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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: A depth-sensor based model for workspace monitoring and an interactive Augmented Reality (AR) User Interface (UI) for safe HRC are proposed and evaluated in a realistic diesel engine assembly task.
Abstract: Industrial standards define safety requirements for Human-Robot Collaboration (HRC) in industrial manufacturing. The standards particularly require real-time monitoring and securing of the minimum protective distance between a robot and an operator. This paper proposes a depth-sensor based model for workspace monitoring and an interactive Augmented Reality (AR) User Interface (UI) for safe HRC. The AR UI is implemented on two different hardware: a projector-mirror setup and a wearable AR gear (HoloLens). The workspace model and UIs are evaluated in a realistic diesel engine assembly task. The AR-based interactive UIs provide 21–24% and 57–64% reduction in the task completion and robot idle time, respectively, as compared to a baseline without interaction and workspace sharing. However, user experience assessment reveal that HoloLens based AR is not yet suitable for industrial manufacturing while the projector-mirror setup shows clear improvements in safety and work ergonomics.

121 citations

Journal ArticleDOI
TL;DR: The authors traces the historical conceptualization of linguistic and cultural immersion through technological applications, from the early days of locally networked computers to the cutting-edge technologies known as virtual reality and augmented reality.
Abstract: This article briefly traces the historical conceptualization of linguistic and cultural immersion through technological applications, from the early days of locally networked computers to the cutting-edge technologies known as virtual reality and augmented reality. Next, the article explores the challenges of immersive technologies for the field of foreign language education. Finally, a set of priority areas and research questions is posited to guide the thinking of foreign language educators over the next 50 years in their understanding of what constitutes immersion—virtual or otherwise.

121 citations

Book ChapterDOI
05 Dec 2005
TL;DR: This work presents a new approach to determine and track areas with less visual interest based on feature density and to automatically compute label layout from this information, which works in under 5ms per frame and provides flexible constraints for controlling label placement behaviour to the application designer.
Abstract: Augmented reality (AR) provides an intuitive user interface to present information in the context of the real world. A common application is to overlay screen-aligned annotations for real world objects to create in-situ information displays for users. While the referenced object’s location is fixed in the view the annotating labels should be placed in such a way as to not interfere with other content of interest such as other labels or objects in the real world. We present a new approach to determine and track areas with less visual interest based on feature density and to automatically compute label layout from this information. The algorithm works in under 5ms per frame, which is fast enough that it can be used with existing AR systems. Moreover, it provides flexible constraints for controlling label placement behaviour to the application designer. The resulting overlays are demonstrated with a simple hand-held augmented reality system for information display in a lab environment.

121 citations

Journal ArticleDOI
TL;DR: The BISNC interface shows high scalability with a single electrode for detection and/or control of multiple directions, by detecting different output signal patterns, and has excellent reliability and robustness in actual usage scenarios.
Abstract: Human-machine interfaces are essential components between various human and machine interactions such as entertainment, robotics control, smart home, virtual/augmented reality, etc. Recently, various triboelectric-based interfaces have been developed toward flexible wearable and battery-less applications. However, most of them exhibit complicated structures and a large number of electrodes for multidirectional control. Herein, a bio-inspired spider-net-coding (BISNC) interface with great flexibility, scalability, and single-electrode output is proposed, through connecting information-coding electrodes into a single triboelectric electrode. Two types of coding designs are investigated, i.e., information coding by large/small electrode width (L/S coding) and information coding with/without electrode at a predefined position (0/1 coding). The BISNC interface shows high scalability with a single electrode for detection and/or control of multiple directions, by detecting different output signal patterns. In addition, it also has excellent reliability and robustness in actual usage scenarios, since recognition of signal patterns is in regardless of absolute amplitude and thereby not affected by sliding speed/force, humidity, etc. Based on the spider-net-coding concept, single-electrode interfaces for multidirectional 3D control, security code systems, and flexible wearable electronics are successfully developed, indicating the great potentials of this technology in diversified applications such as human-machine interaction, virtual/augmented reality, security, robotics, Internet of Things, etc.

120 citations

Journal ArticleDOI
TL;DR: Investigation of the various gratifications people derive from ARGs (Pokémon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them indicates that game enjoyment, outdoor activity, ease of use, challenge, and nostalgia are positively associated with intentions to reuse (ITR) and in-app purchase intentions (IPI).
Abstract: In recent years, augmented reality games (ARGs) such as Pokemon Go have become increasingly popular. These games not only afford a novel gaming experience but also have the potential to alter how players view their physical realities. In addition to the common experiences and gratifications people derive from games, (location-based) ARGs can afford, for example outdoor adventures, communal activities, and health benefits, but also create problems stemming from, for example privacy concerns and poor usability. This raises some important research questions as to what drives people to use these new applications, and why they may be willing to spend money on the content sold within them. In this study, we investigate the various gratifications people derive from ARGs (Pokemon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them. We employ data drawn from players of Pokemon Go (N = 1190) gathered through an online survey. The resul...

120 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