Dear colleagues,

It is now not uncommon, especially within the scholarly community interested in 
games and virtual worlds for learning, to hold presentations or other events 
that are simultaneously attended by audiences in the real/physical and virtual 
worlds, with cameras on both so the attendees in each space are able to see 
each other. I was wondering if anyone was aware of published reports about 
and/or research/evaluations of the use this type of "blended reality" 
setup/approach: (a) in general; and (b) for learning and teaching in a formal 
instructional setting (e.g., lecture and tutorial classes)?

At the moment, other than the blended reality case study that was part of the 
Blended Synchronous Learning project my colleagues and I worked on 
(http://blendsync.org/) as well as an earlier proof-of-concept/trial conducted 
by our project leader, Matt Bower, at Macquarie University (Australia) (see 
http://ascilite.org.au/conferences/sydney10/procs/Bower-full.pdf), I know of 
only one other project in this area, MiRTLE, which was led by Michael Gardner 
at the University of Essex (UK) a few years ago (see 
http://www.educause.edu/ero/article/mirtle).

Any pointers to other projects (past and/or present) as well as relevant 
literature sources would be most welcomed and appreciated.

Many thanks in advance!

Best regards,


Mark J.W. Lee
Charles Sturt University

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