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Wayne Piekarski

Bio: Wayne Piekarski is an academic researcher from University of South Australia. The author has contributed to research in topics: Augmented reality & Computer-mediated reality. The author has an hindex of 28, co-authored 59 publications receiving 2747 citations.


Papers
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Journal ArticleDOI
TL;DR: This work extended an existing desktop game and developed it into the ARQuake system, one of the first systems that allows users to play augmented reality games outdoors—allowing them to move in the physical world, and at the same time experience computer-generated graphical monsters and objects.
Abstract: cially available affordable wearable computers and head-mounted displays (HMDs), it is possible to develop augmented reality entertainment applications suitable for an outdoor environment. We extended an existing desktop game and developed it into the ARQuake system [4], one of the first systems that allows users to play augmented reality games outdoors—allowing them to move in the physical world, and at the same time experience computer-generated graphical monsters and objects. The game we extended was Quake from id Software (see www.idsoftware.com), a firstperson-perspective, shoot-em-up game initially released in 1996. In Quake, the player runs around a virtual world, shooting at monsters, collecting objects, and completing objectives. The game is desktop-based, with the user interacting with it using a monitor, keyboard, and mouse. Although the game is relatively old, the graphics engine is very powerful and runs on a wide range of computing hardware. Recently, id Software released the source code for Quake, making it possible for enthusiasts and researchers to modify the game for their own purposes. Augmented reality (AR) is the process of overlaying and aligning computer-generated images over a user’s view of the physical world. Using a transparent HMD placed on the user’s head, an internal half-silvered mirror combines images from an LCD display with the user’s vision of the world (see Figure 1). By combining this display technology with a wearable computer, it is possible for the user to walk outdoors and visualize graphical objects that are not normally visible. A comprehensive survey article [1] discusses most aspects of this research area. Wayne Piekarski and Bruce Thomas

354 citations

Proceedings ArticleDOI
18 Oct 2000
TL;DR: This paper presents an outdoor/indoor augmented reality first person application ARQuake, and presents an architecture for a low cost, moderately accurate six degrees of freedom tracking system based on GPS, digital compass, and fiducial vision-based tracking.
Abstract: This paper presents an outdoor/indoor augmented reality first person application ARQuake we have developed. ARQuake is an extension of the desktop game Quake, and as such we are investigating how to convert a desktop first person application into an outdoor/indoor mobile augmented reality application. We present an architecture for a low cost, moderately accurate six degrees of freedom tracking system based on GPS, digital compass, and fiducial vision-based tracking. Usability issues such as monster selection, colour, and input devices are discussed. A second application for AR architectural design visualisation is presented.

334 citations

Journal ArticleDOI
02 Jan 2002
TL;DR: An architecture for a low cost, moderately accurate six degrees of freedom tracking system based on GPS, digital compass, and fiducial vision-based tracking is presented.
Abstract: This paper presents a first person outdoor/indoor augmented reality application ARQuake that we have developed. ARQuake is an extension of the desktop game Quake, and as such we are investigating how to convert a desktop first person application into an outdoor/indoor mobile augmented reality application. We present an architecture for a low cost, moderately accurate six degrees of freedom tracking system based on GPS, digital compass, and fiducial vision-based tracking. Usability issues such as monster selection, colour, input devices, and multi-person collaboration are discussed.

194 citations

Proceedings ArticleDOI
19 Oct 1998
TL;DR: This paper reports the outcomes of a set of trials using an off the shelf wearable computer, equipped with a custom built navigation software package, "map-in-the-hat", to provide visual navigation aids to users.
Abstract: To date augmented realities are typically operated in only a small defined area, in the order of a large room. This paper reports on our investigation into expanding augmented realities to outdoor environments. The project entails providing visual navigation aids to users. A wearable computer system with a see-through display, digital compass, and a differential GPS are used to provide visual cues while performing a standard orienteering task. This paper reports the outcomes of a set of trials using an off the shelf wearable computer, equipped with a custom built navigation software package, "map-in-the-hat".

