scispace - formally typeset
Search or ask a question

Showing papers on "Augmented reality published in 2009"


Journal ArticleDOI
TL;DR: Teachers and students reported that the technology-mediated narrative and the interactive, situated, collaborative problem solving affordances of the AR simulation were highly engaging, especially among students who had previously presented behavioral and academic challenges for the teachers.
Abstract: The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative simulation, but has different strengths and limitations than MUVEs. Within a design-based research project, the researchers conducted multiple qualitative case studies across two middle schools (6th and 7th grade) and one high school (10th grade) in the northeastern United States to document the affordances and limitations of AR simulations from the student and teacher perspective. The researchers collected data through formal and informal interviews, direct observations, web site posts, and site documents. Teachers and students reported that the technology-mediated narrative and the interactive, situated, collaborative problem solving affordances of the AR simulation were highly engaging, especially among students who had previously presented behavioral and academic challenges for the teachers. However, while the AR simulation provided potentially transformative added value, it simultaneously presented unique technological, managerial, and cognitive challenges to teaching and learning.

1,069 citations


Journal ArticleDOI
27 Jul 2009
TL;DR: This paper proposes an easy-to-use and inexpensive system that facilitates 3-D articulated user-input using the hands that uses a single camera to track a hand wearing an ordinary cloth glove that is imprinted with a custom pattern.
Abstract: Articulated hand-tracking systems have been widely used in virtual reality but are rarely deployed in consumer applications due to their price and complexity. In this paper, we propose an easy-to-use and inexpensive system that facilitates 3-D articulated user-input using the hands. Our approach uses a single camera to track a hand wearing an ordinary cloth glove that is imprinted with a custom pattern. The pattern is designed to simplify the pose estimation problem, allowing us to employ a nearest-neighbor approach to track hands at interactive rates. We describe several proof-of-concept applications enabled by our system that we hope will provide a foundation for new interactions in modeling, animation control and augmented reality.

745 citations


Proceedings ArticleDOI
19 Oct 2009
TL;DR: An attempt to implement a keyframe-based SLAM system on a camera phone (specifically, the Apple iPhone 3G) is described and early results demonstrate a system capable of generating and augmenting small maps, albeit with reduced accuracy and robustness compared to SLAM on a PC.
Abstract: Camera phones are a promising platform for hand-held augmented reality. As their computational resources grow, they are becoming increasingly suitable for visual tracking tasks. At the same time, they still offer considerable challenges: Their cameras offer a narrow field-of-view not best suitable for robust tracking; images are often received at less than 15Hz; long exposure times result in significant motion blur; and finally, a rolling shutter causes severe smearing effects. This paper describes an attempt to implement a keyframe-based SLAMsystem on a camera phone (specifically, the Apple iPhone 3G). We describe a series of adaptations to the Parallel Tracking and Mapping system to mitigate the impact of the device's imaging deficiencies. Early results demonstrate a system capable of generating and augmenting small maps, albeit with reduced accuracy and robustness compared to SLAM on a PC.

614 citations


Proceedings ArticleDOI
16 Dec 2009
TL;DR: This prototype is comprised of a pocket projector, a mirror, and a camera contained in a pendant-like wearable device that recognizes and tracks the user's hand gestures and physical objects using computer-vision techniques.
Abstract: In this note, we present SixthSense, a wearable gestural interface that augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information. By using a tiny projector and a camera coupled in a pendant like mobile wearable device, SixthSense sees what the user sees and visually augments surfaces, walls or physical objects the user is interacting with; turning them into just-in-time information interfaces. SixthSense attempts to free information from its confines by seamlessly integrating it with the physical world.

