Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 53. Chapters: Augmented reality, Interactive art, Alternate reality game, Simulated reality, Head-up display, Xi, Projection augmented model, Cave Automatic Virtual Environment, EyeToy, Head-mounted display, Simulated reality in fiction, Virtual retinal display, Compositing, Camera resectioning, Bamzooki, Gbanga Famiglia, Real-time computer graphics, Video tracking, ARToolKit, Reality-virtuality continuum, Immersive technology, Vuzix, Augmented virtuality, Image-based modeling and rendering, Interactive video compositing, FightBox. Excerpt: An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions. The form is defined by intense player involvement with a story that takes place in real-time and evolves according to participants' responses, and characters that are actively controlled by the game's designers, as opposed to being controlled by artificial intelligence as in a computer or console video game. Players interact directly with characters in the game, solve plot-based challenges and puzzles, and often work together with a community to analyze the story and coordinate real-life and online activities. ARGs generally use multimedia, such as telephones, email and mail but rely on the Internet as the central binding medium. ARGs are growing in popularity, with new games appearing regularly and an increasing amount of experimentation with new models and subgenres. They tend to be free to play, with costs absorbed either through supporting products (e.g. collectible puzzle cards fund Perplex City) or through promotional relationships with existing products (for example, I Love Bees was a promotion for Halo 2, and the Lost Experience and FIND815 promoted the television sho...