191 citations

Proceedings ArticleDOI
08 Oct 2001
TL;DR: New techniques for capturing and viewing on site 3D graphical models for large outdoor objects that would previously have to be captured with manual, time-consuming, and/or expensive methods are presented.
Abstract: This paper presents new techniques for capturing and viewing on site 3D graphical models for large outdoor objects. Using an augmented reality wearable computer, we have developed a software system, known as Tinmith-Metro. Tinmith-Metro allows users to control a 3D constructive solid geometry modeller for building graphical objects of large physical artefacts, for example buildings, in the physical world. The 3D modeller is driven by a new user interface known as Tinmith-Hand, which allows the user to control the modeller using a set of pinch gloves and hand tracking. These techniques allow user to supply their AR renderers with models that would previously have to be captured with manual, time-consuming, and/or expensive methods.

148 citations


Cited by
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Journal ArticleDOI
TL;DR: This work refers one to the original survey for descriptions of potential applications, summaries of AR system characteristics, and an introduction to the crucial problem of registration, including sources of registration error and error-reduction strategies.
Abstract: In 1997, Azuma published a survey on augmented reality (AR). Our goal is to complement, rather than replace, the original survey by presenting representative examples of the new advances. We refer one to the original survey for descriptions of potential applications (such as medical visualization, maintenance and repair of complex equipment, annotation, and path planning); summaries of AR system characteristics (such as the advantages and disadvantages of optical and video approaches to blending virtual and real, problems in display focus and contrast, and system portability); and an introduction to the crucial problem of registration, including sources of registration error and error-reduction strategies.

3,624 citations

Patent
12 Nov 2013
TL;DR: In this paper, a variety of technologies by which existing functionality can be improved, and new functionality can also be provided, including visual search capabilities, and determining appropriate actions responsive to different image inputs.
Abstract: Cell phones and other portable devices are equipped with a variety of technologies by which existing functionality can be improved, and new functionality can be provided. Some relate to visual search capabilities, and determining appropriate actions responsive to different image inputs. Others relate to processing of image data. Still others concern metadata generation, processing, and representation. Yet others relate to coping with fixed focus limitations of cell phone cameras, e.g., in reading digital watermark data. Still others concern user interface improvements. A great number of other features and arrangements are also detailed.

2,033 citations

Journal ArticleDOI
TL;DR: The field of AR is described, including a brief definition and development history, the enabling technologies and their characteristics, and some known limitations regarding human factors in the use of AR systems that developers will need to overcome.
Abstract: We are on the verge of ubiquitously adopting Augmented Reality (AR) technologies to enhance our percep- tion and help us see, hear, and feel our environments in new and enriched ways. AR will support us in fields such as education, maintenance, design and reconnaissance, to name but a few. This paper describes the field of AR, including a brief definition and development history, the enabling technologies and their characteristics. It surveys the state of the art by reviewing some recent applications of AR technology as well as some known limitations regarding human factors in the use of AR systems that developers will need to overcome.

1,526 citations

Proceedings ArticleDOI
15 Sep 2008
TL;DR: This paper reviews the ten-year development of the work presented at the ISMAR conference and its predecessors with a particular focus on tracking, interaction and display research, providing a roadmap for future augmented reality research.
Abstract: Although Augmented Reality technology was first developed over forty years ago, there has been little survey work giving an overview of recent research in the field. This paper reviews the ten-year development of the work presented at the ISMAR conference and its predecessors with a particular focus on tracking, interaction and display research. It provides a roadmap for future augmented reality research which will be of great value to this relatively young field, and also for helping researchers decide which topics should be explored when they are beginning their own studies in the area.

1,040 citations

Book
31 Dec 2005
TL;DR: The "Encyclopedia of Human Computer Interaction" is the most thorough and definitive source providing coverage of everything related to the field of human computer interaction (HCI).
Abstract: The "Encyclopedia of Human Computer Interaction" is the most thorough and definitive source providing coverage of everything related to the field of human computer interaction (HCI). This encyclopedia covers a wide range of HCI related topics such as concepts, design, usability, evaluation, innovations, and applications of HCI in organizations around the globe. Hundreds of contributors and advisors from around the world have conferred their expertise to this publication, making this encyclopedia a single source of authoritative and contemporary research in field of human computer interaction. The "Encyclopedia of Human Computer Interaction" also includes coverage of real life experiences and cases of HCI and the lessons learned helping readers to learn extensively about this important field of study.

795 citations