ARQuake: an outdoor/indoor augmented reality first person application
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Citations
Recent advances in augmented reality
Head-worn displays: a review
The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature
ARQuake: the outdoor augmented reality gaming system
Face to Face Collaborative AR on Mobile Phones
References
Marker tracking and HMD calibration for a video-based augmented reality conferencing system
Superior augmented reality registration by integrating landmark tracking and magnetic tracking
Technologies for augmented reality systems: realizing ultrasound-guided needle biopsies
Walkthrough—a dynamic graphics system for simulating virtual buildings
Situated documentaries: embedding multimedia presentations in the real world
Related Papers (5)
Frequently Asked Questions (17)
Q2. What contributions have the authors mentioned in the paper "Arquake: an outdoor/indoor augmented reality first person application" ?
The authors present an archite cture for a low cost, moderately accurate six degrees of freedom tracking system based on GPS, digital compass, and ducial vision-based tracking. A second application for AR architectural design visualisation is presented.
Q3. What is the purpose of the modpatt module?
The modpatt module performs the pattern recognition using the ART oolKit, and also reads in position and orientation values from the devices in modharvester.
Q4. How much error does the compass have?
A t50 meters a di erence of 2-5 metres (GPS tracking error) of the user's position is approximately a 2-5 degree error in user's horizontal eld of view, and the compass itself has an error of +/- 1 degrees.
Q5. What is the key to augmented reality?
The augmented reality information (monsters, weapons, objects of interest) is displayed in spatial context with the physical world.
Q6. Why did the monsters appear on the indoor displays?
Because of the limitations on movement imposed by the tracking hardware, the best monsters were those that walked or leaped and those that were relativ ely easy to destroy and did not in ict extreme damage on the user with their rst attack.
Q7. What is the purpose of the modquake module?
The modquake module extracts information from the Tinmith system, such as position and orientation, and con verts this in to UDP packets which are then sent onto the local netw ork.
Q8. What is the problem of the camera?
The camera does not have the problem of variable area of visible wall space, as the distance to the ceiling is relatively constant.
Q9. What is the first approach for determining when to use the information from the GPS/compass?
Their initial approach for determining when to use the information from the GPS/compass or the ARToolKit methods is use the ART oolKit's information rst, when the ARToolKit is condent of registering a ducial marker.
Q10. What is the way to use the visual landmarks in Quake?
The use of visual landmarks can improve registration in one of tw ow ays, rstly to allow the system to correct the nal image by aligning the landmark with a kno wnposition in the graphical image, and secondly to use the landmarks to extract a relativ e position and orientation of the camera from the landmarks.
Q11. What is the initial requirement for the walkway?
The initial requirement is to build the walkway on the second level of the buildings, directly over the existing w alkway that is currently at ground level.
Q12. What is the way to show the client the design of the bridge?
The architect may show the client other design options, such as: partially enclosing the bridge with a roof structure consisting of the same materials plus transparent roof sheeting, or fully enclosed walkway with permanently xed windows.
Q13. What are the other devices that are present in the Tinmith system?
Various other devices are present as w ell, such as a small forearm keyboard for data en try,pow ercon verters forthe di erent components, and necessary connection cabling and adaptors.
Q14. What is the default eld of view for the game?
The default eld of view for the game is 90 degrees (45 degrees each side), allowing a reasonable coverage of the world to t onto a computer screen.
Q15. What is the size of the outside modelled area?
Proceedings of the Fourth International Symposium on Wearable Computers (ISWC'00) 0-7695-0795-6/00 $10.00 @ 2000 IEEEThe size of the outside modelled area is 94 metres (East/West) by 156 metres (North/South).
Q16. What are the libraries used to implement in the system?
These libraries are used in turn to implement softw aremodules (implemented as individual Unix processes) that perform the actual tasks in the system.
Q17. What was the strongest set of criteria for colour/intensity?
Their strongest set of criteria for colour/intensities were both a mean score of at least sev en over the four viewing conditions, and as well a minimum score of six on eac h of the conditions.