402 citations


Proceedings ArticleDOI
19 Oct 2009
TL;DR: A qualitative survey showed mechanics found the augmented reality condition intuitive and satisfying for the tested sequence of tasks, and in some instances, resulted in less overall head movement.
Abstract: We present the design, implementation, and user testing of a prototype augmented reality application to support military mechanics conducting routine maintenance tasks inside an armored vehicle turret. Our prototype uses a tracked head-worn display to augment a mechanic's natural view with text, labels, arrows, and animated sequences designed to facilitate task comprehension, location, and execution. A within-subject controlled user study examined professional military mechanics using our system to complete 18 common tasks under field conditions. These tasks included installing and removing fasteners and indicator lights, and connecting cables, all within the cramped interior of an armored personnel carrier turret. An augmented reality condition was tested against two baseline conditions: an untracked headworn display with text and graphics and a fixed flat panel display representing an improved version of the laptop-based documentation currently employed in practice. The augmented reality condition allowed mechanics to locate tasks more quickly than when using either baseline, and in some instances, resulted in less overall head movement. A qualitative survey showed mechanics found the augmented reality condition intuitive and satisfying for the tested sequence of tasks.

354 citations


Journal Article
TL;DR: This research focuses on exploring application of unsorted daily progress photograph logs available on any construction site as a data collection technique and the results of progress comparison between as-planned and as-built performances are visualized in the D4AR (4D Augmented Reality) environment using a traffic light metaphor.
Abstract: Early detection of actual or potential schedule delay in field construction activities is vital to project management This entails project managers to design, implement, and maintain a systematic approach for construction progress monitoring to promptly identify, process and communicate discrepancies between actual and as-planned performances To achieve this goal, this research focuses on exploring application of unsorted daily progress photograph logs available on any construction site as a data collection technique Our approach is based on computing- from the images themselves- the photographer’s locations and orientations, along with a sparse 3D geometric representation of the as-built site using daily progress photographs and superimposition of the reconstructed scene over as-planned 4D models Within such an environment, progress photographs are registered in the virtual as-planned environment and this allows a large unstructured collection of daily construction images to be sorted, interactively browsed and explored In addition, sparse reconstructed scenes superimposed over 4D models allow site images to be geo-registered with the as-planned components and consequently, location-based image processing technique to be implemented and progress data to be extracted automatically The results of progress comparison between as-planned and as-built performances are visualized in the D4AR (4D Augmented Reality) environment using a traffic light metaphor We present our preliminary results on three ongoing construction projects and discuss implementation, perceived benefits and future potential enhancement of this new technology in construction, in all fronts of automatic data collection, processing and communication

285 citations


Journal ArticleDOI
01 Apr 2009-Urology
TL;DR: Augmented reality overlay of reconstructed 3D-computed tomography images onto real-time stereo video footage is possible using iterative closest point and image-based surface tracking technology that does not use external navigation tracking systems or preplaced surface markers.

272 citations


Journal ArticleDOI
01 May 2009
TL;DR: An Augmented Reality (AR) system for aiding field workers of utility companies in outdoor tasks such as maintenance, planning or surveying of underground infrastructure and includes a translation tool for automatically importing data from utility company databases of underground assets.
Abstract: In this paper, we present an Augmented Reality (AR) system for aiding field workers of utility companies in outdoor tasks such as maintenance, planning or surveying of underground infrastructure. Our work addresses these issues using spatial interaction and visualization techniques for mobile AR applications and as well as for a new mobile device design. We also present results from evaluations of the prototype application for underground infrastructure spanning various user groups. Our application has been driven by feedback from industrial collaborators in the utility sector, and includes a translation tool for automatically importing data from utility company databases of underground assets.

251 citations


Proceedings ArticleDOI
04 Apr 2009
TL;DR: This work proposes a novel concept of an in-vehicle navigation display system that displays navigation information directly onto the vehicle's windshield, superimposing it on the driver's view of the actual road.
Abstract: A common effect of aging is decline in spatial cognition. This is an issue for all elders, but particularly for elder drivers. To address this driving issue, we propose a novel concept of an in-vehicle navigation display system that displays navigation information directly onto the vehicle's windshield, superimposing it on the driver's view of the actual road. An evaluation of our simulated version of this display shows that it results in a significant reduction in navigation errors and distraction-related measures compared to a typical in-car navigation display for elder drivers. These results help us understand how context-sensitive information and a simulated augmented reality representation can be combined to minimize the cognitive load in translating between virtual/information spaces and the real world.

