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Journal ArticleDOI

A Survey of Augmented Reality Technologies, Applications and Limitations

01 Jan 2010-International Journal of Virtual Reality (Universite de Bordeaux)-Vol. 9, Iss: 2, pp 1-20
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.

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Citations
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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: An extensive review on human–robot collaboration in industrial environment is provided, with specific focus on issues related to physical and cognitive interaction, and the commercially available solutions are presented.

632 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


Cites background from "A Survey of Augmented Reality Techn..."

  • ...[2001], Van Krevelen and Poelman [2010] and Carmigniani et al. [2011] and the research survey of Zhou et al....

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  • ...[2001], Van Krevelen and Poelman [2010] and Carmigniani et al. [2011] and the research survey of Zhou et al. [2008]. In the next section we provide a more formal definition of AR and related taxonomies, then a history of the AR development over the last 50 years....

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Journal ArticleDOI
TL;DR: A new taxonomy of technologies is proposed, namely the “EPI Cube”, which allows academics and managers to classify all technologies, current and potential, which might support or empower customer experiences, but can also produce new experiences along the customer journey.

531 citations

Journal ArticleDOI
TL;DR: The article surveys the state-of-the-art in augmented-, virtual-, and mixed-reality systems as a whole and from a cultural heritage perspective and identifies specific application areas in digital cultural heritage and makes suggestions as to which technology is most appropriate in each case.
Abstract: A multimedia approach to the diffusion, communication, and exploitation of Cultural Heritage (CH) is a well-established trend worldwide. Several studies demonstrate that the use of new and combined media enhances how culture is experienced. The benefit is in terms of both number of people who can have access to knowledge and the quality of the diffusion of the knowledge itself. In this regard, CH uses augmented-, virtual-, and mixed-reality technologies for different purposes, including education, exhibition enhancement, exploration, reconstruction, and virtual museums. These technologies enable user-centred presentation and make cultural heritage digitally accessible, especially when physical access is constrained. A number of surveys of these emerging technologies have been conducted; however, they are either not domain specific or lack a holistic perspective in that they do not cover all the aspects of the technology. A review of these technologies from a cultural heritage perspective is therefore warranted. Accordingly, our article surveys the state-of-the-art in augmented-, virtual-, and mixed-reality systems as a whole and from a cultural heritage perspective. In addition, we identify specific application areas in digital cultural heritage and make suggestions as to which technology is most appropriate in each case. Finally, the article predicts future research directions for augmented and virtual reality, with a particular focus on interaction interfaces and explores the implications for the cultural heritage domain.

473 citations


Cites background from "A Survey of Augmented Reality Techn..."

  • ...Of particular interest is the work of Girbacia et al. (2013) on a workflow for the restoration of religious heritage, starting from the reconstruction of statues and extending to their in-place geo-located visualization in AR. Vanoni et al. (2012) describe ARtifact, a tablet-based augmented reality system that enables on-site visual analysis (see Figure 4(a))....

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  • ...Research in the fields of Tangible User Interfaces (TUI), augmented reality, and Human Computer Interaction (HCI) aim to provide intuitive and natural interaction interfaces (Billinghurst et al. 2008; Hürst and Van Wezel 2013; Kang 2013; Kato et al. 2000; Liarokapis et al. 2005; Vlahakis et al. 2001)....

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  • ...…et al. 2015; Azuma et al. 2001; Azuma 1997; Carmigniani et al. 2011; Costanza et al. 2009; Papagiannakis et al. 2008; Sanna and Manuri 2016; Van Krevelen and Poelman 2010; Zhou et al. 2008; Zhou and Deng 2009), there has been little attempt to collate and analyse the available literature on…...

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  • ...While there are a number of general surveys of immersivereality technologies (Adhani and Awang 2012; Anthes et al. 2016; Arth et al. 2015; Azuma et al. 2001; Azuma 1997; Carmigniani et al. 2011; Costanza et al. 2009; Papagiannakis et al. 2008; Sanna and Manuri 2016; Van Krevelen and Poelman 2010; Zhou et al. 2008; Zhou and Deng 2009), there has been little attempt to collate and analyse the available literature on their application to the Cultural Heritage domain specifically....

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  • ...While this approach is not novel in iteself (Damala and Stojanovic 2012; Hatala and Wakkary 2005; Kovachev et al. 2014; Matuszka 2015; Van Aart et al. 2010), it does open up possibilities for citizen participation (Ruta et al. 2014)....

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References
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Journal ArticleDOI
TL;DR: Consider writing, perhaps the first information technology: The ability to capture a symbolic representation of spoken language for long-term storage freed information from the limits of individual memory.
Abstract: Specialized elements of hardware and software, connected by wires, radio waves and infrared, will soon be so ubiquitous that no-one will notice their presence.

