Topic
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 published on a yearly basis
Papers
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TL;DR: Three user interface design techniques that are intended to make this MARS interface as obvious and clear to the user as possible are presented: information filtering, UI component design, and view management.
126 citations
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30 Aug 2011
TL;DR: Experimental results show that the AR PND exhibits the least negative impact on driving, compared with the standard map-based PND and an egocentric street view PND, which are popular today.
Abstract: Prior research has shown that when drivers look away from the road to view a personal navigation device (PND), driving performance is affected. To keep visual attention on the road, an augmented reality (AR) PND using a heads-up display could overlay a navigation route. In this paper, we compare the AR PND, a technology that does not currently exist but can be simulated, with two PND technologies that are popular today: an egocentric street view PND and the standard map-based PND. Using a high-fidelity driving simulator, we examine the effect of all three PNDs on driving performance in a city traffic environment where constant, alert attention is required. Based on both objective and subjective measures, experimental results show that the AR PND exhibits the least negative impact on driving. We discuss the implications of these findings on PND design as well as methods for potential improvement.
126 citations
01 Jan 1999
TL;DR: Despite its potential, Augmented Reality has not received nearly the amount of attention paid to its sibling, Virtual Environments (or Virtual Reality), despite the fact that both fields share a common ancestor.
Abstract: Despite its potential, Augmented Reality has not received nearly the amount of attention paid to its sibling, Virtual Environments (or Virtual Reality), despite the fact that both fields share a common ancestor. It is often forgotten that Sutherland’s original HMD system was an optical see-through display. While the creators of that system did not explicitly attempt to register virtual 3-D objects with real-world objects, they did have an example of combining virtual and real. The motivation was to allow the user to issue commands. The problem was that the graphics engine did not have sufficient power to draw the menus and commands virtually at interactive rates. Therefore, they physically put large signs with the command names on a real wall, and allowed the user to virtually select one of the real signs by pointing at one with the hand controller. Despite this common root, most efforts following Sutherland’s focused on Virtual Environments. It wasn’t until the late 1980’s and early 1990’s that research in Augmented Reality began again in earnest.
126 citations
01 Nov 2017
TL;DR: There is a fundamental disconnect between the wealth of digital data available to us and the physical world in which the authors apply it, which limits their ability to take advantage of the torrent of information and insights produced by billions of smart, connected products worldwide.
Abstract: There is a fundamental disconnect between the wealth of digital data available to us and the physical world in which we apply it. While reality is threedimensional, the rich data we now have to inform our decisions and actions remains trapped on two-dimensional pages and screens. This gulf between the real and digital worlds limits our ability to take advantage of the torrent of information and insights produced by billions of smart, connected products (SCPs) worldwide.
126 citations
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14 Mar 2009TL;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.
126 citations