237 citations


Patent
01 Apr 2009
TL;DR: In this paper, the authors present techniques for capturing and analyzing information gathered by a mobile device equipped with one or more sensors, which can be used to extrapolate pertinent information about the surrounding environment and transmit the information to a service that can analyze the transmitted information.
Abstract: Example embodiments of the present disclosure provide techniques for capturing and analyzing information gathered by a mobile device equipped with one or more sensors. Recognition and tracking software and localization techniques may be used to extrapolate pertinent information about the surrounding environment and transmit the information to a service that can analyze the transmitted information. In one embodiment, when a user views a particular object or landmark on a device with image capture capability, the device may be provided with information through a wireless connection via a database that may provide the user with rich metadata regarding the objects in view. Information may be presented through rendering means such as a web browser, rendered as a 2D overlay on top of the live image, and rendered in augmented reality.

204 citations


Proceedings ArticleDOI
04 Apr 2009
TL;DR: The main finding is that AR features facilitate place-making by creating a constant need for referencing to the physical, and in that it allows for ease of bodily configurations for the group, encourages establishment of common ground, and thereby invites discussion, negotiation and public problem-solving.
Abstract: We present findings from field trials of MapLens, a mobile augmented reality (AR) map using a magic lens over a paper map. Twenty-six participants used MapLens to play a location-based game in a city centre. Comparisons to a group of 11 users with a standard 2D mobile map uncover phenomena that arise uniquely when interacting with AR features in the wild. The main finding is that AR features facilitate place-making by creating a constant need for referencing to the physical, and in that it allows for ease of bodily configurations for the group, encourages establishment of common ground, and thereby invites discussion, negotiation and public problem-solving. The main potential of AR maps lies in their use as a collaborative tool.

Journal ArticleDOI
TL;DR: Systematic video game training improved surgical performance in advanced virtual reality endoscopic simulators, and the transfer effect increased when increasing visual similarity.
Abstract: Background Previous studies have shown a correlation between previous video game experience and performance in minimally invasive surgical simulators. The hypothesis is that systematic video game training with high visual-spatial demands and visual similarity to endoscopy would show a transfer effect on performance in virtual reality endoscopic surgical simulation.

Journal ArticleDOI
01 Mar 2009
TL;DR: The main focus of the paper is on highlighting the human factors issues and challenges, in terms of wearability and technology acceptance, while elaborating on some qualitative aspects of the pedagogical effectiveness of the instructional medium that AR technology offers for this group of learners.
Abstract: Technology-enhanced learning, employing novel forms of content representation and education service delivery by enhancing the visual perception of the real environment of the user, is favoured by proponents of educational inclusion for learners with physical disabilities. Such an augmented reality computer-mediated learning system has been developed as part of an EU funded research project, namely the CONNECT project. The CONNECT project brings together schools and science centres, and produces novel information and communication technologies based on augmented reality (AR) and web-based streaming and communication, in order to support learning in a variety of settings. The CONNECT AR interactive learning environment can assist users to better contextualize and reinforce their learning in school and in other settings where people learn (i.e. science centres and home). The CONNECT concept and associated technologies encourage users to visit science centres and perform experiments that are not possible in school. They can also build on these experiences back at school and at home with visual augmentations that they are communicated through web-based streaming technology. This paper particularly focuses on a user-centred evaluation approach of human factors and pedagogical aspects of the CONNECT system, as applied to a special needs user group. The main focus of the paper is on highlighting the human factors issues and challenges, in terms of wearability and technology acceptance, while elaborating on some qualitative aspects of the pedagogical effectiveness of the instructional medium that AR technology offers for this group of learners.

