scispace - formally typeset
Search or ask a question
Author

Misa Ivkovic

Bio: Misa Ivkovic is an academic researcher from University of Novi Sad. The author has contributed to research in topics: Computer-mediated reality & Augmented reality. The author has an hindex of 1, co-authored 1 publications receiving 764 citations.

Papers
More filters
Journal ArticleDOI
TL;DR: Challenges augmented reality is facing in each of these applications to go from the laboratories to the industry, as well as the future challenges the authors can forecast are also discussed in this paper.
Abstract: This paper surveys the current state-of-the-art of technology, systems and applications in Augmented Reality. It describes work performed by many different research groups, the purpose behind each new Augmented Reality system, and the difficulties and problems encountered when building some Augmented Reality applications. It surveys mobile augmented reality systems challenges and requirements for successful mobile systems. This paper summarizes the current applications of Augmented Reality and speculates on future applications and where current research will lead Augmented Reality's development. Challenges augmented reality is facing in each of these applications to go from the laboratories to the industry, as well as the future challenges we can forecast are also discussed in this paper. Section 1 gives an introduction to what Augmented Reality is and the motivations for developing this technology. Section 2 discusses Augmented Reality Technologies with computer vision methods, AR devices, interfaces and systems, and visualization tools. The mobile and wireless systems for Augmented Reality are discussed in Section 3. Four classes of current applications that have been explored are described in Section 4. These applications were chosen as they are the most famous type of applications encountered when researching AR apps. The future of augmented reality and the challenges they will be facing are discussed in Section 5.

1,012 citations


Cited by
More filters
Journal ArticleDOI
TL;DR: The usability study showed that although this technology is not mature enough to be used massively in education, enthusiasm of middle-school students diminished most of the barriers found.
Abstract: In this paper, the authors show that augmented reality technology has a positive impact on the motivation of middle-school students. The Instructional Materials Motivation Survey (IMMS) (Keller, 2010) based on the ARCS motivation model (Keller, 1987a) was used to gather information; it considers four motivational factors: attention, relevance, confidence, and satisfaction. Motivational factors of attention and satisfaction in an augmented-reality-based learning environment were better rated than those obtained in a slides-based learning environment. When the impact of the augmented reality system was analyzed in isolation, the attention and confidence factors were the best rated. The usability study showed that although this technology is not mature enough to be used massively in education, enthusiasm of middle-school students diminished most of the barriers found.

780 citations

Journal ArticleDOI
TL;DR: The research and development of augmented reality (AR) applications in design and manufacturing is reviewed in this paper, which consists of seven main sections: the background of manufacturing simulation applications and the initial AR developments, current hardware and software tools associated with AR.

580 citations

Book
31 Mar 2015
TL;DR: This survey summarizes almost 50 years of research and development in the field of Augmented Reality AR and provides an overview of the common definitions of AR, and shows how AR fits into taxonomies of other related technologies.
Abstract: This survey summarizes almost 50 years of research and development in the field of Augmented Reality AR. From early research in the1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched.

573 citations

Journal ArticleDOI
TL;DR: This study demonstrates that 3D city models are employed in at least 29 use cases that are a part of more than 100 applications that could be useful for scientists as well as stakeholders in the geospatial industry.
Abstract: In the last decades, 3D city models appear to have been predominantly used for visualisation; however, today they are being increasingly employed in a number of domains and for a large range of tasks beyond visualisation. In this paper, we seek to understand and document the state of the art regarding the utilisation of 3D city models across multiple domains based on a comprehensive literature study including hundreds of research papers, technical reports and online resources. A challenge in a study such as ours is that the ways in which 3D city models are used cannot be readily listed due to fuzziness, terminological ambiguity, unclear added-value of 3D geoinformation in some instances, and absence of technical information. To address this challenge, we delineate a hierarchical terminology (spatial operations, use cases, applications), and develop a theoretical reasoning to segment and categorise the diverse uses of 3D city models. Following this framework, we provide a list of identified use cases of 3D city models (with a description of each), and their applications. Our study demonstrates that 3D city models are employed in at least 29 use cases that are a part of more than 100 applications. The classified inventory could be useful for scientists as well as stakeholders in the geospatial industry, such as companies and national mapping agencies, as it may serve as a reference document to better position their operations, design product portfolios, and to better understand the market.

547 citations

Journal ArticleDOI
TL;DR: The present work discusses the evolution and changes over the time of the use of VR in the main areas of application with an emphasis on the future expected VR’s capacities, increases and challenges.
Abstract: The recent appearance of low cost Virtual Reality (VR) technologies – like the Oculus Rift, the HTC Vive and the Sony PlayStation VR – and Mixed Reality Interfaces (MRITF) – like the Hololens – is attracting the attention of users and researchers suggesting it may be the next largest stepping stone in technological innovation. However, the history of VR technology is longer than it may seem: the concept of VR was formulated in the 1960s and the first commercial VR tools appeared in the late 1980s. For this reason, during the last twentyyears, hundreds of researchers explored the processes, effects and applications of this technology producing thousands of scientific papers. What is the outcome of this significant research work? This paper wants to provide an answer to this question by exploring, using advanced scientometric techniques, the existing research corpus in the field. We collected all the existent articles about VR in the Web of Science Core Collection scientific database, and the resultant dataset contained 21,667 records for VR and 9,944 for AR. The bibliographic record contained various fields, such as author, title, abstract, country, and all the references (needed for the citation analysis). The network and cluster analysis of the literature showed a composite panorama characterized by evolutions over the time. Indeed, whether until five years ago, the main publication media on VR concerned both conference proceeding and journals, more recently journals constitute the main medium. Similarly, if at first computer science was the leading research field, nowadays clinical areas increased, as well as the number of countries involved in virtual reality research. The present work discusses the evolution of the use of virtual reality in the main areas of application with an emphasis on the future expected virtual reality’s capacities, increases and challenges. We conclude considering the disruptive contribution that VR/AR/MRITF will be able to get in scientific fields, as well in human communication and interaction, as already happened with the advent of mobile phones by increasing the use and the development of scientific applications (e.g. in clinical areas) and by modifying the social communication and interaction among people.

479 citations