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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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Proceedings ArticleDOI
19 Oct 1998
TL;DR: This paper reports the outcomes of a set of trials using an off the shelf wearable computer, equipped with a custom built navigation software package, "map-in-the-hat", to provide visual navigation aids to users.
Abstract: To date augmented realities are typically operated in only a small defined area, in the order of a large room. This paper reports on our investigation into expanding augmented realities to outdoor environments. The project entails providing visual navigation aids to users. A wearable computer system with a see-through display, digital compass, and a differential GPS are used to provide visual cues while performing a standard orienteering task. This paper reports the outcomes of a set of trials using an off the shelf wearable computer, equipped with a custom built navigation software package, "map-in-the-hat".

191 citations

Journal ArticleDOI
TL;DR: In this article, the authors present the design and implementation of an augmented reality (AR) tool in aid of operators being in a hybrid, human and robot collaborative industrial environment, which aims to provide production and process related information as well as to enhance the operators' immersion in the safety mechanisms, dictated by the collaborative workspace.

191 citations

Journal Article
TL;DR: An environment of ubiquitous learning with educational resources (EULER) based on radio frequency identification, augmented reality (AR), the Internet, ubiquitous computing, embedded systems, and database technologies is proposed and revealed that the proposed EULER improves student learning.
Abstract: Despite their successful use in many conscientious studies involving outdoor learning applications, mobile learning systems still have certain limitations. For instance, because students cannot obtain real-time, contextaware content in outdoor locations such as historical sites, endangered animal habitats, and geological landscapes, they are unable to search, collect, share, and edit information by using information technology. To address such concerns, this work proposes an environment of ubiquitous learning with educational resources (EULER) based on radio frequency identification (RFID), augmented reality (AR), the Internet, ubiquitous computing, embedded systems, and database technologies. EULER helps teachers deliver lessons on site and cultivate student competency in adopting information technology to improve learning. To evaluate its effectiveness, we used the proposed EULER for natural science learning at the Guandu Nature Park in Taiwan. The participants were elementary school teachers and students. The analytical results revealed that the proposed EULER improves student learning. Moreover, the largely positive feedback from a post-study survey confirms the effectiveness of EULER in supporting outdoor learning and its ability to attract the interest of students.

191 citations

Journal ArticleDOI
TL;DR: Neural rendering as discussed by the authors is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training.
Abstract: Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems.

190 citations

Journal ArticleDOI
20 Jan 2014
TL;DR: The some opportunities and driver challenges associated with AR applications in the automotive domain are described, which delineates head-mounted from heads-up and center-mounted displays; video from optical see-through displays; and world-fixed from screen-fixed AR graphics.
Abstract: As the automotive industry moves toward the car of the future, technology companies are developing cutting-edge systems, in vehicle and out, that aim to make driving safer, more pleasant, and more convenient. While we are already seeing some successful video-based augmented reality (AR) auxiliary displays (e.g., center-mounted backup aid systems), the application opportunities of optical see-through AR as presented on a drivers' windshield are yet to be fully tapped; nor are the visual perceptual and attention challenges fully understood. As we race to field AR applications in transportation, we should first consider the perceptual and distraction issues that are known in both the AR and transportation communities, with a focus on the unique and intersecting aspects for driving applications. This paper describes the some opportunities and driver challenges associated with AR applications in the automotive domain. We first present a basic research space to assist in these inquiries, which delineates head-mounted from heads-up and center-mounted displays; video from optical see-through displays; and world-fixed from screen-fixed AR graphics. We then address benefits of AR related to primary, secondary, and tertiary driver tasks as well as driver perception and cognition challenges inherent in automotive AR systems.

190 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