Patent
24 Aug 2009
TL;DR: In this article, a method of pose determination for augmented reality environments is described, which includes the step of placing at least one synthetic fiducial in a real environment to be augmented, which is not limited to architectural environments, and may be used with instrumented persons, animals, vehicles, and any other augmented or mixed reality applications.
Abstract: Systems and methods expedite and improve the process of configuring an augmented reality environment. A method of pose determination according to the invention includes the step of placing at least one synthetic fiducial in a real environment to be augmented. A camera, which may include apparatus for obtaining directly measured camera location and orientation (DLMO) information, is used to acquire an image of the environment. The natural and synthetic fiducials are detected, and the pose of the camera is determined using a combination of the natural fiducials, the synthetic fiducial if visible in the image, and the DLMO information if determined to be reliable or necessary. The invention is not limited to architectural environments, and may be used with instrumented persons, animals, vehicles, and any other augmented or mixed reality applications.

Journal Article
TL;DR: An environment of ubiquitous learning with educational resources (EULER) based on radio frequency identification, augmented reality (AR), the Internet, ubiquitous computing, embedded systems, and database technologies is proposed and revealed that the proposed EULER improves student learning.
Abstract: Despite their successful use in many conscientious studies involving outdoor learning applications, mobile learning systems still have certain limitations. For instance, because students cannot obtain real-time, contextaware content in outdoor locations such as historical sites, endangered animal habitats, and geological landscapes, they are unable to search, collect, share, and edit information by using information technology. To address such concerns, this work proposes an environment of ubiquitous learning with educational resources (EULER) based on radio frequency identification (RFID), augmented reality (AR), the Internet, ubiquitous computing, embedded systems, and database technologies. EULER helps teachers deliver lessons on site and cultivate student competency in adopting information technology to improve learning. To evaluate its effectiveness, we used the proposed EULER for natural science learning at the Guandu Nature Park in Taiwan. The participants were elementary school teachers and students. The analytical results revealed that the proposed EULER improves student learning. Moreover, the largely positive feedback from a post-study survey confirms the effectiveness of EULER in supporting outdoor learning and its ability to attract the interest of students.

Book ChapterDOI
31 Jul 2009
TL;DR: This paper will present an overview on augmented reality in Virtual Heritage system and also consists with the explanation of techniques to reconstruct the historical sites.
Abstract: Augmented reality is one of the emerging technologies to reconstruct the historical building and monument in the previous era, where the user experiences with the real environment or virtual scene. In education, Virtual Heritage becomes as a platform of learning, motivating and understanding of certain events and historical elements for the students and researchers. The significance of reconstruction of digital culture heritage are to preserve, protect and interpret of our cultural and history. In recent year, there are a number of significant researches and techniques that have been developed, which is focusing on virtual restitution of historical sites. This paper will present an overview on augmented reality in Virtual Heritage system and also consists with the explanation of techniques to reconstruct the historical sites.

Journal ArticleDOI
TL;DR: Several augmented reality simulators have been developed over the past few years and they are improving rapidly, and should be implemented in current Laparoscopic training curricula, in particular for laparoscopic suturing training.
Abstract: Background To prevent unnecessary errors and adverse results of laparoscopic surgery, proper training is of paramount importance. A safe way to train surgeons for laparoscopic skills is simulation. For this purpose traditional box trainers are often used, however they lack objective assessment of performance. Virtual reality laparoscopic simulators assess performance, but lack realistic haptic feedback. Augmented reality (AR) combines a virtual reality (VR) setting with real physical materials, instruments, and feedback. This article presents the current developments in augmented reality laparoscopic simulation.

Journal ArticleDOI
TL;DR: The use of an augmented reality (AR) environment for facilitating intuitive robot programming, and a novel methodology for planning collision-free paths for an n-d.o.f. (degree-of-freedom) manipulator in a 3D AR environment are presented.
Abstract: Current robot programming approaches lack the intuitiveness required for quick and simple applications. As new robotic applications are being identified, there is a greater need to be able to programme robots safely and quickly. This paper discusses the use of an augmented reality (AR) environment for facilitating intuitive robot programming, and presents a novel methodology for planning collision-free paths for an n-d.o.f. (degree-of-freedom) manipulator in a 3D AR environment. The methodology is interactive because the human is involved in defining the free space or collision-free volume (CFV), and selecting the start and goal configurations. The methodology uses a heuristic beam search algorithm to generate the paths. A number of possible scenarios are discussed.

