Our own work also subscribes to a whole-body interaction design philosophy, but extends the definition of Blended Reality to include the user-perceived migration of phenomena from virtual
to real, tangible objects able to move and interact with the user in physical space. Rather than designing experiences that orient the user towards the screen, our definition of blended reality also models a continuous environment, yet allows for further natural interaction that is not screen-dependent and is tactile and social. It incorporates the use of a metaphorical portal through which an embodied, appealing robotic character extends out of and onto the screen, providing a blended context for play that orients the multiple users towards each other and the mobile, robotic media in the physical interaction space.