Welcome to Mixed Reality Entertainment and Art 2007


Mixed Reality Entertainment and Art

Recently more and more people realize that entertainment is a key driver for development of technology. There has been a great deal of recent research put in the entertainment industry and it has grown dramatically as a topic of research interest. However, there is still a big gap to achieve physicality, mobility, tangible, social and physical interaction for people’s entertainment. The main deficiencies of present entertainment systems is that they make people involved in the play passively and partially due to limited kinds of screen-based interactions and also a large lack of social physical interactions between humans and computer entertainment systems. It is proposed that social and physical interactions are new paradigms that outline the vision of the next generation of entertainment. We can provide these interactions through employment of technologies such as mixed reality to merge the human physical world with the virtual game world. Those new genres of mixed reality entertainment technology should provide much greater degrees of freedom than current entertainment systems.

Furthermore, the advances in mixed reality entertainment have also led to new forms of technology-enabled media art, culture and performance which have created new forms of entertainment that attract, immerse and absorb their participants. The phenomenal success of such a “culture” to initiate a mass audience in patterns and practices of its own consumption has supported the evolution of an enormously powerful mass entertainment, digital art and performance industry extending deeply into every aspect of our lives, leading further to major societal and business contacting changes.
In this workshop, we plan to explore and discuss the latest research and new paradigms of mixed reality for entertainment and art. We would welcome both academic and industry viewpoints and reports.

Important Day

  • Paper submission: September 30th, 2007
  • Notification: October 14th, 2007
  • Camera Ready (Published on Workshop Home Page as PDF File): October 30th, 2007
  • Workshop: November 13th, 2007


  • Location-based and Pervasive Gaming,
  • Mobile Entertainment,
  • Entertainment Robotics and Haptics
  • Digital, Artistic, and Commercial MR Games,
  • MR Edutainment,
  • Educational/Serious Games,
  • Interactive Games,
  • Multimodal Interfaces for Games,
  • e-Performance (e-Opera, e-Theatre, e-Concert, …),
  • Virtual Exhibitions and Museum Installations
  • Social and Interactive Entertainment Computing Applications,
  • Innovative Applications of Technology in the Arts,
  • Novel Interfaces for MR Games,
  • Tabletop Games
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