Journal ArticleDOI
TL;DR: An evaluation of different models with special investigation of the effects of using accelerometers on the tracking performance and the development of an image processing approach that does not require special landmarks but uses natural features is provided.

Proceedings ArticleDOI
19 Oct 2009
TL;DR: A system that uses Kalman filtering for fusion of Differential GPS or Real-Time Kinematic based GPS with barometric heights and also for an inertial measurement unit with gyroscopes, magnetometers and accelerometers to improve the transient oscillation is presented.
Abstract: Outdoor Augmented Reality typically requires tracking in unprepared environments. For global registration, Global Positioning System (GPS) is currently the best sensing technology, but its precision and update rate are not sufficient for high quality tracking. We present a system that uses Kalman filtering for fusion of Differential GPS (DGPS) or Real-Time Kinematic (RTK) based GPS with barometric heights and also for an inertial measurement unit with gyroscopes, magnetometers and accelerometers to improve the transient oscillation. Typically, inertial sensors are subjected to drift and magnetometer measurements are distorted by electro-magnetic fields in the environment. For compensation, we additionally apply a visual orientation tracker which is drift-free through online mapping of the unknown environment. This tracker allows for correction of distortions of the 3-axis magnetic compass, which increases the robustness and accuracy of the pose estimates. We present results of applying this approach in an industrial application scenario.

Patent
17 Jan 2009
TL;DR: In this article, a collaborative visualization system integrates motion capture and virtual reality, along with kinematics and computer-aided design (CAD), for the purpose of evaluating an engineering design.
Abstract: A collaborative visualization system integrates motion capture and virtual reality, along with kinematics and computer-aided design (CAD), for the purpose, for example, of evaluating an engineering design. A virtual reality simulator creates a full-scale, three-dimensional virtual reality simulation responsive to computer-aided design (CAD) data. Motion capture data is obtained from users simultaneously interacting with the virtual reality simulation. The virtual reality simulator animates in real time avatars responsive to motion capture data from the users. The virtual reality simulation, including the interactions of the one or more avatars and also objects, is displayed as a three-dimensional image in a common immersive environment using one or more head mounted displays so that the users can evaluate the CAD design to thereby verify that tasks associated with a product built according to the CAD design can be performed by a predetermined range of user sizes.

Proceedings ArticleDOI
19 Oct 2009
TL;DR: A method to automatically and dynamically balance the quality of detection and tracking to adapt to a variable time budget and ensure a constant frame rate is presented.
Abstract: In this paper we present a novel method for real-time pose estimation and tracking on low-end devices such as mobile phones. The presented system can track multiple known targets in real-time and simultaneously detect new targets for tracking. We present a method to automatically and dynamically balance the quality of detection and tracking to adapt to a variable time budget and ensure a constant frame rate. Results from real data of a mobile phone Augmented Reality system demonstrate the efficiency and robustness of the described approach. The system can track 6 planar targets on a mobile phone simultaneously at framerates of 23fps.

Journal ArticleDOI
TL;DR: A taxonomy of annotation is proposed, describing what constitutes an annotation and outlining different dimensions along which annotation can vary, and what styles of annotation are used in different types of applications and areas where further work needs to be done to improve annotation.

