmosphere \& immersion is required, "emphasising
environmental effects such as fog, sky, water, particles", all of which self-proclaimed virtual
worlds aren't as good at.

Uses Unity3D! Mentions that it can produce web browser based applications as well as standalone
ones, has a simple authoring interface \& "exploits the latest graphical hardware by making extensive
use of shaders to deliver high quality graphics".

      },
author = {{De Amicis}, Raffaele and Girardi, Gabrio and Andreolli, Michele and Conti, Giuseppe and Amicis, Raffaele De},
booktitle = {Proceedings of the International Conference on Advances in Computer Enterntainment Technology},
doi = {http://doi.acm.org/10.1145/1690388.1690499},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/De Amicis et al. - 2009 - Game based technology to enhance the learning of history and cultural heritage.pdf:pdf},
isbn = {978-1-60558-864-3},
keywords = {3D reconstruction,cultural heritage,entertainment,game engine,interactive navigation,multimedia contents,virtual reality},
month = oct,
pages = {451},
publisher = {ACM},
series = {ACE '09},
title = {{Game based technology to enhance the learning of history and cultural heritage}},
url = {http://doi.acm.org/10.1145/1690388.1690499 http://dl.acm.org/citation.cfm?id=1690388.1690499},
year = {2009}
}
@inproceedings{Dikaiakou2003,
abstract = {This paper presents our initial results in producing a 3D model of the Chrysaliniotisa Quarter in Nicosia using the GIS data of the region, and an analysis of the structure of the areas buildings. We tried to create a partly-automatic system, which was aimed at producing a realistic model of the geometry and architectural style of the district, rather than an exact reconstruction of every detail. The residential buildings of the particular area follow some well defined architectural styles, which allows us to follow an automatic building generation, based on the 2D digital data and a library of predefined 3D building blocks. Starting from the GIS file, the data is sorted, examined and processed to detect the houses features and style as accurately as possible. The 3D model is then constructed by stitching together the appropriate blocks from the component library. Besides the automatic-generation method, we have used ImageModeler from RealViz to create accurate 3D representations of landmarks and exceptional buildings as well as for the building blocks.},
annote = {Accurate 3D model/recreation of a substantial urban area, using partly automated construction/rendering
of similar building styles/types.},
author = {Dikaiakou, M and Efthymiou, A and Chrysanthou, Yiorgos},
booktitle = {VAST},
doi = {http://dx.doi.org/10.2312/VAST/VAST03/061-070},
keywords = {Typology,automatic reconstruction,component based modelling,urban environment},
pages = {61--70},
title = {{Modelling the Walled City of Nicosia}},
url = {http://dx.doi.org/10.2312/VAST/VAST03/061-070},
year = {2003}
}
@article{Dindar2009,
abstract = {Complex event processing (CEP) is an essential functionality for cross-reality environments. Through CEP, we can turn raw sensor data generated in the real world into more meaningful information that has some significance for the virtual world. In this article, the authors present DejaVu, a general-purpose event processing system built at ETH Zurich. SmartRFLib, a cross-reality application, builds on DejaVu and enables real-time event detection over RFID data streams feeding a virtual library on second life.},
annote = {Discusses the importance of higher level inference techniques to make
sense of phenomena detected by sensor networks, presenting it as an
essential functionality of cross reality environments. Lifton touched
on such a thing in his PhD, talking about how looking at vibration data
could tell you whether a lamp was plugged in before being turned on etc.

Presents DejaVu, an event processing system, that works along with an
example cross reality application that feeds real world RFID data into
a virtual library in Second Life.},
author = {Dindar, Nihal and Balkesen, \c{C}agri and Kromwijk, Katina and Tatbul, Nesime},
doi = {10.1109/MPRV.2009.43},
issn = {1536-1268},
journal = {IEEE Pervasive Computing},
month = jul,
number = {3},
pages = {34--41},
title = {{Event Processing Support for Cross-Reality Environments}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5165558},
volume = {8},
year = {2009}
}
@misc{Druck2006,
abstract = {Aaron Druck has been fascinated with virtual realty, like most of us, so he conducted a study to forecast its future use. Aaron explores the obstacles to VR in this article. He also presents results of a survey to estimate when it will be commercially available, the applications people favor, and how much they will pay.},
author = {Druck, Aaron},
pages = {6},
publisher = {TechCast},
title = {{When Will Virtual Reality Become a Reality?}},
url = {http://www.techcast.org/Article.aspx?PDF=061026231112TC  Aaron.pdf\&Pre=1},
year = {2006}
}
@phdthesis{Dublon2011a,
author = {Dublon, Gershon},
school = {Massachusetts Institute of Technology},
title = {{Beyond the Lens: Communicating Context through Sensing, Video and Visualization}},
year = {2011}
}
@misc{Dublon2011,
abstract = {We present DoppelLab, an immersive sensor data browser built on a 3-d game engine. DoppelLab unifies independent sensor networks and data sources within the spatial framework of a building. Animated visualizations and sonifications serve as representations of real-time data within the virtual space.},
author = {Dublon, Gershon and Pardue, Laurel S and Mayton, Brian and Swartz, Noah and Joliat, Nicholas and Hurst, Patrick and Paradiso, Joseph A},
booktitle = {2011 IEEE SENSORS Proceedings},
doi = {10.1109/ICSENS.2011.6126903},
institution = {Responsive Environments Group, MIT Media Lab, Cambridge, MA 02139, USA},
isbn = {9781424492886},
issn = {19300395},
pages = {1612--1615},
publisher = {IEEE},
title = {{DoppelLab: Tools for exploring and harnessing multimodal sensor network data}},
year = {2011}
}
@misc{Dunkels,
author = {Dunkels, Adam},
title = {{The Contiki OS}},
url = {http://www.contiki-os.org/p/about-contiki.html}
}
@article{Ebling2009,
abstract = {New products related to the special issue on cross-reality environments are discussed including the Second Life island of learning created by Memorial University in Newfoundland, Canada, an iPhone application called iLiving, the new video game Tony Hawk: Ride, the nPower Personal Energy Generator, and the Bomo Baby Carriage.},
annote = {        From Duplicate 1 (                           Virtual Learning, Decorating, and Skateboarding                         - Ebling, Maria; Corner, Mark )

Describes some virtual reality \& augmented reality products. Not really
that related to cross reality.

      },
author = {Ebling, Maria and Corner, Mark},
doi = {10.1109/MPRV.2009.61},
issn = {1536-1268},
journal = {Pervasive Computing, IEEE},
month = jul,
number = {3},
pages = {6--7},
title = {{Virtual Learning, Decorating, and Skateboarding}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5165553},
volume = {8},
year = {2009}
}
@inproceedings{eishita:layar,
address = {New York, NY, USA},
author = {Eishita, Farjana and Stanley, Kevin},
booktitle = {Proceedings of the International Academic Conference on the Future of Game Design and Technology},
doi = {http://doi.acm.org/10.1145/1920778.1920811},
isbn = {978-1-4503-0235-7},
keywords = { POI, augment reality (AR),APK},
pages = {219--222},
publisher = {ACM},
series = {Futureplay '10},
title = {{THEEMPA: simple AR games using layar}},
url = {http://doi.acm.org/10.1145/1920778.1920811},
year = {2010}
}
@inproceedings{elmenreich:smarttransducer,
annote = {        From Duplicate 1 (                           Smart Transducers - Principles, Communications, and Configuration                         - Wilfried Elmenreich, Stefan Pitzek )

Definition of 'smart transducer'.

      },
author = {Elmenreich, Wilfried and Pitzek, Stefan and {Wilfried Elmenreich}, Stefan Pitzek},
booktitle = {In Proceedings of the 7th IEEE International Conference on Intelligent Engineering Systems},
pages = {510--515},
title = {{Smart Transducers - Principles, Communications, and Configuration}},
url = {http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.14.8516},
year = {2003}
}
@misc{EpicGames,
author = {{Epic Games}},
title = {{Game Engine Technology by Unreal}},
url = {http://www.unrealengine.com/}
}
@article{Falk2009,
author = {Falk, Markus and Besemann, Daniel and Bosson, James},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Payback of Mining Activities Within Entropia Universe}},
url = {https://journals.tdl.org/jvwr/article/view/647/514},
volume = {2},
year = {2009}
}
@book{Faludi2010,
address = {Sebastopol},
author = {Faludi, Robert},
edition = {1},
editor = {Jepson, Brian},
isbn = {978-0-596-80773-3},
publisher = {O'Reilly Media Inc.},
title = {{Building Wireless Sensor Networks}},
url = {http://www.faludi.com/bwsn/},
year = {2010}
}
@article{Farr2009,
author = {Farr, Will and Hut, Piet and Ames, Jeff and Johnson, Adam},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{An experiment in Using Virtual Worlds for Scientific Visualization of Self-Gravitating Systems}},
url = {https://journals.tdl.org/jvwr/article/view/659/518},
volume = {2},
year = {2009}
}
@misc{Fayolle2011,
annote = {        From Duplicate 1 (                           The Concept of the Remote Laboratory                         - Fayolle, Jacques )

A citation to the concept of using Project Wonderland's application sharing feature to control lab
equipment remotely \& then visualise the results (eg in 3D in the virtual world) by interacting with
external data sources, that is mentioned in Yankelovic article in IEEE Pervasive 'building and
employing cross-reality'.

