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Journal ArticleDOI

Knowledge-based augmented reality

01 Jul 1993-Communications of The ACM (ACM)-Vol. 36, Iss: 7, pp 53-62
About: This article is published in Communications of The ACM.The article was published on 1993-07-01. It has received 1032 citations till now. The article focuses on the topics: Augmented reality.
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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


Cites background or methods from "Knowledge-based augmented reality"

  • ...Steve Feiner's group at Columbia built a laser printer maintenance application (Feiner et al., 1993a), shown in Figures 4 and 5....

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  • ...Researchers at Columbia demonstrated this with the notion ofattaching windows from a standard user interface onto specific locations in the world, or attached to specific objects as reminders (Feiner et al., 1993b)....

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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


Cites background or methods from "Knowledge-based augmented reality"

  • ...The most prominent use of the term AR in the literature appears to be limited, however, to the Class 3 types of displays outlined above (e.g. Feiner et al, 1993a,b; Caudell & Mizell, 1992; Janin et al, 1993)....

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  • ...HMD's equipped with a see-through capability, with which computer generated graphics can be optically superimposed, using half-silvered mirrors, onto directly viewed real-world scenes (e.g. Bajura et al, 1992; Caudell & Mizell, 1992; Ellis & Bucher, 1992; Feiner et al, 1993a,b; Janin et al, 1993)....

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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


Cites background or methods from "Knowledge-based augmented reality"

  • ...RELATED WORKS Our work is inspired by the vision of "Ubiquitous Computing" [18] and the new stream of "Augmented Reality" research [20, 7, 9, 4]....

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  • ...Augmented Reality Augmented Reality (AR) (or Computer-Augmented Environments) is a new research stream which tries to answer the question of how to integrate the "real world" and computational media [20, 7, 9, 4]....

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Proceedings ArticleDOI
21 Dec 1995
TL;DR: In this article, the authors discuss augmented reality displays in a general sense, within the context of a reality-virtuality (RV) continuum, encompassing a large class of ''mixed reality'' displays, which also includes augmented virtuality (AV).
Abstract: In this paper we discuss augmented reality (AR) displays in a general sense, within the context of a reality-virtuality (RV) continuum, encompassing a large class of `mixed reality' (MR) displays, which also includes augmented virtuality (AV). MR displays are defined by means of seven examples of existing display concepts in which real objects and virtual objects are juxtaposed. Essential factors which distinguish different MR display systems from each other are presented, first by means of a table in which the nature of the underlying scene, how it is viewed, and the observer's reference to it are compared, and then by means of a three dimensional taxonomic framework comprising: extent of world knowledge, reproduction fidelity, and extent of presence metaphor. A principal objective of the taxonomy is to clarify terminology issues and to provide a framework for classifying research across different disciplines.

1,684 citations

Journal ArticleDOI
TL;DR: Everyday computing is proposed, a new area of applications research, focussed on scaling interaction with respect to time, just as pushing the availiability of computing away from the traditional desktop fundamentally changes the relationship between humans and computers.
Abstract: The proliferation of computing into the physical world promises more than the ubiquitous availability of computing infrastructure; it suggest new paradigms of interaction inspired by constant access to information and computational capabilities. For the past decade, application-driven research on abiquitous computing (ubicomp) has pushed three interaction themes:natural interfaces, context-aware applications,andautomated capture and access. To chart a course for future research in ubiquitous computing, we review the accomplishments of these efforts and point to remaining research challenges. Research in ubiquitious computing implicitly requires addressing some notion of scale, whether in the number and type of devices, the physical space of distributed computing, or the number of people using a system. We posit a new area of applications research, everyday computing, focussed on scaling interaction with respect to time. Just as pushing the availiability of computing away from the traditional desktop fundamentally changes the relationship between humans and computers, providing continuous interaction moves computing from a localized tool to a constant companion. Designing for continous interaction requires addressing interruption and reumption of intreaction, representing passages of time and providing associative storage models. Inherent in all of these interaction themes are difficult issues in the social implications of ubiquitous computing and the challenges of evaluating> ubiquitious computing research. Although cumulative experience points to lessons in privacy, security, visibility, and control, there are no simple guidelines for steering research efforts. Akin to any efforts involving new technologies, evaluation strategies form a spectrum from technology feasibility efforts to long-term use studies—but a user-centric perspective is always possible and necessary

1,541 citations

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

Journal Article
TL;DR: In this article, the authors propose that 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.
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

5,041 citations

Proceedings ArticleDOI
09 Dec 1968
TL;DR: The fundamental idea behind the three-dimensional display is to present the user with a perspective image which changes as he moves, and this display depends heavily on this "kinetic depth effect".
Abstract: The fundamental idea behind the three-dimensional display is to present the user with a perspective image which changes as he moves. The retinal image of the real objects which we see is, after all, only two-dimensional. Thus if we can place suitable two-dimensional images on the observer's retinas, we can create the illusion that he is seeing a three-dimensional object. Although stereo presentation is important to the three-dimensional illusion, it is less important than the change that takes place in the image when the observer moves his head. The image presented by the three-dimensional display must change in exactly the way that the image of a real object would change for similar motions of the user's head. Psychologists have long known that moving perspective images appear strikingly three-dimensional even without stereo presentation; the three-dimensional display described in this paper depends heavily on this "kinetic depth effect."

1,825 citations

Proceedings ArticleDOI
01 Jul 1992
TL;DR: Initial results which show “live” ultrasound echography data visualized within a pregnant human subject is described, which may have many other applications, e.g., image guided surgical procedures and on location 3D interactive architecture preview.
Abstract: We describe initial results which show “live” ultrasound echography data visualized within a pregnant human subject. The visualization is achieved by using a small video camera mounted in front of a conventional head-mounted display worn by an observer. The camera’s video images are composite with computer-generated ones that contain one or more 2D ultrasound images properly transformed to the observer’s current viewing position. As the observer walks around the subject. the ultrasound images appear stationary in 3-space within the subject. This kind of enhancement of the observer’s vision may have many other applications, e.g., image guided surgical procedures and on location 3D interactive architecture preview. CR Categories: 1.3.7 [Three-Dimensional Graphics and Realism] Virtual Reality, 1,3.I [Hardware architecture]: Three-dimensional displays, 1.3.6 [Methodology and Techniques]: Interaction techniques, J.3 ILife and Medical Sciences]: Medical information systems. Additional

726 citations

Journal Article
TL;DR: In this article, a head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture has been developed for use as a multipurpose interface environment.
Abstract: A head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture has been developed for use as a multipurpose interface environment. The system provides a multisensory, interactive display environment in which a user can virtually explore a 360-degree synthesized or remotely sensed environment and can viscerally interact with its components. Primary applications of the system are in telerobotics, management of large-scale integrated information systems, and human factors research. System configuration, application scenarios, and research directions are described.

683 citations