Journal Article
TL;DR: This study examines college students' intentions to accept and use virtual worlds as a learning platform, as evidence suggests that virtual worlds are becoming more prevalent in business, potentially affecting this population when it graduates and enters the workforce.
Abstract: 1. INTRODUCTION The social networking capabilities of Web 2.0 have facilitated the use of the Internet and the Web much more as a collaborative platform than it was just a few years ago. In addition to information dissemination, advertising, and sales transactions, the Web is rapidly becoming popular as a place to conduct meetings, teach or take a class, interact virtually with others, or just socialize online. Three-dimensional (3-D) social networking environments, or Internet-based virtual worlds, have been emerging rapidly since 2003. A virtual world is a computer-based simulated environment created with two- and three-dimensional graphical representations of a physical space. People interact with one another via avatars, which are graphical, 2- or 3-D representations of a user. The virtual world environment is an immersive, virtual reality space. The most well known Internet-based virtual world today is Linden Labs' Second Life (2009), a 3-D virtual world where users can socialize using voice and text chat. Virtual worlds are attracting attention in industry as well as academia for their potential to enhance online education and societal communities (Baxter, 2008; Cross, O'Driscoll, and Trondsen, 2007; Gartner, 2007; Lohr 2008; Ringo, 2007; Sarvary, 2008). This study examines college students' intentions to accept and use virtual worlds as a learning platform. The focus on current college students is very relevant as evidence suggests that virtual worlds are becoming more prevalent in business, potentially affecting this population when it graduates and enters the workforce. 1.1 Background Many companies, most notably IBM, are already investing strategically in the three-dimensional (3-D) Internet technologies that enable virtual worlds for business and for education (Lohr 2008; Ringo, 2007; Sarvary, 2008). Gartner, Inc., a leading information technology research and advisory company, presented its forecast for the future value of virtual worlds at its 2007 conference, stating that by the end of 2011, 80 percent of active Internet users and Fortune 500 enterprises will be participating in some form of virtual world (Gartner, 2007). They project that the community-related and collaborative aspects of virtual worlds will be of most value to corporate Internet users, while transaction-based, commercial activities will be of less importance. While they propose that the collaborative and community aspects of virtual worlds will be significant, they also caution companies to invest carefully, as the technology is young, and will continue to develop and mature. 1.2 Existing Research There is a growing body of academic literature that explores the use of virtual worlds and avatars in business (e.g., Kock, 2008; Arakji and Lang, 2008). V-commerce, or Virtual Commerce, describes the integrative use of the 3-D Internet and virtual worlds to market products and services. Arakji and Lang (2008) developed a framework for organizations to measure the potential business costs and benefits associated with having a virtual presence in a virtual world. Barnes (2007) has recently developed a research agenda to examine the effectiveness of advertising towards intent to purchase. With more than 100 virtual worlds currently in existence online, new 3-D Internet environment models are emerging as opportunities to explore new integrative marketing channels. Barnes' research is among the first to empirically test the potential for avatars and virtual objects to influence trust and the intention to make purchases online in a 3-D virtual world. Similar to how v-commerce models extend from e-commerce, v-learning can be viewed as an extension of e-learning (Baxter, 2008; Cross, O'Driscoll, and Trondsen, 2007). Cross, O'Driscoll, and Trondsen (2007) propose ways in which the capabilities of virtual worlds may be used to enhance existing learning models. Besides the well known value of the Internet for electronic collaboration and anytime/anywhere learner and teacher participation, virtual worlds provide the new element of an augmented reality. …

Proceedings ArticleDOI
14 Mar 2009
TL;DR: An augmented reality x-ray vision system that employs multiple view modes to support new visualizations that provide depth cues and spatial awareness to users is presented.
Abstract: Augmented reality x-ray vision allows users to see through walls and view real occluded objects and locations. We present an augmented reality x-ray vision system that employs multiple view modes to support new visualizations that provide depth cues and spatial awareness to users. The edge overlay visualization provides depth cues to make hidden objects appear to be behind walls, rather than floating in front of them. Utilizing this edge overlay, the tunnel cut-out visualization provides details about occluding layers between the user and remote location. Inherent limitations of these visualizations are addressed by our addition of view modes allowing the user to obtain additional detail by zooming in, or an overview of the environment via an overhead exocentric view.