      },
author = {Fayolle, Jacques},
howpublished = {$\backslash$url\{http://blogs.openwonderland.org/2011/01/28/remote-laboratories/\}},
month = jan,
number = {28},
title = {{The Concept of the Remote Laboratory}},
url = {http://blogs.openwonderland.org/2011/01/28/remote-laboratories/},
year = {2011}
}
@article{Fillinger2009,
abstract = {Looks at the data and metrology tools developed by The National Institute of Standards and Technology for the research community, including common middleware for distributed sensor data acquisition and processing.},
annote = {Rather technical discussion of NIST's middleware for distributed sensor
data aquisition \& processing. Heavily focused on data-flow, not of
particular interest to cross reality but does have a nice 1 paragraph
summary/description of Global Sensor Networks (GSN).},
author = {Fillinger, Antoine and Hamchi, Imad and Degre, St\'{e}phane and Diduch, Lukas L. and Rose, Travis and Fiscus, Jonathan and Stanford, Vincent},
doi = {10.1109/MPRV.2009.50},
issn = {1536-1268},
journal = {IEEE Pervasive Computing},
month = jul,
number = {3},
pages = {74--83},
title = {{Middleware and Metrology for the Pervasive Future}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5165564},
volume = {8},
year = {2009}
}
@misc{Foundation,
author = {Foundation, Raspberry Pi},
title = {{Raspberry Pi | An ARM GNU/Linux box for \$25. Take a byte!}},
url = {http://www.raspberrypi.org/}
}
@article{Garcia2009,
annote = {Can't tell if serious...},
author = {Garcia, Linda and LeMasters, Garrison},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Synthetic Excellence: Standards, Play, and Unintended Outcomes}},
url = {https://journals.tdl.org/jvwr/article/view/665/534},
volume = {2},
year = {2009}
}
@misc{Gelissen2008,
author = {Gelissen, Jean},
publisher = {International Organization for Standardization},
title = {{Summary of MPEG-V}},
url = {http://mpeg.chiariglione.org/working\_documents.php},
year = {2008}
}
@article{Gelissen2009,
annote = {        From Duplicate 1 (                           Introduction to MPEG-V                         - Gelissen, Jean )

Written in 2009 when MPEG-V was still in development, it wouldn't be published as the ISO/IEC 23005 standard
until 2011. Serves nicely now as a retrospective as to the justification behind MPEG-V \& to cross reality in
general. Lists many things that virtual worlds will be used for, which can essentially be seen as areas that
cross reality might be applicable.

      },
author = {Gelissen, Jean},
issn = {1941-8477},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Introduction to MPEG-V}},
url = {http://journals.tdl.org/jvwr/article/view/742/533},
volume = {2},
year = {2009}
}
@article{Gelissen2011,
abstract = {In this issue, we report on the first phase of MPEG-V, a work that started in 2007. MPEG-V was conceived as a unified effort to develop standards within virtual worlds, and between virtual worlds and real worlds. This work culminated in the publication of the ISO/IEC MPEG-V 'Media context and control' standards in January 2011. The papers in this issue of the Journal of Virtual World Research expose both the many current standards for virtual worlds, as well as the many missing standards. As such, the issue hints at many more places where standards are needed. To fulfill the potential of virtual worlds much more standardization (MPEG-V, and other standards) is needed.},
author = {Gelissen, Jean and Preda, Marius and Cruz-Lara, Samuel and Sivan, Yesha},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Issue Editors' Corner: The Current and Future Angles of Standards}},
url = {https://journals.tdl.org/jvwr/article/view/6139},
volume = {4},
year = {2011}
}
@article{Gelissen2011a,
abstract = {This paper takes an historical perspective on the Metaverse1 project. A group of about 30 EU-based organizations totalling about 100 people worked together from 2008 to 2011 to develop a global standard that will connect virtual worlds and real worlds. The project, which was under the Eureka/ITEA2 framework, was one of the key contributors to the MPEG-V 'Media context and control' standard published by ISO/IEC in January 2011. The review includes the need for virtual worlds stadnards, the formation of the research team and plan, internal research results, main outcome (MPEG-V standard). We will conclude with some reflective notes. The ITEA2 Metaverse1 project has developed a standardized global framework enabling interoperability between virtual worlds such as Second Life, IMVU, OpenSim, Active Worlds, Google Earth and with the real world in terms of sensors and actuators, vision and rendering systems, and applications in areas like social and welfare systems, banking, insurance, tourism and real estate. Results of the project drove the MPEG-V 'Media context and control' standard published by ISO/IEC in January 2011.},
author = {Gelissen, Jean and Sivan, Yesha},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{The Metaverse1 Case: Historical Review of Making One Virtual Worlds Standard (MPEG-V)}},
url = {https://journals.tdl.org/jvwr/article/view/6066},
volume = {4},
year = {2011}
}
@article{Getchell2010,
abstract = {The construction and consolidation of knowledge through the practical application of concepts and processes can be difficult to support for subjects where practice is an integral component of competence and expertise in that domain. For example, participation in an archaeological excavation is not readily available to students, although a detailed understanding of what processes this involves is deemed to be core to the subject. The Laconia Acropolis Virtual Archaeology (LAVA) project has created a cooperative exploratory learning environment that addresses the need for students to engage with the complex practice of excavation. By leveraging the progressive nature of games methodologies and the immersive engagement provided by 3D multiuser virtual environments, LAVA facilitates the adoption of exploratory learning for excavation scenarios which have previously been inaccessible due to barriers of travel, time, and cost. A virtual environment based on real world data has been developed where groups of users are faced with a series of dynamic challenges with which they engage until such time that a certain level of competence is shown. Once a series of domain-specific objectives has been met, users are able to progress forward to the next level of the simulation. The excavation simulator enhances the student learning experience by providing opportunities for students to engage with the process in a customizable, virtual environment. Not only does this provide students with an opportunity to put the theories they are familiar with into practice, but it also allows students to gain experience in applying their skills in a bid to manage an excavation process, thereby making it possible for a greater emphasis to be placed on the practical application of knowledge that the excavation process necessitates. The potential of this approach has been confirmed by a positive user evaluation. LAVA contributes toward the progress of technology-enhanced learning by illustrating the- - instantiation of a framework which demonstrates how to integrate games methods with learning management systems and virtual worlds in order to support higher order learning behaviors such as applying, analyzing, evaluating, and creating.},
author = {Getchell, K and Miller, A and Nicoll, R and Sweetman, R and Allison, C},
doi = {10.1109/TLT.2010.25},
issn = {1939-1382},
journal = {IEEE Transactions on Learning Technologies},
month = oct,
number = {4},
pages = {281--293},
title = {{Games Methodologies and Immersive Environments for Virtual Fieldwork}},
url = {http://ieeexplore.ieee.org/xpl/freeabs\_all.jsp?arnumber=5557838},
volume = {3},
year = {2010}
}
@inproceedings{Gilsinn,
abstract = {NIST started working with industry and the Institute of Electrical and Electronics Engineers (IEEE) in the mid 90's to develop a standardized interface to network smart sensors. With the spread of wireless technology, more industries are looking to incorporate wireless communications into their products and manufacturing processes. This paper discusses the IEEE 1451 standard interface for smart sensors, emerging wireless communication technologies, and possible solutions for creating a wireless interface for the IEEE 1451 standard},
annote = {Discusses the IEEE 1451 standard for smart sensors, emerging wireless
communication technologies \& possible solutions for creating a wireless
interface for the IEEE 1451 standard.

*** Did such a wireless interface already come into being since this '91
paper \& before the 2008 paper above? I suspect that the integration with
bluetooth/zigbee/whatever is this '91 paper realised? Check.***},
author = {Gilsinn, J.D. and Lee, K.},
booktitle = {SIcon/01. Sensors for Industry Conference. Proceedings of the First ISA/IEEE. Sensors for Industry Conference (Cat. No.01EX459)},
doi = {10.1109/SFICON.2001.968497},
isbn = {0-7803-6659-X},
pages = {45--50},
publisher = {IEEE},
title = {{Wireless interfaces for IEEE 1451 sensor networks}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=968497}
}
@article{Gintautas2007,
abstract = {We present experimental data on the limiting behavior of an interreality system comprising a virtual horizontally driven pendulum coupled to its real-world counterpart, where the interaction time scale is much shorter than the time scale of the dynamical system. We present experimental evidence that, if the physical parameters of the simplified virtual system match those of the real system within a certain tolerance, there is a transition from an uncorrelated dual reality state to a mixed reality state of the system in which the motion of the two pendula is highly correlated. The region in parameter space for stable solutions has an Arnold tongue structure for both the experimental data and a numerical simulation. As virtual systems better approximate real ones, even weak coupling in other interreality systems may produce sudden changes to mixed reality states.},
annote = {        From Duplicate 1 (                           Experimental evidence for mixed reality states in an interreality system.                         - Gintautas, Vadas; H\"{u}bler, Alfred W )

Physics paper presented results from an experiment involving a real
pendulum \& a virtual pendulum that are linked together, moving from a
dual reality state where reality \& virtual reality are uncorrelated, to
a mixed reality state in which reality \& virtual reality are highly corre-
-lated.

      },
author = {Gintautas, Vadas and H\"{u}bler, Alfred W},
doi = {10.1103/PhysRevE.75.057201},
institution = {Center for Complex Systems Research, Department of Physics, University of Illinois at Urbana-Champaign, Urbana, Illinois 61801, USA. vgintau2@uiuc.edu},
journal = {Phys. Rev. E},
month = may,
number = {5},
pages = {57201},
pmid = {17677199},
publisher = {American Physical Society},
title = {{Experimental evidence for mixed reality states in an interreality system}},
url = {http://www.ncbi.nlm.nih.gov/pubmed/17677199},
volume = {75},
year = {2007}
}
@inproceedings{griffin:recovering,
address = {New York, NY, USA},
annote = {        From Duplicate 1 (                           Recovering the past through computation                         - Griffin, Stephen M. )

Only an abstract of a talk about applying new technologies to helping cultural heritage, so
not particularly useful, but a nice quote about the usefulness of alternate realities for
cultural heritage;

"Many ancient artefacts are scattered about the world and reside in public and private
collections, inaccessible to scholars and far removed from their original location and context
of creation."

