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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09 Jan 2000TL;DR: This paper presents a developing multi-player augmented reality game, patterned as a cross between a martial arts fighting game and an agent controller, as implemented using the Wearable Augmented Reality for Personal, Intelligent, and Networked Gaming (WARPING) system.
Abstract: Computer gaming offers a unique test-bed and market for advanced concepts in computer science, such as Human Computer Interaction (HCI), computer-supported collaborative work (CSCW), intelligent agents, graphics, and sensing technology. In addition, computer gaming is especially well-suited for explorations in the relatively young fields of wearable computing and augmented reality (AR). This paper presents a developing multi-player augmented reality game, patterned as a cross between a martial arts fighting game and an agent controller, as implemented using the Wearable Augmented Reality for Personal, Intelligent, and Networked Gaming (WARPING) system. Through interactions based on gesture, voice, and head movement input and audio and graphical output, the WARPING system demonstrates how computer vision techniques can be exploited for advanced, intelligent interfaces.
103 citations
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TL;DR: It can be concluded that despite the fact that there are various barriers and challenges in front of the adoption of virtual reality on educational practices, VR/AR applications provide an effective tool to enhance learning and memory, as they provide immersed multimodal environments enriched by multiple sensory features.
Abstract: The purpose of this review article is to present state-of-the-art approaches and examples of virtual reality/augmented reality (VR/AR) systems, applications and experiences which improve student learning and the generalization of skills to the real world. Thus, we provide a brief, representative and non-exhaustive review of the current research studies, in order to examine the effects, as well as the impact of VR/AR technologies on K-12, higher and tertiary education students’ twenty-first century skills and their overall learning. According to the literature, there are promising results indicating that VR/AR environments improve learning outcomes and present numerous advantages of investing time and financial resources in K-12, higher and tertiary educational settings. Technological tools such as VR/AR improve digital-age literacy, creative thinking, communication, collaboration and problem solving ability, which constitute the so-called twenty-first century skills, necessary to transform information rather than just receive it. VR/AR enhances traditional curricula in order to enable diverse learning needs of students. Research and development relative to VR/AR technology is focused on a whole ecosystem around smart phones, including applications and educational content, games and social networks, creating immersive three-dimensional spatial experiences addressing new ways of human–computer interaction. Raising the level of engagement, promoting self-learning, enabling multi-sensory learning, enhancing spatial ability, confidence and enjoyment, promoting student-centered technology, combination of virtual and real objects in a real setting and decreasing cognitive load are some of the pedagogical advantages discussed. Additionally, implications of a growing VR/AR industry investment in educational sector are provided. It can be concluded that despite the fact that there are various barriers and challenges in front of the adoption of virtual reality on educational practices, VR/AR applications provide an effective tool to enhance learning and memory, as they provide immersed multimodal environments enriched by multiple sensory features.
103 citations
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TL;DR: A novel design framework based on a point-by-point design process that can automatically obtain high-performance freeform systems and can be used to develop automated optical design in the areas of remote sensing, telescopy, microscopy, spectroscopy, virtual reality and augmented reality.
Abstract: The automated design of imaging systems involving no or minimal human effort has always been the expectation of scientists, researchers and optical engineers. In addition, it is challenging to choose an appropriate starting point for an optical system design. In this paper, we present a novel design framework based on a point-by-point design process that can automatically obtain high-performance freeform systems. This framework only requires a combination of planes as the input based on the configuration requirements or the prior knowledge of designers. This point-by-point design framework is different from the decades-long tradition of optimizing surface coefficients. Compared with the traditional design method, whereby the selection of the starting point and the optimization process are independent of each other and require extensive amount of human effort, there are no obvious differences between these two processes in our design framework, and the entire design process is mostly automated. This automated design process significantly reduces the amount of human effort required and does not rely on advanced design skills and experience. To demonstrate the feasibility of the proposed design framework, we successfully designed two high-performance systems as examples. This point-by-point design framework opens up new possibilities for automated optical design and can be used to develop automated optical design in the areas of remote sensing, telescopy, microscopy, spectroscopy, virtual reality and augmented reality.
103 citations
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31 Jul 2005TL;DR: This tutorial discusses the Spatial Augmented Reality concept, its advantages and limitations, and presents techniques for projectorbased augmentation of geometrically complex and textured display surfaces, and (along with optical combination) methods for achieving consistent illumination and occlusion effects.
Abstract: This tutorial discusses the Spatial Augmented Reality (SAR) concept, its advantages and limitations. It will present examples of state-of-the-art display configurations, appropriate real-time rendering techniques, details about hardware and software implementations, and current areas of application. Specifically, it will describe techniques for optical combination using single/multiple spatially aligned mirror-beam splitters, image sources, transparent screens and optical holograms. Furthermore, it presents techniques for projector-based augmentation of geometrically complex and textured display surfaces, and (along with optical combination) methods for achieving consistent illumination and occlusion effects. Emerging technologies that have the potential of enhancing future augmented reality displays will be surveyed.
102 citations
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30 Sep 2002TL;DR: A complete system for live capture of 3D content and simultaneous presentation in augmented reality, which can generate 384 /spl times/ 288 pixel images of the models at 25 fps, with a latency of < 100 ms.
Abstract: We present a complete system for live capture of 3D content and simultaneous presentation in augmented reality. The user sees the real world from his viewpoint, but modified so that the image of a remote collaborator is rendered into the scene. Fifteen cameras surround the collaborator, and the resulting video streams are used to construct a three-dimensional model of the subject using a shape-from-silhouette algorithm. Users view a two-dimensional fiducial marker using a video-see-through augmented reality interface. The geometric relationship between the marker and head-mounted camera is calculated, and the equivalent view of the subject is computed and drawn into the scene. Our system can generate 384 /spl times/ 288 pixel images of the models at 25 fps, with a latency of < 100 ms. The result gives the strong impression that the subject is a real part of the 3D scene. We demonstrate applications of this system in 3D videoconferencing and entertainment.
102 citations