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13 July 2009
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Interview with Professor Steve Benford, principle investigator at Nottingham University's Mixed Reality Lab.

What is MRL?

The MRL is the Mixed Reality Laboratory - a research laboratory at The University of Nottingham that is home to a range of projects that are looking into new ways of merging the physical and digital (i.e., online) worlds. Physically, the MRL is a configurable studio space that is equipped with various projection, tracking, computing and networking technologies. This is home to about 40 researchers with backgrounds in computer science, sociology, psychology, architecture, and engineering. Current projects in the MRL include Equator a 10 million, six-year initiative, involving eight UK universities that has been funded by the Engineering and Physical Sciences Research Council (EPSRC) [see www.equator.ac.uk]. We are also involved in three projects under the EC's Disappearing Computer Initiative [see www.disappearing-computer.net].

Could you explain a bit about its areas of research and the work that you do?

Broadly speaking, we do three kinds of things.

First, we generate new technologies. These include new software such as MASSIVE for multi-user virtual worlds and Equip for interfacing wireless devices and tracking technologies to virtual worlds. We also develop devices that join physical and digital worlds in new ways. Some recent examples include:
- traversable interfaces - screens that you step through in order to enter a virtual world (the most extreme example being a large curtain of water into which an image of a virtual world was projected as part of the Desert Rain project);
- the augurscope - a tripod-mounted display for use outdoors that knows where it is located, and in which direction it is being pointed wherever you take it;
- the storytelling tent - a portable immersive environment for children that can automatically sense who and what is entering and leaving its structure.

Second, we explore new applications of these technologies. In recent years, we have focused on new forms of entertainment, television and performance as well as on technologies to support home and social life. However, we also have projects in areas such as manufacturing and scientific visualisation.

Third, we evaluate the kinds of experiences that people have when using these technologies. For this, we draw on techniques from the social sciences and psychology, including ethnography, a technique where skilled observers observe and then analyse social interaction in different environments, drawing on field-notes and video recordings.

How is augmented reality different to virtual reality?

Whereas virtual reality involves cutting yourself off from the real world in order to immerse yourself in a computer generated virtual world, augmented reality involves overlaying a virtual world on your view of the real world so that you experience both at the same time. The computer might label physical objects with instructions, guidance and directions, or the everyday physical world might become populated with virtual characters and objects. There are several ways of experiencing augmented reality: you can wear a see-through head-mounted display, can point a handheld display at a physical object; or can see digital information mixed with a video view of a remote environment. In each case, the computer system needs to be able to track where you are looking and possibly determine what you are seeing in order to augment your view. This requirement to 'register' virtual with physical objects is probably the most difficult technical challenge for augmented reality.

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