        From Duplicate 2 (                           Recovering the past through computation: new techniques for cultural heritage                         - Griffin, Stephen )

      },
author = {Griffin, Stephen M.},
booktitle = {Proceedings of the international conference on Multimedia information retrieval},
doi = {http://doi.acm.org/10.1145/1743384.1743394},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Griffin - 2010 - Recovering the past through computation.pdf:pdf},
isbn = {978-1-60558-815-5},
keywords = {computing,culture,heritages},
month = mar,
pages = {13--14},
publisher = {ACM},
series = {MIR '10},
title = {{Recovering the past through computation: new techniques for cultural heritage}},
url = {http://dl.acm.org/citation.cfm?id=1743384.1743394 http://doi.acm.org/10.1145/1743384.1743394},
year = {2010}
}
@inproceedings{harrison:bridging,
address = {New York, NY, USA},
author = {Harrison, Beverly and Fishkin, Kenneth and Gujar, Anuj and Portnov, Dmitriy and Want, Roy},
booktitle = {CHI '99 extended abstracts on Human factors in computing systems},
doi = {http://doi.acm.org/10.1145/632716.632738},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Harrison et al. - 1999 - Bridging physical and virtual worlds with tagged documents, objects and locations.pdf:pdf},
isbn = {1-58113-158-5},
keywords = { augmented reality, phicon, physical UI, tangible interface, ubiquitous computing,RFID tag},
pages = {29--30},
publisher = {ACM},
series = {CHI EA '99},
title = {{Bridging physical and virtual worlds with tagged documents, objects and locations}},
url = {http://doi.acm.org/10.1145/632716.632738},
year = {1999}
}
@article{Hendaoui2008,
abstract = {Today's social virtual worlds (SVW) are beginning to realize Stephenson's vision of the metaverse: a future massive network of interconnected digital worlds. Tens of millions of people already use these kinds of environments to communicate, collaborate, and do business. Big companies are also moving into these digital realms. Thus, in a context in which the Web is becoming increasingly social, we believe that SVWs are beginning to shape the knowledge-based and glo balized societies and economies of tomorrow. Obviously, an urgent need exists to further understand SVWs and their implications for theory and practice. This article constitutes a first attempt to bring researchers into some of the business, social, technical, legal, and ethical issues related to SVWs. We anticipate that researchers will need to build new theories and concepts for SVWs, to explore the frontiers between reality and virtuality.},
author = {Hendaoui, Adel and Limayem, Moez and Thompson, Craig W},
doi = {10.1109/MIC.2008.1},
issn = {10897801},
journal = {IEEE Internet Computing},
number = {1},
pages = {88--92},
title = {{3D Social Virtual Worlds: Research Issues and Challenges}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=4428344},
volume = {12},
year = {2008}
}
@article{Horn2009,
abstract = {Outlines the Meru Project at Stanford University is designing and implementing an architecture for the virtual worlds of the future. The hope is that we can avoid some of the complexities the Web has encountered by learning how to build applications and services before they are subject to the short-term necessities of commercial development. While Meru cannot compete with the content creation of commercial virtual worlds, it can, like the original World Wide Web at CERN, investigate basic questions about system design. By doing so, the door can be opened to a future where physical sensors in the real world seed their virtual reflections, users can visually browse a sea of information, and virtual avatars convey physical social cues to bring distance interaction to the level of actual presence.},
annote = {Talks about the scalability problems of todays virtual worlds (both
self proclaimed 'virtual worlds' like Second Life \& online games like
WoW \& Eve Online). Proposes the Meru Project (Stanford) as a virtual
world architecture that can scale to global scales by modelling the
virtual world after the real world - eg using distance to determine the
detail/bandwidth with which to render an object.

Envisages cross reality by a special 'space zero' within which physical
objects can register themselves \& thus advertise their presence \&
location to users of the virtual world. Nice example of a real person
walking down a street in the real world \& an avatar's position in space
zero being updated by GPS, with shop owners who have registered their
shops with space zero able to advertise specials to the avatar.

Also makes the point that, just like with the real web, it won't always
be actual users observing the virtual world, it may well be scripts/bots
that, for example, comb/search through specials.},
author = {Horn, Daniel and Cheslack-Postava, Ewen and Azim, Tahir and Freedman, Michael J. and Levis, Philip},
doi = {10.1109/MPRV.2009.54},
issn = {1536-1268},
journal = {IEEE Pervasive Computing},
month = jul,
number = {3},
pages = {50--54},
title = {{Scaling Virtual Worlds with a Physical Metaphor}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5165560},
volume = {8},
year = {2009}
}
@misc{Hughes2006,
author = {Hughes, Ian},
title = {{Lessons from second life}},
url = {http://eightbar.co.uk/2006/04/22/lessons-from-second-life/},
year = {2006}
}
@misc{Hughes2009,
author = {Hughes, Ian},
title = {{Wimbledon – A fanployee perspective}},
url = {http://www.feedingedge.co.uk/blog/2009/06/15/wimbledon-a-fanployee-perspective/},
year = {2009}
}
@misc{Hughes2006c,
author = {Hughes, Ian},
title = {{Wimbledon in Second Life}},
url = {http://eightbar.co.uk/2006/06/27/wimbledon-in-second-life/},
year = {2006}
}
@misc{Hughes2006a,
author = {Hughes, Ian},
title = {{Second Life – Outside in}},
url = {http://eightbar.co.uk/2006/04/09/second-life-outside-in/},
year = {2006}
}
@misc{Hughes2006b,
author = {Hughes, Ian},
title = {{Well it got my attention – Second Life}},
url = {http://eightbar.co.uk/2006/04/04/well-it-got-my-attention-second-life/},
year = {2006}
}
@misc{Hunt,
author = {Hunt, Darran},
title = {{Arduino UNO Joystick HID firmware}},
url = {http://hunt.net.nz/users/darran/weblog/a3599/}
}
@misc{IBM2008,
annote = {Press release for IBM's 3-D Data Center technology and Holographic Enterprise Network middleware.
Used by Implenia (the guys who headed the Eolus One project) to further the ability of their building
management virtual world interface to control HVAC/etc. to effect reductions in energy consumption, etc.},
author = {IBM},
title = {{Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business}},
url = {http://www-03.ibm.com/press/us/en/pressrelease/23565.wss},
year = {2008}
}
@misc{IEEE,
author = {IEEE},
title = {{IEEE VW Standard Working Group}},
url = {http://www.metaversestandards.org/index.php?title=Main\_Page}
}
@article{Ikeuchi2003,
annote = {Research on digital preservation of cultural assets (in this case statues of Buddha) \&
digital restoration of their original appearance. Gets very maths-ey.

Usable quote - "Currently, a large number of cultural heritage objects around the world
are deteriorating or being destroyed because of natural weathering, disasters and civil wars."},
author = {Ikeuchi, Katsushi and Nakazawa, Atsushi and Hasegawa, Kazuhide and Ohishi, Takeshi},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Ikeuchi et al. - 2003 - The Great Buddha Project Modeling Cultural Heritage for VR Systems through Observation.pdf:pdf},
isbn = {0-7695-2006-5},
month = oct,
pages = {7},
title = {{The Great Buddha Project: Modeling Cultural Heritage for VR Systems through Observation}},
url = {http://dl.acm.org/citation.cfm?id=946248.946860},
year = {2003}
}
@unpublished{InstituteofElectricalandElectronicsEngineers2012,
author = {{Institute of Electrical and Electronics Engineers}},
title = {{IEEE P1828/D1 Draft Trial-Use Standard for Systems with Virtual Components}},
url = {http://www.metaversestandards.org/1828\_draft.doc},
year = {2012}
}
@misc{InternationalOrganizationforStandardization,
author = {{International Organization for Standardization (ISO)}},
howpublished = {$\backslash$url\{http://www.iso.org/iso/standards\_development/processes\_and\_procedures/stages\_description/stages\_table.htm\#s90\}},
title = {{International harmonized stage codes}},
url = {http://www.iso.org/iso/standards\_development/processes\_and\_procedures/stages\_description/stages\_table.htm\#s90}
}
@misc{InternationalOrganizationforStandardization2011,
author = {{International Organization for Standardization} and (ISO)},
howpublished = {$\backslash$url\{http://www.iso.org/iso/iso\_catalogue/catalogue\_tc/catalogue\_detail.htm?csnumber=54985\}},
title = {{ISO/IEC 23005-1:2011 - Information technology -- Media context and control -- Part 1: Architecture}},
url = {http://www.iso.org/iso/iso\_catalogue/catalogue\_tc/catalogue\_detail.htm?csnumber=54985},
year = {2011}
}
@misc{ITU2010,
annote = {        From Duplicate 2 (                           Req.ITU-T Y.2221 Requirements for support of ubiquitous sensor network (USN) applications and services in the NGN environment                         - ITU )

Provides a description \& general characteristics of USN \& USN applicati-
-ons \& services. Also analyses the service requirements of USN applicat-
-ions \& services \& specifies the extended or new NGN capability require-
-ments based on the service requirements.

Good definition/description of what a USN is - conceptual network built
over existing physical networks which makes use of sensed data \& provid-
-es knowledge services to anyone, anywhere \& at any time \& where inform-
-ation is generated by using context awareness.

