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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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01 Jan 2012
TL;DR: A real-time Human-Computer Interaction based on the hand data glove and K-NN classifier for gesture recognition is proposed and shows that glove used for interaction is better than normal static keyboard and mouse as the interaction process is more accurate and natural in dynamic environment with no distance limitations.
Abstract: In this paper, a real-time Human-Computer Interaction (HCI) based on the hand data glove and K-NN classifier for gesture recognition is proposed. HCI is moving more and more natural and intuitive way to be used. One of the important parts of our body is our hand which is most frequently used for the Interaction in Digital Environment and thus complexity and flexibility of motion of hands are the research topics. To recognize these hand gestures more accurately and successfully data glove is used. Here, gloves are used to capture current position of the hand and the angles between the joints and then these features are used to classify the gestures using K-NN classifier. The gestures classified are categorized as clicking, rotating, dragging, pointing and ideal position. Recognizing these gestures relevant actions are taken, such as air writing and 3D sketching by tracking the path helpful in virtual augmented reality (VAR). The results show that glove used for interaction is better than normal static keyboard and mouse as the interaction process is more accurate and natural in dynamic environment with no distance limitations. Also it enhances the user’s interaction and immersion feeling.

109 citations

Journal ArticleDOI
TL;DR: The educational, quantitative, and qualitative evaluation of an Augmented Reality and Mobile Pedestrian Navigation app shows that it can be more effective than using similar technologies in e-learning contexts, and shows a comparison of educational results between m-learning and e- learning.
Abstract: The implementation of Mobile Pedestrian Navigation and Augmented Reality in mobile learning contexts shows new forms of interaction when students are taught by means of learning activities in formal settings. This research presents the educational, quantitative, and qualitative evaluation of an Augmented Reality and Mobile Pedestrian Navigation app. The software was designed for mobile learning in an educational context, to evaluate its effectiveness when applied as a teaching tool, in comparison to similar tools such as those present in e-learning. A mixed-method analysis was used, with primary school students from Chile as subjects (n=143). They were split into one control group and one experimental group. The control group worked in an e-learning environment, while the experimental group performed the activity as field work, making use of the app (m-learning). Students were evaluated pretest and posttest using an objective test to measure their level of learning. In parallel, a satisfaction survey was carried out concerning the use of these technologies, in addition to interviews with several students and teachers of the experimental group. Pretest-posttest results indicate that the experimental group outperformed the control group in their learning levels. The results of the interviews and the satisfaction survey show that these technologies, combined with fieldwork, increase the effectiveness of the teaching-learning processes. Further, they promote the interaction of students with contents for learning, and they improve students performance in the educational process. The main goal is to provide a methodology for the analysis of an ad-hoc designed app. The app is intended to provide an m-learning process for subjects being taught about cultural heritage. The quantitative and qualitative results obtained show that it can be more effective than using similar technologies in e-learning contexts. It shows a comparison of educational results between m-learning and e-learning.Augmented Reality and Digital maps are shown to produce higher levels of learning.Better scores are achieved in the context of m-learning compared to e-learning.There is a positive perception of both students and teachers when using these tools.

109 citations

Patent
28 Nov 2011
TL;DR: In this article, multiple microphone arrays of different physical sizes are used to acquire signals for spatial tracking of one or more sound sources within the augmented reality environment, and accuracy of the spatial location is improved by selecting different sized arrays.
Abstract: An augmented reality environment allows interaction between virtual and real objects. Multiple microphone arrays of different physical sizes are used to acquire signals for spatial tracking of one or more sound sources within the environment. A first array with a larger size may be used to track an object beyond a threshold distance, while a second array having a size smaller than the first may be used to track the object up to the threshold distance. By selecting different sized arrays, accuracy of the spatial location is improved.

109 citations

Proceedings ArticleDOI
30 Sep 2002
TL;DR: The realisation of a tangible user interface (TUI) called Augmented Chemistry (AC) is described, which required contributions from optics, mathematics, molecular chemistry, software engineering, and 3D programming, making it a truly interdisciplinary project.
Abstract: This system paper reports on some of the advantages tangible interaction can bring to chemistry education. The paper describes the realisation of an in-house designed Tangible User Interface (TUI) called Augmented Chemistry (AC). A set of interactive tools work within this system. Using these tools, elements can be chosen from a booklet menu and composed into 3D molecular models. The tools indicate one way towards realising a seamless integrationof the physical and digital realms. Since many tools can be used concurrently, single and multiple users can interact with the system at a time. To use the system in an educational context, it was extended into an educational workbench drawing on haptic and aural augmentation. The design and implementation of the AC system required contributions from optics, mathematics, molecular chemistry, software engineering, and 3D programming, making it a truly interdisciplinary project. Future challenges lie in user acceptance, educational effect, and further system development.

108 citations

Journal ArticleDOI
01 Mar 2006
TL;DR: A classification of illumination methods for MR applications that aim at generating a merged environment in which illumination and shadows are consistent is proposed, with four categories of methods that vary depending on the type of geometric model used for representing the real scene, and the different radiance information available for each point of the realscene.
Abstract: A mixed reality (MR) represents an environment composed both by real and virtual objects. MR applications are used more and more, for instance in surgery, architecture, cultural heritage, entertainment, etc. For some of these applications it is important to merge the real and virtual elements using consistent illumination. This paper proposes a classification of illumination methods for MR applications that aim at generating a merged environment in which illumination and shadows are consistent. Three different illumination methods can be identified: common illumination, relighting and methods based on inverse illumination. In this paper a classification of the illumination methods for MR is given based on their input requirements: the amount of geometry and radiance known of the real environment. This led us to define four categories of methods that vary depending on the type of geometric model used for representing the real scene, and the sdifferent radiance information available for each point of the real scene. Various methods are described within their category. The classification points out that in general the quality of the illumination interactions increases with the amount of input information available. On the other hand, the accessibility of the method decreases since its pre-processing time increases to gather the extra information. Recent developed techniques managed to compensate unknown data with clever techniques using an iterative algorithm, hardware illumination or recent progress in stereovision. Finally, a review of illumination techniques for MR is given with a discussion on important properties such as the possibility of interactivity or the amount of complexity in the simulated illumination.

108 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