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Journal ArticleDOI

The MagicBook - moving seamlessly between reality and virtuality

01 May 2001-IEEE Computer Graphics and Applications (IEEE Computer Society Press)-Vol. 21, Iss: 3, pp 6-8
TL;DR: The MagicBook project is an early attempt to explore how the authors can use a physical object to smoothly transport users between reality and virtuality.
Abstract: The MagicBook project is an early attempt to explore how we can use a physical object to smoothly transport users between reality and virtuality. Young children often fantasize about flying into the pages of a fairy tale and becoming part of the story. The MagicBook project makes this fantasy a reality using a normal book as the main interface object. People can turn the pages of the book, look at the pictures, and read the text without any additional technology. However, if a person looks at the pages through an augmented reality display, they see 3D virtual models appearing out of the pages. The models appear attached to the real page so users can see the augmented reality scene from any perspective by moving themselves or the book. The virtual content can be any size and is animated, so the augmented reality view is an enhanced version of a traditional 3D pop-up book.
Citations
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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

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


Cites methods from "The MagicBook - moving seamlessly b..."

  • ...Examples of collaborative AR systems using see-through displays include both those that use see-through hand-held displays (such as Transvision Rekimoto [135] and MagicBook [32]) and see-through head-worn displays (such as Emmie [38], and StudierStube [152], MR2 [154] and ARTHUR [36])....

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Journal ArticleDOI
TL;DR: This work presents a technique for real-time adaptive thresholding using the integral image of the input, an extension of a previous method that is more robust to illumination changes in the image.
Abstract: Image thresholding is a common task in many computer vision and graphics applications. The goal of thresholding an image is to classify pixels as either "dark" or "light." Adaptive thresholding is a form of thresholding that takes into account spatial variations in illumination. We present a technique for real-time adaptive thresholding using the integral image of the input. Our technique is an extension of a previous method. However, our solution is more robust to illumination changes in the image. Additionally, our method is simple and easy to implement. Our technique is suitable for processing live video streams at a real-time frame-rate, making it a valuable tool for interactive applications such as augmented reality. Source code is available online.

1,041 citations


Cites methods from "The MagicBook - moving seamlessly b..."

  • ...Additionally, our method is simple and easy to implement....

    [...]

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: This literature review research describes Augmented Reality (AR), how it applies to education and training, and the potential impact on the future of education.
Abstract: There are many different ways for people to be educated and trained with regard to specific information and skills they need. These methods include classroom lectures with textbooks, computers, handheld devices, and other electronic appliances. The choice of learning innovation is dependent on an individual’s access to various technologies and the infrastructure environment of a person’s surrounding. In a rapidly changing society where there is a great deal of available information and knowledge, adopting and applying information at the right time and right place is needed to main efficiency in both school and business settings. Augmented Reality (AR) is one technology that dramatically shifts the location and timing of education and training. This literature review research describes Augmented Reality (AR), how it applies to education and training, and the potential impact on the future of education.

700 citations

References
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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

Book
06 Jun 1997
TL;DR: The Annotated VRML 2.0 Reference Manual will dig down into the crucial details of the specification, explaining critical corners of the technology and documenting the foundation on which the technology was created.
Abstract: The Annotated VRML 2.0 Reference Manual is the definitive reference written by the architects of the technology. Webmasters, programmers, and graphic designers will learn how to use VRML 2.0 as its creators envisioned. Intended to complement existing tutorial books on VRML 2.0, The Annotated VRML 2.0 Reference Manual will dig down into the crucial details of the specification, explaining critical corners of the technology and documenting the foundation on which the technology was created. 0201419742B04062001

262 citations

Proceedings ArticleDOI
09 Oct 1998
TL;DR: In this article, the authors focus on a shared augmented environment (SAE) as an almost ideal face-to-face collaborative virtual workspace, where multiple users can observe both a virtual world and real partners through optical see-through head mounted displays (STHMDs).
Abstract: We focus on a shared augmented environment (SAE) as an almost ideal face-to-face collaborative virtualworkspace. In an SAE, multiple users can observe both a virtual world and real partners through opticalsee-through head mounted displays (STHMDs). This paper describes two experiments for verifying theeffectiveness of an SAE compared with a conventional shared virtual environment (SVE) and exploringimprovement of them. Through the experiments, the effectiveness of an SAE compared with an SVE wasconfirmed. It was also confirmed that enhancement of the shared environment with computer graphics, i.e.displaying a partner's body in an SVE, drawing a line as a partner's viewing direction and emphasizingvirtual objects to which a partner pay attention, improves workers' feeling and collaboration efficiency.Keywords: collaboration, virtual reality, augmented reality, face-to-face interaction. 1. INTRODUCTION In the last decade, computers have been used for supporting not only desktop collaboration but alsospatial collaboration using virtual reality techniques. Multiple users can share a virtual workspace andsolve a variety of problems cooperatively in the shared virtual environment (SVE). However, because ofpoor computer-generated representation of remote participants and communication delay, collaborationwithin an SVE has a serious drawback compared with collaboration within the real world. That is,awareness information is hard to be transferred so that each participant has significant difficulty inrecognizing what other participants are doing.On the other hand, several attempts have been made to construct more informative and more naturalcollaborative workspace, in which two participants are at the same location. Such workspaces permitface-to-face interaction, and still support real-time 3-D computer graphics from respective participants'viewpoints. Some systems consist of a rear projector and two pairs of liquid crystal shuttered glasses,others employ two optical see-through head mounted displays (STHMDs). In this paper, we focus on thelatter type, because virtual objects can be displayed at arbitrary positions, e.g., between two participants

44 citations

Book
13 Feb 1998
TL;DR: This book gives an overview of the basics of the C++ programming language and moves readers directly into creating applications and by the middle of the first chapter, you can create your first program!
Abstract: From the Publisher: Teach Yourself Borland C++ Builder in 21 Days will feature several all new chapters on C++ Builder 3, due out in February 1998. The author is an independent developer. He understands how to construct a productive learning environment for developers and programmers who need to be productive right away. The book gives an overview of the basics of the C++ programming language and moves readers directly into creating applications. By the middle of the first chapter, you can create your first program! This is a key revision to an already-successful Borland Press book Will release day-and-date with the release of Borland C++ Builder 3, with 30 percent new and updated content by a well-known author in the Borland development community. Large potential customer base--most developers are predicted to upgrade within 6 months of the product release.

7 citations