      },
author = {{International Telecommunication Union (ITU)}},
month = jan,
title = {{Req.ITU-T Y.2221 Requirements for support of ubiquitous sensor network (USN) applications and services in the NGN environment}},
year = {2010}
}
@article{Jakobs2009,
annote = {Only mentions virtual worlds very briefly in the introduction \& the summary, the main bulk of the paper
talks about the organisation of national \& international standards organisations \& why it is difficult
to come to agreement etc., but in a very discipline-independent way \& only brings virtual worlds back
into the discussion in the summary at the very end of the paper. So not overly useful.},
author = {Jakobs, Kai},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Real Standards for Virtual Worlds – Why and How?}},
url = {http://journals.tdl.org/jvwr/article/view/717},
volume = {2},
year = {2009}
}
@article{Janer2009,
annote = {Talks about the importance of sound \& not just graphics for virtual worlds \& how sounds are difficult
when users are creating their own objects, unless a framework is adopted for finding sounds from a
free to access repository using metadata, machine learning, etc. Not particularly useful in general
for cross reality, but emphasises the importance of standards for further virtual world adoption.},
author = {Janer, Jordi and Finney, Nathaniel and Roma, Gerard and Kersten, Stefan and Serra, Xavier},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Supporting Soundscape Design in Virtual Environments with Content-based Audio Retrieval}},
url = {http://journals.tdl.org/jvwr/article/view/635/523},
volume = {2},
year = {2009}
}
@article{Jovanova2009,
annote = {Mentions the exact opposite of what I want to do with GPS \& avatar movement - moving a robot in the real world according to information from the virtual world.},
author = {Jovanova, Blagica and Preda, Marius and Preteux, Fran\c{c}oise},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{The Role of Interoperability in Virtual Worlds, Analysis of the Specific Cases of Avatars}},
url = {https://journals.tdl.org/jvwr/article/view/672/508},
volume = {2},
year = {2009}
}
@article{Juarez2009,
annote = {I would consider a robot to be a specific type or grouping of multiple actuators, so I wouldn't agree
that we need standards specifically for allowing communication between robots and virtual worlds, but
that a framework (such as ISO/IEC 23005) that allows media \& control information to flow between real
\& virtual worlds should allow for the control \& interaction of virtual worlds with robots. So this is
an application of cross reality, essentially.},
author = {Juarez, Alex and Bartneck, Christoph and Feijs, Lou},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{On the creation of standards for interaction between real robots and virtual worlds}},
url = {http://journals.tdl.org/jvwr/article/view/655},
volume = {2},
year = {2009}
}
@inproceedings{lee:standard,
abstract = {The IEEE 1451 smart transducer interface standards provide the common interface and enabling technology for the connectivity of transducers to microprocessors, control and field networks, and data acquisition and instrumentation systems. The standardized TEDS specified by IEEE 1451.2 allows the self-description of sensors and the interfaces provide a standardized mechanism to facilitate the “Plug and play ” of sensors to networks. The network-independent smart transducer object model defined by IEEE 1451.1 allows sensor manufacturers to support multiple networks and protocols. Thus, transducer-to-network interoperability is on the horizon. The inclusion of P1451.3 and P1451.4 to the family of 1451 standards will meet the needs of the analog transducer users for high-speed applications. In the long run, transducer vendors and users, system integrators, and network providers can all benefit from the IEEE 1451 interface standards},
annote = {        From Duplicate 2 (                           IEEE 1451: A standard in support of smart transducer networking                         - Kang, Lee )

Published in 2000 when 1451.1 (common object model \& interface specs for
components of a networkd smart transducer) \& 1451.2 (transducers-to-NCAP
interface \& TEDS for point-to-point configuration) were newly adopted
standards \& 1451.3 (transducer-to-NCAP interface \& TEDS using multi-drop
communication) \& 1451.4 (mixed-mode interface for analog transducers
with analog \& digital operating modes) were proposed standards. To put
this in context, in 2008 there was 1451.0 to 1451.7.

"... the IEEE 1451 project's aim is to reduce industry's effort to
develop and migrate to networked smart transducers"

      },
author = {Kang, Lee and Lee, Kang},
booktitle = {Instrumentation and Measurement Technology Conference, 2000. IMTC 2000. Proceedings of the 17th IEEE},
doi = {10.1109/IMTC.2000.848791},
isbn = {0-7803-5890-2},
keywords = {IEEE 1451 interface standards,IEEE 1451.2,P1451.3},
pages = {525--528},
publisher = {IEEE},
title = {{IEEE 1451: A standard in support of smart transducer networking}},
url = {http://ieeexplore.ieee.org/xpl/freeabs\_all.jsp?arnumber=848791},
volume = {2},
year = {2000}
}
@article{Kansal2007,
abstract = {Peer-produced systems can achieve what might be infeasible for stand-alone systems developed by a single entity. The SenseWeb's goal is to enable these kinds of capabilities. Using SenseWeb, applications can initiate and access sensor data streams from shared sensors across the entire Internet. The SenseWeb infrastructure helps ensure optimal sensor selection for each application and efficient sharing of sensor streams among multiple applications.},
annote = {        From Duplicate 1 (                           SenseWeb: An Infrastructure for Shared Sensing                         - Kansal, Aman; Nath, Suman; Liu, Jie; Zhao, Feng )

IEEE Multimedia mag article, provides a background/introduction to MS
SenseWeb, which enables peer production of sensing applications over
existing data networks.

      },
author = {Kansal, Aman and Nath, Suman and Liu, Jie and Zhao, Feng},
doi = {10.1109/MMUL.2007.82},
issn = {1070-986X},
journal = {Multimedia, IEEE},
keywords = {Internet,SenseWeb infrastructure,optimal sensor se},
month = oct,
number = {4},
pages = {8--13},
title = {{SenseWeb: An Infrastructure for Shared Sensing}},
url = {http://ieeexplore.ieee.org/xpl/freeabs\_all.jsp?arnumber=4354151},
volume = {14},
year = {2007}
}
@article{Kimber2011,
annote = {Not cross reality - no virtual to real media/control flow.},
author = {Kimber, Don and Vaughan, Jim and Rieffel, Eleanor},
isbn = {9781450304269},
journal = {Proceedings of the 2nd Augmented Human International Conference},
keywords = {augmented,mixed reality,sensor networks,virtual worlds},
number = {1},
pages = {36},
publisher = {ACM},
title = {{Augmented Perception through Mirror Worlds}},
url = {http://portal.acm.org/citation.cfm?id=1959862},
year = {2011}
}
@inproceedings{Kim2009,
address = {New York, New York, USA},
author = {Kim, Kangsoo and Seo, Byung-Kuk and Han, Jae-Hyek and Park, Jong-Il},
booktitle = {Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry - VRCAI '09},
doi = {10.1145/1670252.1670325},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Kim et al. - 2009 - Augmented reality tour system for immersive experience of cultural heritage.pdf:pdf},
isbn = {9781605589121},
keywords = {augmented reality,cultural heritage tour system,virtual tours},
month = dec,
pages = {323},
publisher = {ACM Press},
title = {{Augmented reality tour system for immersive experience of cultural heritage}},
url = {http://dl.acm.org/citation.cfm?id=1670252.1670325},
year = {2009}
}
@inproceedings{kim:practical,
address = {New York, NY, USA},
annote = {
        From Duplicate 1 (

          Practical RFID + sensor convergence toward context-aware X-reality

         - Kim, Marie; Gak, Hwang Jae; Pyo, Cheol Sig )

Identifies that the main challenge of integrating RFID/sensor tech with
Second Life is the heterogeneity of the hardware \& thus a Ubiquitous
Sensor Middleware (USN) is needed. Presents such a USN, COSMOS, which
integrates with RFID reader networks, sensor \& actuator network \& shows
how it functions as part of a cross reality system. COSMOS is tested
using software simulations of hardware.

Also one of the authors who use 'x-reality' more than 'cross reality'.

Nice quote "The important point of X-reality is a conceptiual paradigm
shift from single-directional information flows to bidirectional
information flows between two worlds." etc.

      },
author = {Kim, Marie and Gak, Hwang Jae and Pyo, Cheol Sig},
booktitle = {Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human},
doi = {http://doi.acm.org/10.1145/1655925.1656115},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Kim, Gak, Pyo - 2009 - Practical RFID sensor convergence toward context-aware X-reality.pdf:pdf},
isbn = {978-1-60558-710-3},
keywords = {RFID,USN,actuator,middleware,sensor,x-reality},
month = nov,
pages = {1049--1055},
publisher = {ACM},
series = {ICIS '09},
title = {{Practical RFID + sensor convergence toward context-aware X-reality}},
url = {http://dl.acm.org/citation.cfm?id=1655925.1656115 http://doi.acm.org/10.1145/1655925.1656115},
year = {2009}
}
@article{King2008,
author = {King, Rita J},
doi = {10.2167/new304.0},
institution = {IBM},
journal = {New Writing},
number = {1},
pages = {80--86},
title = {{From the Fire Pit}},
volume = {3},
year = {2008}
}
@phdthesis{Knaian2000,
author = {Knaian, Ara},
school = {Massachusetts Institute of Technology},
title = {{A Wireless Sensor Network for Smart Roadbeds and Intelligent Transportation Systems}},
url = {http://www.media.mit.edu/resenv/pubs/theses/AraKnaian-Thesis.pdf},
year = {2000}
}
@inproceedings{Koleva2000,
address = {New York, New York, USA},
annote = {Describes different displays (interfaces) between real \& virtual worlds,
including fabric curtains, rain curtains, sliding doors \& flip-up scree-
-ns.},
author = {Koleva, Boriana and Schn\"{a}delbach, Holger and Benford, Steve and Greenhalgh, Chris},
booktitle = {Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '00},
doi = {10.1145/332040.332437},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Koleva et al. - 2000 - Traversable interfaces between real and virtual worlds.pdf:pdf},
isbn = {1581132166},
keywords = {augmented reality,mixed reality,tele-embodiment,tele-presence,virtual environments},
month = apr,
pages = {233--240},
publisher = {ACM Press},
title = {{Traversable interfaces between real and virtual worlds}},
url = {http://dl.acm.org/citation.cfm?id=332040.332437},
year = {2000}
}
@article{Krevelen2010,
abstract = {We are on the verge of ubiquitously adopting Augmented Reality (AR) technologies to enhance our percep- tion and help us see, hear, and feel our environments in new and enriched ways. AR will support us in fields such as education, maintenance, design and reconnaissance, to name but a few. This paper describes the field of AR, including a brief definition and development history, the enabling technologies and their characteristics. It surveys the state of the art by reviewing some recent applications of AR technology as well as some known limitations regarding human factors in the use of AR systems that developers will need to overcome},
annote = {Comprehensive overview of AR field, survey of technologies, applications
, limitations \& a survey on frameworks as well as content authorting
tools.},
author = {Krevelen, D W F Van and Poelman, R},
journal = {The International Journal of Virtual Reality},
number = {2},
pages = {1--20},
title = {{A Survey of Augmented Reality Technologies, Applications and Limitations}},
url = {http://www.mendeley.com/research/survey-augmented-reality-technologies-applications-limitations/},
volume = {9},
year = {2010}
}
@article{Krueger2009,
annote = {        From Duplicate 1 (                           Universal Design for Virtual Worlds                         - Krueger, Alice; Ludwig, Ann; Ludwig, David )

A slightly strange article, talks about the importance of designing virtual worlds to be accessible
to the disabled (eg by having no steps in virtual worlds, just ramps, so that if a disabled person
represents themselves in the virtual world by an avatar restricted to a wheel chair they will still
be able to move around). Essentially an emphasis that virtual world locations should represent their
real ones accurately when it comes to access, tangentially related to the mimicing of a real world
location with a virtual environment simulation a la cross reality.

