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Augmented reality

About: Augmented reality is a research topic. Over the lifetime, 36039 publications have been published within this topic receiving 479617 citations. The topic is also known as: AR.


Papers
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Journal ArticleDOI
TL;DR: Tiles is an AR interface that allows effective spatial composition, layout, and arrangement of digital objects in the physical environment that facilitates seamless two-handed, three-dimensional interaction with both virtual and physical objects, without requiring any special-purpose input devices.
Abstract: We seek to design an AR interface that provides users with interactivity so rich it would merge the physical space in which we live and work with the virtual space in which we store and interact with digital information. In this single augmented space, computer-generated entities would become first-class citizens of the physical environment. We would use these entities just as we use physical objects, selecting and manipulating them with our hands instead of with a special-purpose device such as a mouse or joystick. Interaction would then be intuitive and seamless because we would use the same tools to work with digital and real objects. Tiles is an AR interface that moves one step closer to this vision. It allows effective spatial composition, layout, and arrangement of digital objects in the physical environment. The system facilitates seamless two-handed, three-dimensional interaction with both virtual and physical objects, without requiring any special-purpose input devices.

134 citations

Proceedings Article
01 Jan 2012
TL;DR: An overview of current smartphone AR applications outlining tourism-related domain-specific design challenges is presented, aiming at developing a better understanding of the design space for smartphone context-aware AR applications for tourists.
Abstract: Invisible, attentive and adaptive technologies that provide tourists with relevant services and information anytime and anywhere may no longer be a vision from the future. The new display paradigm, stemming from the synergy of new mobile devices, context-awareness and AR, has the potential to enhance tourists’ experiences and make them exceptional. However, effective and usable design is still in its infancy. In this publication we present an overview of current smartphone AR applications outlining tourism-related domain-specific design challenges. This study is part of an ongoing research project aiming at developing a better understanding of the design space for smartphone context-aware AR applications for tourists.

134 citations

Journal ArticleDOI
TL;DR: In this article, a four-stage conceptual model of heritage preservation for managing heritage into digital tourism experiences is proposed, where the four stages include the presentation of historical facts, contested heritage, integration of historical fact and contested heritage; and/or an alternate scenario.

134 citations

Proceedings ArticleDOI
02 Nov 1998
TL;DR: An augmented reality setup for multiple users with see-trough head-mounted displays, allowing dedicated stereoscopic views and individualized interaction for each user, and a layering concept allowing individual views onto the common data structure is introduced.
Abstract: We introduce a local collaborative environment for gaming. In our setup multiple users can interact with the virtual game and the real surroundings at the same time. They are able to communicate with other players during the game. We describe an augmented reality setup for multiple users with see-trough head-mounted displays, allowing dedicated stereoscopic views and individualized interaction for each user. We use face-snapping for fast and precise direct object manipulation. With face snapping and the subdivision of the gaming space into spatial regions, the semantics of actions can be derived out of geometric actions of the user. Further, we introduce a layering concept allowing individual views onto the common data structure. The layer concept allows to make privacy management very easy by simply manipulating the common data structure. Moreover, assigning layers to spatial regions carefully, a special privacy management is often not necessary. Moving objects from one region into another will automatically change their visibility and privacy for each participant. We demonstrate our system with two example board-games: Virtual Roulette and MahJongg, both relying heavily on social communication and the need of a private space.

133 citations

Proceedings ArticleDOI
01 Apr 1998
TL;DR: Think Tags, small, name-tag sized computers that communicate with each other via infrared, are used to add a thin layer of computation to participant’s social interactions, transforming a group of people into participants in a dynamic simulation.
Abstract: New technology developed at the MIT Media Laboratory enables students to become active participants in life-sized, computational simulations of dynamic systems. These Participatory Simulations provide an individual, “firstperson” perspective on the system, just as acting in Hamlet provides such a perspective on Shakespeare. Using our Thinking Tags, small, name-tag sized computers that communicate with each other via infrared, we add a thin layer of computation to participant’s social interactions, transforming a group of people into participants in a dynamic simulation. Participants in these simulations get highly engaged in the activities and collaboratively study the underlying systemic model.

133 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
20242
20231,885
20224,115
20212,941
20204,123
20194,549