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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: The effect of augmented reality technologies on consumer behaviour within the online retail environments is investigated, by comparing two different cultural settings and finding insights should prove helpful to retailers in better manage the online channels, that could be easily extended to the mobile one.

188 citations

Proceedings ArticleDOI
15 Sep 2008
TL;DR: The experiences with an AR-museum guide that combines some of the latest technologies, amongst other technologies, markerless tracking, hybrid tracking, and an ultra-mobile-PC were used.
Abstract: Recent years have seen advances in many enabling augmented reality technologies. Furthermore, much research has been carried out on how augmented reality can be used to enhance existing applications. This paper describes our experiences with an AR-museum guide that combines some of the latest technologies. Amongst other technologies, markerless tracking, hybrid tracking, and an ultra-mobile-PC were used. Like existing audio guides, the AR-guide can be used by any museum visitor, during a six-month exhibition on Islamic art. We provide a detailed description of the museumpsilas motivation for using AR, of our experiences in developing the system, and the initial results of user surveys. Taking this information into account, we can derive possible system improvements.

187 citations

Journal ArticleDOI
TL;DR: The potential of finger tracking for gesture-based interaction for augmented reality on mobile phones is investigated, and two experiments evaluating canonical operations such as translation, rotation, and scaling of virtual objects with respect to performance and engagement are presented.
Abstract: The goal of this research is to explore new interaction metaphors for augmented reality on mobile phones, i.e. applications where users look at the live image of the device’s video camera and 3D virtual objects enrich the scene that they see. Common interaction concepts for such applications are often limited to pure 2D pointing and clicking on the device’s touch screen. Such an interaction with virtual objects is not only restrictive but also difficult, for example, due to the small form factor. In this article, we investigate the potential of finger tracking for gesture-based interaction. We present two experiments evaluating canonical operations such as translation, rotation, and scaling of virtual objects with respect to performance (time and accuracy) and engagement (subjective user feedback). Our results indicate a high entertainment value, but low accuracy if objects are manipulated in midair, suggesting great possibilities for leisure applications but limited usage for serious tasks.

187 citations

Journal ArticleDOI
06 Jul 2012
TL;DR: The two design principles behind the LPP curriculum, the use of socio-dramatic, embodied play in the form of participatory modeling to support inquiry and progressive symbolization within rich semiotic ecologies to help students construct meaning are outlined.
Abstract: The Learning Physics through Play Project (LPP) engaged 6–8 year old students (n = 43) in a series of scientific investigations of Newtonian force and motion including a series of augmented reality activities. We outline the two design principles behind the LPP curriculum: 1) the use of socio-dramatic, embodied play in the form of participatory modeling to support inquiry; and 2) progressive symbolization within rich semiotic ecologies to help students construct meaning. We then present pre- and post-test results to show that young students were able to develop a conceptual understanding of force, net force, friction and two-dimensional motion after participating in the LPP curriculum. Finally, we present two case studies that illustrate the design principles in action. Taken together the cases show some of the strengths and challenges associated with using augmented reality, embodied play, and a student invented semiotic ecology for scientific inquiry.

187 citations

Proceedings ArticleDOI
05 May 2012
TL;DR: The results of this study demonstrate that MOSOCO facilitates practicing and learning social skills, increases both quantity and quality of social interactions, reduces social and behavioral missteps, and enables the integration of children with autism in social groups of neurotypical children.
Abstract: MOSOCO is a mobile assistive application that uses augmented reality and the visual supports of a validated curriculum, the Social Compass, to help children with autism practice social skills in real-life situations. In this paper, we present the results of a seven-week deployment study of MOSOCO in a public school in Southern California with both students with autism and neurotypical students. The results of our study demonstrate that MOSOCO facilitates practicing and learning social skills, increases both quantity and quality of social interactions, reduces social and behavioral missteps, and enables the integration of children with autism in social groups of neurotypical children. The findings from this study reveal emergent practices of the uses of mobile assistive technologies in real-life situations.

186 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