      },
author = {Krueger, Alice and Ludwig, Ann and Ludwig, David},
issn = {1941-8477},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Universal Design for Virtual Worlds}},
url = {http://journals.tdl.org/jvwr/article/view/674},
volume = {2},
year = {2009}
}
@article{Krueger2011,
abstract = {Accessibility is an important area of interoperability between real and virtual worlds that must be considered during standards-setting. The number of persons with disabilities is large and increasing, as is their use of virtual worlds. All elements of virtual worlds must be accessible. Four types of real world disability impact functioning in virtual worlds: keyboard/mouse; print; hearing/speech; and cognitive. Some virtual worlds include accessibility features, such as resizable UI elements and fonts. Alternative keyboards and mice usually work adequately in virtual worlds. However, common text-to-speech, speech-to-text, and screen reader software doesn't interface well with virtual worlds. Existing accessibility guidelines and legislation (Universal Design, Internet accessibility standards and guidelines, and online game accessibility guidelines) might be applicable to virtual worlds. Practical limitations to implementation of these solutions include their complexity and cost. As government agencies, universities, and employers increase their use of virtual worlds, specific standards for virtual world accessibility, including interfacing with common assistive technology, need to be created and enforced.},
author = {Krueger, Alice and Stineman, Margaret},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Assistive Technology Interoperability between Virtual and Real Worlds}},
url = {https://journals.tdl.org/jvwr/article/view/6125},
volume = {4},
year = {2011}
}
@article{Laibowitz2005,
author = {Laibowitz, Mathew and Paradiso, Joseph A},
doi = {10.1007/11428572\_16},
editor = {Gellersen, Hans and Want, Roy and Schmidt, Albrecht},
isbn = {9783540260080},
journal = {Pervasive Computing},
pages = {255 -- 278},
publisher = {Springer},
series = {Lecture Notes in Computer Science},
title = {{Parasitic Mobility for Pervasive Sensor Networks}},
url = {http://www.springerlink.com/index/xet6u0rf34h1k94g.pdf},
volume = {3468},
year = {2005}
}
@phdthesis{LaPenta2007,
author = {LaPenta, Jason},
school = {Massachusetts Institute of Technology},
title = {{Real-time 3-d Localization using Radar and Passive Surface Acoustic Wave Transponders}},
url = {http://www.media.mit.edu/resenv/pubs/theses/j.lapenta.ms.thesis.pdf},
year = {2007}
}
@article{Laycock2008,
address = {New York, NY, USA},
annote = {        From Duplicate 1 (                           Exploring cultural heritage sites through space and time                         - Laycock, R. G.; Drinkwater, D.; Day, A. M. )

Using virtual cultural heritage to visualise the changes to a heritage site/object
with advancing time. Semi-automatic approach to creating a large virtual city using
replication of common buildings/building features.

      },
author = {Laycock, R. G. and Drinkwater, D. and Day, A. M.},
doi = {http://doi.acm.org/10.1145/1434763.1434768},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Laycock, Drinkwater, Day - 2008 - Exploring cultural heritage sites through space and time.pdf:pdf},
issn = {1556-4673},
journal = {J. Comput. Cult. Herit.},
keywords = {Urban modeling,interfaces},
month = nov,
number = {2},
pages = {11:1----11:15},
publisher = {ACM},
title = {{Exploring cultural heritage sites through space and time}},
url = {http://dl.acm.org/citation.cfm?id=1434763.1434768 http://doi.acm.org/10.1145/1434763.1434768},
volume = {1},
year = {2008}
}
@article{lee:distributed,
abstract = {This paper details a framework developed at NIST that highlights the standardization efforts going on within the various levels of an Internet-based distributed measurement and control (DMC) system. The framework highlights state-of-the-art hardware and software techniques used at NIST to design, implement, and deploy next-generation Internet-based DMC applications and systems. The framework targets three important areas of standardization including transducer interfaces, open network communication, and distributed application development. An implementation of a DMC application on the Internet based on the NIST framework is also described. The paper concludes with a brief introduction to other research activities at NIST culminating from this core Internet-based DMC research},
annote = {        From Duplicate 1 (                           Distributed measurement and control based on the IEEE 1451 smart transducer interface standards                         - Lee, K.B.; Schneeman, R.D. )

Describes the application of IEEE 1451 to Distributed Measurement \&
Control systems in an open standards way rather than based on
proprietary approaches that had been the norm in industry before 2000.

      },
author = {Lee, Kang K.B. and Schneeman, Richard R.D.},
doi = {10.1109/19.850405},
issn = {0018-9456},
journal = {Instrumentation and Measurement, IEEE Transactions on},
keywords = {API,Ethernet,IEEE 1451,Internet-based system,TCP/I},
month = jun,
number = {3},
pages = {621--627},
title = {{Distributed measurement and control based on the IEEE 1451 smart transducer interface standards}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=850405},
volume = {49},
year = {2000}
}
@article{Lehtiniemi2009,
annote = {Focuses on virtual envrionments in which the operator designs the goods \& the production paths - eg most MMORPGs (WoW, etc.) eg not 'virtual worlds' akin to Second Life \& friends.

Author says in the conclusion that there is no reason why the same approaches couldn't be used for virtual environments with different economy styles, but this seems a dubious claim \& it is just an ending comment - there is no actual research into this presented.},
author = {Lehtiniemi, Tuukka},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Measuring Aggregate Production in a Virtual Economy Using Log Data}},
url = {https://journals.tdl.org/jvwr/article/view/631/512},
volume = {2},
year = {2009}
}
@article{Levoy1999,
annote = {Very interesting project by Stanford using laser rangefinders/scanners to digitize Michelangelo's David \& other
statues as well as other artefacts \& parts of the museum buildings themselves. },
author = {Levoy, Marc},
isbn = {0-7695-0062-5},
month = oct,
pages = {2--11},
title = {{The digital michelangelo project}},
url = {http://dl.acm.org/citation.cfm?id=1889712.1889714},
year = {1999}
}
@inproceedings{levoy:digitalmichelangelolong,
address = {New York, NY, USA},
annote = {        From Duplicate 1 (                           The digital Michelangelo project                         - Levoy, Marc; Ginsberg, Jeremy; Shade, Jonathan; Fulk, Duane; Pulli, Kari; Curless, Brian; Rusinkiewicz, Szymon; Koller, David; Pereira, Lucas; Ginzton, Matt; Anderson, Sean; Davis, James )

More detail than in the 1999 paper.

      },
author = {Levoy, Marc and Pulli, Kari and Curless, Brian and Rusinkiewicz, Szymon and Koller, David and Pereira, Lucas and Ginzton, Matt and Anderson, Sean and Davis, James and Ginsberg, Jeremy and Shade, Jonathan and Fulk, Duane},
booktitle = {Proceedings of the 27th annual conference on Computer graphics and interactive techniques},
doi = {http://dx.doi.org/10.1145/344779.344849},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Levoy et al. - 2000 - The digital Michelangelo project.pdf:pdf},
isbn = {1-58113-208-5},
keywords = {3D scanning,cultural heritage,graphics systems,mesh generation,range images,rangefinding,reflectance and shading models,sensor fusion},
month = jul,
pages = {131--144},
publisher = {ACM Press/Addison-Wesley Publishing Co.},
series = {SIGGRAPH '00},
title = {{The digital Michelangelo project: 3D scanning of large statues}},
url = {http://dl.acm.org/citation.cfm?id=344779.344849 http://dx.doi.org/10.1145/344779.344849},
year = {2000}
}
@misc{Life2006,
abstract = {IBM is embracing the virtual world of avatars--and other big companies are close behind},
author = {Life, Palmisano Gets A Second},
booktitle = {Bloomberg Businessweek},
title = {{Palmisano Gets A Second Life}},
url = {http://www.businessweek.com/magazine/content/06\_47/b4010068.htm?chan=tc\&chan=technology\_technology+index+page\_today's+top+stories},
year = {2006}
}
@inproceedings{lifton:adoption,
annote = {        From Duplicate 1 (                           Consumer Adoption of Cross Reality Systems                         - Lifton, Joshua )

Retrospective piece written by Lifton after moving from academia (MIT)
to industry (Electric Sheep Company) \& then on to consultant \& educator.
Lists observations of what has marred the wider uptake of cross reality.

> Second Life failed to achieve the consumer uptake it promised
> Adoption of hardware required for cross reality is slow; even now we
only have a smattering of sensors in common use (passport RFID, mobile
phone location/orientation, body-gesture in games consoles)
> Virtual worlds do not allow as much expression of identity as online
social networks, soon social networks may begin to fit the bill of VWs

Confirmation from Lifton himself that 'dual reality' \& 'cross reality'
are the same thing under different names.

