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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.


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Book ChapterDOI
01 Jan 2013
TL;DR: This chapter addresses the idea of mobile augmented reality and covers the technologies involved in mobile AR and different architectures for supporting mobile AR.
Abstract: Our society is mobile. Augmented reality (AR) is, by definition, in the real world. Consequently, an area experiencing explosive growth right now is mobile augmented reality. This chapter addresses the idea of mobile augmented reality. It covers the technologies involved in mobile AR and different architectures for supporting mobile AR. There are a number of different constraints that come into play when developing and using mobile AR applications. Along with those constraints, however, comes tremendous promise for enhancing our lives through mobile augmented reality.

104 citations

Journal ArticleDOI
TL;DR: Outcomes are presented from post-intervention student interviews and discipline academic observation, which highlight improvements in learner motivation and skills, but also demonstrated pedagogical challenges to overcome with mobile mixed reality learning.
Abstract: New accessible learning methods delivered through mobile mixed reality are becoming possible in education, shifting pedagogy from the use of two dimensional images and videos to facilitating learning via interactive mobile environments This is especially important in medical and health education, where the required knowledge acquisition is typically much more experiential, self-directed, and hands-on than in many other disciplines Presented are insights obtained from the implementation and testing of two mobile mixed reality interventions across two Australian higher education classrooms in medicine and health sciences, concentrating on student perceptions of mobile mixed reality for learning physiology and anatomy in a face-to-face medical and health science classroom and skills acquisition in airways management focusing on direct laryngoscopy with foreign body removal in a distance paramedic science classroom This is unique because most studies focus on a single discipline, focusing on either skills or the learner experience and a single delivery modality rather than linking cross-discipline knowledge acquisition and the development of a student’s tangible skills across multimodal classrooms Outcomes are presented from post-intervention student interviews and discipline academic observation, which highlight improvements in learner motivation and skills, but also demonstrated pedagogical challenges to overcome with mobile mixed reality learning

104 citations

Journal ArticleDOI
TL;DR: The use of virtual and augmented reality technology for PLWD and MCI is a novel and emerging method which may provide cognitive stimulation and improve well-being, and future research should explore the potential application of this technology to promote social interaction in both the community and aged care settings.
Abstract: Assistive technology including virtual reality and augmented reality has gained interest as a novel intervention in a range of clinical settings. This technology has the potential to provide mental stimulation, a connection to autobiographical memory through reminiscence, and enhanced quality of life (QoL) to people living with dementia (PLWD) and mild cognitive impairment (MCI). In this mini-review, we examine the available evidence from studies reporting on the potential benefits of virtual and augmented reality to provide enjoyable, leisurely activities that may promote QoL and psychological well-being and facilitate social interaction. In total, 10 studies of varying study designs and durations (5 min to 6 months) using virtual (n = 9) and augmented reality (n = 1) were examined in PLWD (n = 6) and MCI (n= 3), in addition to 1 study that included participants with both conditions. Overall, the virtual experiences were enjoyed by the participants, improved their mood and apathy, and were preferred when compared with nonvirtual experiences. However, small sample sizes and variations in study design limit the generalizability of the results. Nevertheless, the use of virtual and augmented reality technology for PLWD and MCI is a novel and emerging method which may provide cognitive stimulation and improve well-being. Future research should explore the potential application of this technology to promote social interaction in both the community and aged care settings. We suggest future studies in PLWD and MCI assess the effects of more sustained use of virtual and augmented reality technology on psychological outcomes including QoL, apathy, and depressive symptoms, with the incorporation of physiological biomarker outcomes.

104 citations

Proceedings ArticleDOI
31 Mar 2001
TL;DR: The MagicBook explores how interfaces can be developed that allow for seamless transition between Physical Reality, Augmented Reality (AR), and immersive Virtual Reality (VR) in a collaborative setting.
Abstract: The MagicBook explores how interfaces can be developed that allow for seamless transition between Physical Reality, Augmented Reality (AR), and immersive Virtual Reality (VR) in a collaborative setting. The MagicBook is a normal book and can be read without any additional technology. However, when book pages are viewed through a handheld display three-dimensional virtual images appear overlaid on them. Readers can view these AR scenes from any perspective and can also fly into the scenes and experience them as an immersive VR world. VR users can see other VR users represented as life-sized virtual avatars, while AR users will see VR users as miniature avatars in the scene.

104 citations

Journal ArticleDOI
TL;DR: This paper proposes and evaluates the performance of a driver-assistance system that leverages on V2V communication and windshield-installed cameras to transform vision-obstructing vehicles into transparent tubular objects and shows that the required latency for this intervehicle communication can be obtained using the Dedicated Short-Range Communications (DSRC) proposed for vehicular environments.
Abstract: The advent of infrastructureless vehicle-to-vehicle (V2V) communication has opened the opportunity to design driver-assistance systems that collect information from sensors residing in neighboring vehicles. Windshield-installed cameras are one example of a sensor that is becoming common in modern vehicles. Remotely accessing real-time images of these cameras using V2V communication enables a significant increase in the visual awareness of each driver. In this paper, we propose and evaluate the performance of a driver-assistance system that leverages on V2V communication and windshield-installed cameras to transform vision-obstructing vehicles into transparent tubular objects. This cooperative system is able to increase the visibility of drivers intending to overtake, thus making such critical maneuvers safer. Our system uses an augmented reality human-machine interface that is able to convey the increased visibility perspective in a straightforward fashion. We also show that the required latency for this intervehicle communication can be obtained using the Dedicated Short-Range Communications (DSRC) proposed for vehicular environments.

103 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