9,073 citations

Proceedings ArticleDOI
26 Mar 2000
TL;DR: RADAR is presented, a radio-frequency (RF)-based system for locating and tracking users inside buildings that combines empirical measurements with signal propagation modeling to determine user location and thereby enable location-aware services and applications.
Abstract: The proliferation of mobile computing devices and local-area wireless networks has fostered a growing interest in location-aware systems and services. In this paper we present RADAR, a radio-frequency (RF)-based system for locating and tracking users inside buildings. RADAR operates by recording and processing signal strength information at multiple base stations positioned to provide overlapping coverage in the area of interest. It combines empirical measurements with signal propagation modeling to determine user location and thereby enable location-aware services and applications. We present experimental results that demonstrate the ability of RADAR to estimate user location with a high degree of accuracy.

8,667 citations


"A Survey of Augmented Reality Techn..." refers methods in this paper

  • ...Several techniques are researched by Bahl and Padmanabhan [21], Castro et al. [41] and vendors like InnerWireless 11 , AeroScout 12 and Ekahau 13 offer integrated systems for personnel and equipment tracking in for instance hospitals....

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  • ...Several techniques are researched by Bahl and Padmanabhan [21], Castro et al....

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Journal ArticleDOI
Ronald Azuma1
TL;DR: The characteristics of augmented reality systems are described, including a detailed discussion of the tradeoffs between optical and video blending approaches, and current efforts to overcome these problems are summarized.
Abstract: This paper surveys the field of augmented reality AR, in which 3D virtual objects are integrated into a 3D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment, and military applications that have been explored. This paper describes the characteristics of augmented reality systems, including a detailed discussion of the tradeoffs between optical and video blending approaches. Registration and sensing errors are two of the biggest problems in building effective augmented reality systems, so this paper summarizes current efforts to overcome these problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using augmented reality.

8,053 citations


"A Survey of Augmented Reality Techn..." refers background in this paper

  • ...Before an AR system can display virtual objects into a real environment, the system must be able to sense the environment and track the viewer‟s (relative) movement preferably with six degrees of freedom (6DOF): three variables (x, y, and z) for position and three angles (yaw, pitch, and roll) for…...

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  • ...Finally, removing real objects by overlaying virtual ones, approaches known as mediated or diminished reality, is also considered AR....

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Journal Article
TL;DR: Paul Milgram's research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine.
Abstract: Paul Milgram received the BASc degree from the University of Toronto in 1970, the MSEE degree from the Technion (Israel) in 1973 and the PhD degree from the University of Toronto in 1980 From 1980 to 1982 he was a ZWO Visiting Scientist and a NATO Postdoctoral in the Netherlands, researching automobile driving behaviour From 1982 to 1984 he was a Senior Research Engineer in Human Engineering at the National Aerospace Laboratory (NLR) in Amsterdam, where his work involved the modelling of aircraft flight crew activity, advanced display concepts and control loops with human operators in space teleoperation Since 1986 he has worked at the Industrial Engineering Department of the University of Toronto, where he is currently an Associate Professor and Coordinator of the Human Factors Engineering group He is also cross appointed to the Department of Psychology In 1993-94 he was an invited researcher at the ATR Communication Systems Research Laboratories, in Kyoto, Japan His research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine He is also President of Translucent Technologies, a company which produces "Plato" liquid crystal visual occlusion spectacles (of which he is the inventor), for visual and psychomotor research

4,092 citations

Proceedings ArticleDOI
27 Mar 1997
TL;DR: Tangible Bits allows users to "grasp & manipulate" bits in the center of users’ attention by coupling the bits with everyday physical objects and architectural surfaces and ambient media for background awareness.
Abstract: This paper presents our vision of Human Computer Interaction (HCI): "Tangible Bits." Tangible Bits allows users to "grasp & manipulate" bits in the center of users’ attention by coupling the bits with everyday physical objects and architectural surfaces. Tangible Bits also enables users to be aware of background bits at the periphery of human perception using ambient display media such as light, sound, airflow, and water movement in an augmented space. The goal of Tangible Bits is to bridge the gaps between both cyberspace and the physical environment, as well as the foreground and background of human activities. This paper describes three key concepts of Tangible Bits: interactive surfaces; the coupling of bits with graspable physical objects; and ambient media for background awareness. We illustrate these concepts with three prototype systems ‐ the metaDESK, transBOARD and ambientROOM ‐ to identify underlying research issues.

3,885 citations


"A Survey of Augmented Reality Techn..." refers background in this paper

  • ...Haptic (touch) displays are discussed with the interfaces in Section 2.3, while olfactory (smell) and gustatory (taste) displays are less developed or practically non-existent AR techniques and will not be discussed in this essay....

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