      },
author = {Lifton, Joshua},
booktitle = {Proceedings of the International Symposium on Ubiquitous Virtual Reality 2010 (ISUVR 2010)},
doi = {10.1109/ISUVR.2010.26},
isbn = {978-1-4244-7702-9},
keywords = {cross reality,dual reality,ubiquitous computing,ubiquitous virtual reality,virtual worlds},
month = jul,
pages = {9--11},
publisher = {IEEE},
title = {{Consumer Adoption of Cross Reality Systems}},
url = {http://dl.acm.org/citation.cfm?id=1848072.1848338},
year = {2010}
}
@phdthesis{Lifton2007a,
address = {Department of Media Arts and Sciences},
annote = {        From Duplicate 1 (                           Dual Reality: An Emerging Medium                         - Lifton, Joshua )

Lifton's PhD thesis, essentially the inaugural piece of work on cross
reality. He called it 'dual reality' at this point but it's exactly the
same thing (which he confirms). Has probably the very first
definition of dual reality, definition of sensor networks/ubicomp/VWs,
identifies the bidirectional nature of cross reality, discusses mapping
between real \& virtual (whether it should be one-to-one or not), has a
survey of the earliest projects that did augmented virtuality, reference
to the 'second earth' concept, introduces the concept of 'virtual
sensing' which is a much better way to go about controlling actuation
from within the VW, identifies the platform-dependency of the Plug but
mentions that there is not much to stop it from being adapted to
different platforms, identifies that HTTP is pretty much the only means
of communicating with SL because XML-RPC is so useless, identifies the
lack of a standard middleware (with which to compare Plug etc. against),
mentions people maintaining an online presence, identifies that this
piece of work is 'framing dual reality as a new application domain for
sensor networks, virtual words \& media creation' \& identifies the
importance of automatic support to identify phenomena based on readings
from multiple sensed modalities.

      },
author = {Lifton, Joshua},
month = sep,
school = {Massachusetts Institute of Technology},
title = {{Dual Reality: An Emerging Medium}},
type = {Ph.D. Dissertation},
year = {2007}
}
@inproceedings{Lifton2007b,
address = {New York, New York, USA},
annote = {Paper about the Plug sensor/actuator platform developed by the Media Lab for Lifton's research. Published before Lifton's PhD so doesn't contain as much information as the PhD does about Plug \& its uses.},
author = {Lifton, Joshua and Feldmeier, Mark and Ono, Yasuhiro and Lewis, Cameron and Paradiso, Joseph A.},
booktitle = {Proceedings of the 6th international conference on Information processing in sensor networks - IPSN '07},
doi = {10.1145/1236360.1236377},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Lifton et al. - 2007 - A platform for ubiquitous sensor deployment in occupational and domestic environments.pdf:pdf},
isbn = {978159593638X},
month = apr,
pages = {119},
publisher = {ACM Press},
title = {{A platform for ubiquitous sensor deployment in occupational and domestic environments}},
url = {http://dl.acm.org/citation.cfm?id=1236360.1236377},
year = {2007}
}
@article{Lifton2009,
annote = {        From Duplicate 1 (                           Metaphor and Manifestation Cross-Reality with Ubiquitous Sensor/Actuator Networks                         - Lifton, Joshua; Laibowitz, Mathew; Harry, Drew; Gong, Nan-Wei; Mittal, Manas; Paradiso, Joseph A. )

Article from volume 8 issue 3 of IEEE Pervasive Computing magazine (the
one all about cross reality environments) that again essentially just
covers Lifton's PhD \& the associated work/projects at the Media Lab.

Identifies commercial implementations of cross reality (IBM's data cent-
er operation visualization \& VRContext's ProcessLife technology).

'wormholes' quote!

      },
author = {Lifton, Joshua and Laibowitz, Mathew and Harry, Drew and Gong, Nan-wei and Mittal, Manas and Paradiso, Joseph A.},
doi = {10.1109/MPRV.2009.49},
issn = {1536-1268},
journal = {IEEE Pervasive Computing: Mobile and Ubiquitous Systems},
keywords = {IEEE,augmented reality,mixed reality,mobile computing,pervasive computing,privacy,sensor networks,ubiquitous media,virtual worlds},
month = jul,
number = {3},
pages = {24--33},
title = {{Metaphor and Manifestation - Cross-Reality with Ubiquitous Sensor/Actuator Networks}},
url = {http://dl.acm.org/citation.cfm?id=1591886.1592128},
volume = {8},
year = {2009}
}
@article{Lifton2001,
author = {Lifton, Joshua and Lee, Jay},
doi = {10.1145/634067.634183},
isbn = {1581133405},
journal = {CHI 01 extended abstracts on Human factors in computing systems CHI 01},
pages = {193--194},
publisher = {ACM Press},
title = {{Media Matrix : Self-organizing Distributed Physical Database}},
url = {http://portal.acm.org/citation.cfm?doid=634067.634183},
year = {2001}
}
@inproceedings{Lifton2007,
annote = {Paper about the Tricorder handheld sensor network browser. Again, published before Lifton's PhD so more/up-to-date information about Tricorder is in the PhD.},
author = {Lifton, Joshua and Mittal, Manas and Lapinski, Michael and Paradiso, Joseph},
booktitle = {Proceedings of the ACM CHI 2007 Conference - Mobile Spatial Interaction Workshop},
title = {{Tricorder: A mobile sensor network browser}},
year = {2007}
}
@inproceedings{lifton:merging,
annote = {        From Duplicate 1 (                           Dual Reality: Merging the Real and Virtual                         - Lifton, Joshua; Paradiso, Joseph )

Essentially a paper about the PhD. Good citation for dual reality
comprising 2 worlds that are complete unto themselves, but affect each
other through linkage by sensor/actuator infrastructure.

      },
author = {Lifton, Joshua and Paradiso, Joseph},
booktitle = {Proceedings of the First International ICST Conference on Facets of Virtual Environments (FaVE)},
month = jul,
title = {{Dual Reality: Merging the Real and Virtual}},
url = {http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.147.9419},
year = {2009}
}
@misc{LindenResearchInc.,
author = {{Linden Research Inc.}},
title = {{Virtual Worlds, Avatars, free 3D chat, online meetings - Second Life Official Site}},
url = {http://secondlife.com/}
}
@article{Lindman2009,
author = {Lindman, Ludvaig},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Lindman Design: Virtual World Experiences}},
url = {https://journals.tdl.org/jvwr/article/view/728/537},
volume = {2},
year = {2009}
}
@article{Lukowicz2009,
abstract = {Do smart phones render wearable computers obsolete? Where does the rise of the smart phone leave wearable computing research? We answer these questions by examining past, present, and future of wearable platform research.},
annote = {        From Duplicate 1 (                           From Backpacks to Smartphones: Past, Present, and Future of Wearable Computers                         - Amft, Oliver; Lukowicz, Paul )

Not really related to cross reality, but the wearable technologies
discussed could be useful parts of a wearable interface to a virtual
world.

      },
author = {Lukowicz, Paul and Amft, Oliver},
doi = {10.1109/MPRV.2009.44},
issn = {1536-1268},
journal = {Pervasive Computing, IEEE},
keywords = {bi,smartphone,wearable computer,wearable computing},
month = jul,
number = {3},
pages = {8--13},
title = {{From Backpacks to Smartphones: Past, Present, and Future of Wearable Computers}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5165554},
volume = {8},
year = {2009}
}
@article{Ma2002,
abstract = {We have designed an active tagging system that responds to a coded optical beam from several meters away. The tags contain a minimalist microprocessor that ambiently operates in shutdown mode and, upon detecting particular frequency components in the AM-modulated interrogation beam, awakens to decode the incident digital message and produce an appropriate response. The lack of linear amplifiers means that these tags draw under 0.5 $\mu$A when sleeping, hence can operate up to 10 years on a lithium coin cell. Such devices are practical demonstrations of the potential of ubiquitous computing where common, nearly passive objects have a sense of identity and the ability to respond to external stimuli. In our example, the interrogator is a flashlight, with which one scans an area; when the light beam hits a tag programmed with a code that matches that sent by the interrogator, an on-tag LED flashes, indicating that the desired object is found.},
author = {Ma, Hongshen and Paradiso, J},
doi = {10.1007/3-540-45809-3\_12},
editor = {Borriello, G and Holmquist, L E},
journal = {UbiComp 2002 Ubiquitous Computing},
pages = {1--8},
publisher = {Springer},
title = {{The FindIT Flashlight : Responsive Tagging Based on Optically Triggered Microprocessor Wakeup}},
url = {http://www.springerlink.com/index/JX2DL0YK396DPHEJ.pdf},
year = {2002}
}
@misc{Marketwire2008,
annote = {News site coverage of the announcement of IBM's 3-D Data Center technology, mostly just repeats what's
in the official press release.},
author = {Marketwire},
title = {{IBM 3-D Data Centers Show Virtual Worlds Fit for Business}},
url = {http://www.marketwire.com/press-release/ibm-3-d-data-centers-show-virtual-worlds-fit-for-business-nyse-ibm-823627.htm},
year = {2008}
}
@misc{Mason2007,
abstract = {In the second part of this report, Newsnight correspondent Paul Mason continues his search for the soul of cyberspace.},
author = {Mason, Paul},
booktitle = {BBC News Technology},
title = {{Searching for the soul of cyberspace}},
url = {http://news.bbc.co.uk/1/hi/technology/6251585.stm},
year = {2007}
}
@inproceedings{McKinnon2004,
address = {New York, New York, USA},
annote = {Presents 2 experiments studying sense of presence in virtual reality \& real world, see 'extent of prescence metaphor'.},
author = {McKinnon, Lynn D. and North, Max M.},
booktitle = {Proceedings of the 42nd annual Southeast regional conference on - ACM-SE 42},
doi = {10.1145/986537.986597},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/McKinnon, North - 2004 - A comparative study of presence in virtual reality vs. presence in the real world.pdf:pdf},
isbn = {1581138709},
keywords = {sense of presence,virtual environments,virtual reality},
month = apr,
pages = {253},
publisher = {ACM Press},
title = {{A comparative study of presence in virtual reality vs. presence in the real world}},
url = {http://dl.acm.org/citation.cfm?id=986537.986597},
year = {2004}
}
@inproceedings{mcnamara:lightness,
address = {London, UK},
annote = {        From Duplicate 1 (                           Comparing Real \& Synthetic Scenes using Human Judgements of Lightness                         - McNamara, Ann; Chalmers, Alan; Troscianko, Tom; Gilchrist, Iain )

Compares how realistic computer generated scenes are compared to their real counterparts, by creating a scene
\& lighting it in the real world \& creating a computer simulation of the same \& asking participants to
classify the two according to some system.