Proceedings ArticleDOI
14 Dec 2009
TL;DR: This system can extract the information embedded in a QR Code and show the information in an extended 3D form with the QR Code being the traditional AR marker and it can bring more convenient to the authors' life in the future.
Abstract: In this paper we present an augmented reality (AR) application based on the QR Code. The system can extract the information embedded in a QR Code and show the information in an extended 3D form with the QR Code being the traditional AR marker. Traditional AR systems often use a particularly designed pattern (the marker) to recover the 3D scene structure and identify the object to be displayed on the scene. In these systems, the marker is used only for tracking and identification. They do not convey any other information. Consequently, the applications of these systems are limited and often a registration procedure is required for a new marker.QR Code has the advantage of large information capacity and is similar to an AR marker in appearance. Thus, more interesting and useful applications can be developed by combining the QR Code with the traditional AR system. In this paper, we combine these two techniques to develop a product demo system. A QR Code is pasted on the package of a product and then a 3D virtual object is displayed on the QR Code. This system allows the customer to visualize the product via a more direct and interactive way. Our system demonstrates the success of using QR Code as the AR marker to a particular application and we believe it can bring more convenient to our life in the future.

Proceedings ArticleDOI
04 Apr 2009
TL;DR: This work defines a distinct form of augmented reality focused on social interaction: social immersive media, and articulate philosophical goals, design principles, and interaction techniques that create strong emotional responses and social engagement through visceral interaction.
Abstract: Based on ten years' experience developing interactive camera/projector systems for public science and culture exhibits, we define a distinct form of augmented reality focused on social interaction: social immersive media. Our work abandons GUI metaphors and builds on the language of cinema, casting users as actors within simulated narrative models. We articulate philosophical goals, design principles, and interaction techniques that create strong emotional responses and social engagement through visceral interaction. We describe approaches to clearly communicate cultural and scientific ideas through the medium. And we demonstrate how practitioners can design interactions that promote specific social behaviors in users.

Patent
04 Jun 2009
TL;DR: In this paper, an improved augmented reality (AR) system integrates a human interface and computing system into a single, hand-held device, where a touch-screen display and a rear-mounted camera allow a user interact the AR content in a more intuitive way.
Abstract: An improved augmented reality (AR) system integrates a human interface and computing system into a single, hand-held device. A touch-screen display and a rear-mounted camera allows a user interact the AR content in a more intuitive way. A database storing graphical images or textual information about objects to be augmented. A processor is operative to analyze the imagery from the camera to locate one or more fiducials associated with a real object, determine the pose of the camera based upon the position or orientation of the fiducials, search the database to find Graphical images or textual information associated with the real object, and display graphical images or textual information in overlying registration with the imagery from the camera.

Patent
06 May 2009
TL;DR: In this article, the authors describe a system for unifying coordinate systems in an augmented reality application or system, where user devices capture an image of a scene, and determine a location based on the scene image.
Abstract: Systems and methods for unifying coordinate systems in an augmented reality application or system are disclosed. User devices capture an image of a scene, and determine a location based on the scene image. The scene image may be compared to cartography data or images to determine the location. User devices may propose an origin and orientation or transformation data for a common coordinate system and exchange proposed coordinate system data to agree on a common coordinate system. User devices may also transmit location information to an augmented reality system that then determines an a common coordinate system and transmits coordinate system data such as transformation matrices to the user devices. Images presented to users may be adjusted based on user device locations relative to the coordinate system.

Journal ArticleDOI
TL;DR: A novel markerless camera tracking approach and user interaction methodology for augmented reality (AR) on unprepared tabletop environments and a real-time system architecture that combines two types of feature tracking are proposed.
Abstract: We describe a novel markerless camera tracking approach and user interaction methodology for augmented reality (AR) on unprepared tabletop environments. We propose a real-time system architecture that combines two types of feature tracking. Distinctive image features of the scene are detected and tracked frame-to-frame by computing optical flow. In order to achieve real-time performance, multiple operations are processed in a synchronized multi-threaded manner: capturing a video frame, tracking features using optical flow, detecting distinctive invariant features, and rendering an output frame. We also introduce user interaction methodology for establishing a global coordinate system and for placing virtual objects in the AR environment by tracking a user's outstretched hand and estimating a camera pose relative to it. We evaluate the speed and accuracy of our hybrid feature tracking approach, and demonstrate a proof-of-concept application for enabling AR in unprepared tabletop environments, using bare hands for interaction.