"...the ultimate goal being to create images which are perceptually indistinguishable from an actual scene."

      },
author = {McNamara, Ann and Chalmers, Alan and Troscianko, Tom and Gilchrist, Iain},
booktitle = {Proceedings of the Eurographics Workshop on Rendering Techniques 2000},
isbn = {3-211-83535-0},
month = jun,
pages = {207--218},
publisher = {Springer-Verlag},
title = {{Comparing Real \& Synthetic Scenes using Human Judgements of Lightness}},
url = {http://dl.acm.org/citation.cfm?id=647652.732122},
year = {2000}
}
@inproceedings{Metzger,
abstract = {Distributed interactive simulation provides an environment for realistic participation in virtual worlds. Humans interact with the virtual world through interface devices such as switches and knobs, keyboards and mice, touch screens and data gloves. The time has come for the seamless integration of these physical, real-world human interface devices with the systems that generate and display the virtual environments. The merging of these two areas will result in virtual world experiences more realistic than any available today},
annote = {Describes a system that is capable of overlaying images of the real wor-
-ld on top of a virtual world scene \& overlaying virtual world imagery
onto a real world scene, with applications for both presented.

"The merging of these two areas will result in virtual world experiences
more realistic than any available today."

"It will be quite some time before the line separating the real world \&
the virtual world disappears completely. However, systems have been cre-
-ated which demonstrate thatit is possible to make the distinction betw-
-een what is real and wha tis virtual a bit more difficult to determine"},
author = {Metzger, P.J.},
booktitle = {Proceedings of IEEE Virtual Reality Annual International Symposium},
doi = {10.1109/VRAIS.1993.380805},
isbn = {0-7803-1363-1},
pages = {7--13},
publisher = {IEEE},
title = {{Adding reality to the virtual}},
url = {http://ieeexplore.ieee.org/xpl/freeabs\_all.jsp?arnumber=380805}
}
@misc{MicrosoftResearch2008,
annote = {An introduction to working with SenseWeb, including background on how it
works \& the system's architecture.},
author = {{Microsoft Research}},
title = {{SenseWeb Tutorial}},
url = {http://research.microsoft.com/en-us/products/senseweb/SenseWebTutorial.pdf},
year = {2008}
}
@misc{Micro-StarInt'lCo.,
author = {{Micro-Star Int'l Co.}, Ltd.},
title = {{MSI Global – Notebook - WindPad 110W}},
url = {http://www.msi.com/product/nb/WindPad-110W.html}
}
@misc{Milgram1999,
author = {Milgram, Paul and Jr., Herman Colquhoun},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Milgram, Jr. - 1999 - A Taxonomy of Real and Virtual World Display Integration.pdf:pdf},
title = {{A Taxonomy of Real and Virtual World Display Integration}},
url = {http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.32.6230},
year = {1999}
}
@article{Milgram1994,
abstract = {This paper focuses on Mixed Reality (MR) visual displays, a particular subset of Virtual Reality (VR) related technologies that involve the merging of real and virtual worlds somewhere along the "virtuality continuum" which connects completely real environments to completely virtual ones. Probably the best known of these is Augmented Reality (AR), which refers to all cases in which the display of an otherwise real environment is augmented by means of virtual (computer graphic) objects. The converse case on the virtuality continuum is therefore Augmented Virtuality (AV). Six classes of hybrid MR display environments are identified. However, an attempt to distinguish these classes on the basis of whether they are primarily video or computer graphics based, whether the real world is viewed directly or via some electronic display medium, whether the viewer is intended to feel part of the world or on the outside looking in, and whether or not the scale of the display is intended to map orthoscopically onto the real world leads to quite different groupings among the six identified classes, thereby demonstrating the need for an efficient taxonomy, or classification framework, according to which essential differences can be identified. The 'obvious' distinction between the terms "real" and "virtual" is shown to have a number of different aspects, depending on whether one is dealing with real or virtual objects, real or virtual images, and direct or non-direct viewing of these. An (approximately) three dimensional taxonomy is proposed, comprising the following dimensions: Extent of World Knowledge ("how much do we know about the world being displayed?"), Reproduction Fidelity ("how 'realistically' are we able to display it?"), and Extent of Presence Metaphor ("what is the extent of the illusion that the observer is present within that world?").},
annote = {Professor at University of Toronoto, responsible for coming up with the
virtuality continuum in all of its different versions. Provides some
fairly high-level theoretical discussion of what distinguishes the
different alternate realities that computer science has come to explore,
including how to determine whether an environment is augmented reality
or augmented virtuality (eg at what point does a scene stop being
augmented reality \& become augmented virtuality, etc.).

============

Brief introduction to mixed reality \& to the virtuality continuum
between completely real environments \& completely virtual environments.

Identifies 3 aspects that distinguish between real \& virtual;
> extent of world knowledge
	"how much do we know about the world being displayed?"
	world unmodelled (computer knows nothing about the contents of the
	environment) to world completely modelled (traditional virtual real-
	-ity where the computer has complete knowledge about each object in
	the environment)
> reproduction fidelity
	"how realistically are we able to display it?"
	pertains to both real \& virtual objects
> extent of prescence metaphor
	"what is the extent of the illusion that the observer is present
	within that world?"
	mixed reality displays include highly immersive environments with a
	strong presence metaphor, but also exocentric type AR displays

Identifies 6 different types of display technology that constitute mixed
reality interfaces.

Contains diagrams of virtuality continuum, extent of world knowledge,
reproduction fidelity \& extent of presence metaphor (all linear).

Definition of virtual reality.},
author = {Milgram, Paul and Kishino, Fumio},
journal = {IEICE Trans. Information Systems},
keywords = {augmented reality (AR),mixed reality (MR),virtual reality (VR)},
number = {12},
pages = {1321--1329},
title = {{A Taxonomy of Mixed Reality Visual Displays}},
url = {http://etclab.mie.utoronto.ca/people/paul\_dir/IEICE94/ieice.html},
volume = {E77-D},
year = {1994}
}
@inproceedings{musolesi:thesecond,
author = {{Mirco Musolesi}, Emiliano Miluzzo and Musolesi, Mirco and Miluzzo, Emiliano and Lane, Nicholas D and Eisenman, Shane B and Choudhury, Tanzeem and Campbell, Andrew T},
booktitle = {In Proc. of HotEmNets ’08},
month = jun,
title = {{The Second Life of a Sensor: Integrating Real-world Experience in Virtual Worlds using Mobile Phones}},
url = {http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.147.1457},
year = {2008}
}
@misc{mit:doppel,
author = {MIT},
howpublished = {$\backslash$url\{http://www.media.mit.edu/resenv/doppellab/\}},
title = {{DoppelLab - Exploring Dense Sensor Network Data Through A Game Engine}}
}
@misc{MIT,
annote = {        From Duplicate 1 (                           Responsive Environments Group                         - MIT )

MIT's Media Laboratory (particularly the Responsive Environments group
under the leadership of Joseph Paradiso) was responsible for essentially
the inaugural work in cross reality, with Joshua Lifton's PhD \& the
associated projects in the group framing 'dual reality', as it was
originally known, as a new application domain for sensor/actuator
networks, virtual worlds \& media creation. Lifton himself confirms that
cross reality \& dual reality are the same thing by different names.

      },
author = {MIT},
howpublished = {$\backslash$url\{http://www.media.mit.edu/resenv/\}},
title = {{Responsive Environments Group}},
url = {http://www.media.mit.edu/resenv/}
}
@article{Mittal2011,
author = {Mittal, Manas and Paradiso, Joseph A},
doi = {10.1109/JSEN.2010.2081976},
issn = {1530437X},
journal = {Ieee Sensors Journal},
number = {3},
pages = {818--828},
title = {{Ubicorder: A Mobile Device for Situated Interactions With Sensor Networks}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5590279},
volume = {11},
year = {2011}
}
@misc{Oliver2010,
author = {Oliver, Iain A and Miller, Alan H D and Allison, Colin},
booktitle = {Proceedings of the first annual ACM SIGMM conference on Multimedia systems},
doi = {10.1145/1730836.1730873},
isbn = {9781605589145},
pages = {305},
publisher = {ACM Press},
series = {MMSys '10},
title = {{Virtual worlds, real traffic: interaction and adaptation}},
url = {http://doi.acm.org/10.1145/1730836.1730873},
year = {2010}
}
@misc{OMG2007,
annote = {More definition of 'smart transducer', use in combination with elmenreich.},
author = {OMG},
title = {{Smart Transducer Interface Specification}},
url = {http://www.omg.org/docs/formal/03-01-01.pdf},
year = {2007}
}
@misc{OpenGeospatialConsortiuma,
annote = {        From Duplicate 1 (                           Welcome to the GSN Project                         - Open Geospatial Consortium, Inc. )

Homepage on the Web for the OGC GSN.

      },
author = {{Open Geospatial Consortium}, Inc.},
howpublished = {$\backslash$url\{http://sourceforge.net/apps/trac/gsn/\}},
title = {{Welcome to the GSN Project}},
url = {http://sourceforge.net/apps/trac/gsn/}
}
@misc{OpenGeospatialConsortium,
annote = {Videos/more information on demonostrations of SWE at OWS-4, covers the dirty bomb scenario.},
author = {{Open Geospatial Consortium}, Inc.},
title = {{OWS-4 Demonstration}},
url = {http://www.opengeospatial.org/pub/www/ows4/index.html}
}
@misc{OpenSimulatorProject,
author = {{OpenSimulator Project}},
title = {{OpenSim}},
url = {http://opensimulator.org/wiki/Main\_Page}
}
@misc{OpenWonderlandFoundation,
author = {{Open Wonderland Foundation}},
title = {{Open source 3D virtual collaboration toolkit | Open Wonderland}},
url = {http://openwonderland.org/}
}
@article{Op'tLand2009,
annote = {Talks at the end about how standardization within the MMO market appears to be "occurring not through an explicit process with a governing body, but via emulation and iteration" - eg new MMOs copy/mimic a lot of WoW's features/approach/etc. As WoW is the first exposure many gamers have to MMOs, its style of interaction \& whatnot becomes the lingua franca of the field \& thus future MMOs to be developed will be predicated on its models, until (if?) another MMO comes along \& does what WoW did.},
author = {Op'tLand, Ray},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Another Endless November: AOL, WoW, and the Corporatization of a Niche Market}},
url = {https://journals.tdl.org/jvwr/article/view/660/536},
volume = {2},
year = {2009}
}
@article{Osborne2009,
annote = {More economics really.},
author = {Osborne, Evan and Schiller, Shu},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Order and Creativity in Virtual Worlds}},
url = {https://journals.tdl.org/jvwr/article/view/649/515},
volume = {2},
year = {2009}
}
@article{Otte2009,
annote = {Didn't really seem to talk about 'Standardization in Virtual Worlds' that much... just sort of mentioned it in the last paragraph of the conclusion so as to qualify for this issue of JVWR...},
author = {Otte, Marco and Hoorn, Johan},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Standardization in Virtual Worlds: Prevention of False Hope and Undue Fear}},
url = {https://journals.tdl.org/jvwr/article/view/650/509},
volume = {2},
year = {2009}
}
@article{Otte2011,
abstract = {The Internet and virtual worlds are increasingly become a part of our daily lives. Currently these two are not capable of exchanging information, largely because of the lack of a global accepted standard for information exchange. Interaction between the real world and virtual worlds is mostly limited to classic mouse and keyboard devices, and exchange of information between different virtual worlds is virtually non-existent. We present a Use Case in the Metaverse1 project to increase motivation for continued physical exercising for the elderly by connecting real-world devices to virtual worlds, and allow information exchange through the teleportation of virtual objects from Second Life to our custom virtual biking world created in the Logos3D engine. We show that the principle of exchanging information between real and virtual worlds is simple, but the solution is non-trivial and requires not only a globally accepted standard to facilitate information exchange. From the results of a focus-group study, we show that a virtual environment does have the capability to increase motivation for exercising and that users do respond to a virtual exercise coach.},
author = {Otte, Marco and Roosendaal, Loren and Hoorn, Johan},
journal = {Journal of Virtual Worlds Research},
number = {3},
title = {{Teleportation of Objects between Virtual Worlds: Use Case: Exer-gaming}},
url = {https://journals.tdl.org/jvwr/article/view/6127},
volume = {4},
year = {2011}
}
@article{Paradiso1996,
author = {Paradiso, J A},
doi = {10.1147/sj.353.0473},
issn = {00188670},
journal = {IBM Systems Journal},
number = {3},
pages = {473--487},
title = {{The interactive balloon: Sensing, actuation and behavior in a common object}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5387220},
volume = {35},
year = {1996}
}
@inproceedings{Paradiso1997a,
abstract = {An interactive environment has been developed that uses a pair of Doppler radars to measure upper-body kinematics (velocity, direction of motion, amount of motion) and a grid of piezoelectric wires hidden under a 6 x 10 foot carpet to monitor dynamic foot position and pressure. This system has been used in an audio installation, where users launch and modify complex musical sounds and sequences as they wander about the carpet. This paper describes the floor and radar systems, quantifies their performance, and outlines the musical application.},
author = {Paradiso, J and Abler, C and Hsiao, K and Reynolds, M},
booktitle = {Proceedings of the ACM Conference on Human Factors in Computing Systems},
isbn = {0897919262},
pages = {277--278},
publisher = {ACM Press},
title = {{The Magic Carpet: Physical Sensing for Immersive Environments}},
url = {http://portal.acm.org/citation.cfm?id=1120391},
year = {1997}
}
@article{Paradiso2000,
abstract = {This paper describes four different systems that we have developed for capturing various manners of gesture near interactive surfaces. The first is a low-cost scanning laser rangefinder adapted to accurately track the position of bare hands in a plane just above a large projection display. The second is an acoustic system that detects the position of taps on a large, continuous surface (such as a table, wall, or window) by measuring the differential time-of-arrival of the acoustic shock impulse at several discrete locations. The third is a sensate carpet that uses a grid of piezoelectric wire to measure the dynamic location and pressure of footfalls. The fourth is a swept radio frequency (RF) tag reader that measures the height, approximate location, and other properties (orientation or a control variable like pressure) of objects containing passive, magnetically coupled resonant tags, and updates the continuous parameters of all tagged objects at 30 Hz. In addition to discussing the technologies and surveying different approaches, sample applications are given for each system.},
author = {Paradiso, J A and Hsiao, K and Strickon, J and Lifton, J and Adler, A},
doi = {10.1147/sj.393.0892},
issn = {00188670},
journal = {IBM Systems Journal},
number = {3},
pages = {892--914},
title = {{Sensor systems for interactive surfaces}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5387038},
volume = {39},
year = {2000}
}
@inproceedings{Paradiso1997,
abstract = {A sensor system is described for instrumenting a pair of dancing shoes in order to capture many expressive degrees of freedom and use them to drive music synthesizers and computer graphics in a real-time performance. Dynamic pressure is measured at three points in the shoe sole, as are the bend of the sole, pitch and yaw shoe angles, and translational shoe positions. Data will be transmit across a 19.2 kbaud wireless link, enabling updates at 10 msec intervals.},
author = {Paradiso, Joseph A and Hu, Eric},
booktitle = {First International Symposium on Wearable Computers ISWC 97},
doi = {10.1109/ISWC.1997.629936},
isbn = {0818681926},
pages = {165--166},
publisher = {IEEE Computer Society},
title = {{Expressive Footwear for Computer-Augmented Dance Performance}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=629936},
year = {1997}
}
@article{Paradiso2009,
abstract = {In this article, we define cross-reality as the union between ubiquitous sensor/actuator networks and shared online virtual worlds-a place where collective human perception meets the machines' view of pervasive computing. We describe how five of the articles in this issue expand on aspects of this theme.},
annote = {        From Duplicate 2 (                           Guest Editors' Introduction: Cross-Reality Environments                         - Paradiso, Joseph A.; Landay, James A. )

Joseph Paradiso as guest editor introduces the section of the issue all
about cross reality. Has a few references to the technologies involved,
overviews of some of the articles, etc.

Definition of cross reality as 'the ubiquitous mixed reality environment
that comes from the fusion of these two technologies' (referring to
sensor/actuator networks \& 3D virtual environments).

      },
author = {Paradiso, Joseph A. and Landay, James A.},
doi = {10.1109/MPRV.2009.47},
issn = {1536-1268},
journal = {Pervasive Computing, IEEE},
month = jul,
number = {3},
pages = {14--15},
title = {{Cross-Reality Environments}},
url = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=5165555},
volume = {8},
year = {2009}
}
@misc{Pardue,
author = {Pardue, Laurel and Dublon, Gershon and Jethwani, Anisha and Prouty, Jeffrey and Turner, Prouty and Joliat, Nicholas and Swartz, Noah and Paradiso, Joseph},
title = {{DoppelLab}},
url = {http://www.media.mit.edu/resenv/doppellab/}
}
@inproceedings{park:xcream,
address = {New York, NY, USA},
author = {Park, Kyungeun and Yun, Jekuk and Byun, Changhyun and Kim, Yanggon and Chang, Juno},
booktitle = {Proceedings of the 12th International Conference on Information Integration and Web-based Applications \&\#38; Services},
doi = {http://doi.acm.org/10.1145/1967486.1967597},
isbn = {978-1-4503-0421-4},
keywords = {RFID (radio frequency identifcation),USN (universal sensor network),XCREAM (XLogic collaborative RFID/USN-Enabled ada,collaboration,middleware framework},
pages = {692--695},
publisher = {ACM},
series = {iiWAS '10},
title = {{XCREAM: collaborative middleware framework for RFID/USN-enabled applications}},
url = {http://doi.acm.org/10.1145/1967486.1967597},
year = {2010}
}
@inproceedings{Park2010,
address = {New York, New York, USA},
annote = {'XLogic Collaborative RFID/USN-Enabled Adaptive Middleware' aims to all-
-ow collaboration between many RFID/USN applications by providing them
with a flexible interface through a web-based service scheme, XML-based
infrastructure \& the XLogic sript language. Paper includes simulation
results including performance analysis.

'seamlessly orchestrating framework'

XCREAM framework sits between various RFID/USN middlewares \& application
services.},
author = {Park, Kyungeun and Yun, Jekuk and Byun, Changhyun and Kim, Yanggon and Chang, Juno},
booktitle = {Proceedings of the 12th International Conference on Information Integration and Web-based Applications \& Services - iiWAS '10},
doi = {10.1145/1967486.1967597},
file = {:home/cj/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Park et al. - 2010 - XCREAM.pdf:pdf},
isbn = {9781450304214},
keywords = {RFID (radio frequency identifcation),USN (universal sensor network),XCREAM (XLogic collaborative RFID/USN-Enabled adap,collaboration,middleware framework},
month = nov,
pages = {692},
publisher = {ACM Press},
title = {{XCREAM}},
url = {http://dl.acm.org/citation.cfm?id=1967486.1967597},
year = {2010}
}
@misc{PhidgetsInc.,
author = {{Phidgets Inc.}},
title = {{Phidgets Inc. - Unique and Easy to Use USB Interfaces}},
url = {http://www.phidgets.com/}
}
@inproceedings{Pletinckx2002,
author = {Pletinckx,

repository: CJ-Davies/thesis

repo_name: CJ-Davies/thesis