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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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Journal ArticleDOI
TL;DR: This article presents a series of key research challenges that are essential to advance the development of LBS, setting a research agenda for LBS to ‘positively’ shape the future of the authors' mobile information society.
Abstract: We are now living in a mobile information era, which is fundamentally changing science and society. Location Based Services (LBS), which deliver information depending on the location of the (mobile...

185 citations

Journal ArticleDOI
TL;DR: A controlled user study comparing three visualization environments for common 3D exploration of an augmented-reality head-mounted display, a handheld tablet, and a desktop setup shows that the desktop environment is still fastest and most precise in almost all cases.
Abstract: We report on a controlled user study comparing three visualization environments for common 3D exploration. Our environments differ in how they exploit natural human perception and interaction capabilities. We compare an augmented-reality head-mounted display (Microsoft HoloLens), a handheld tablet, and a desktop setup. The novel head-mounted HoloLens display projects stereoscopic images of virtual content into a user's real world and allows for interaction in-situ at the spatial position of the 3D hologram. The tablet is able to interact with 3D content through touch, spatial positioning, and tangible markers, however, 3D content is still presented on a 2D surface. Our hypothesis is that visualization environments that match human perceptual and interaction capabilities better to the task at hand improve understanding of 3D visualizations . To better understand the space of display and interaction modalities in visualization environments, we first propose a classification based on three dimensions: perception, interaction, and the spatial and cognitive proximity of the two. Each technique in our study is located at a different position along these three dimensions. We asked 15 participants to perform four tasks, each task having different levels of difficulty for both spatial perception and degrees of freedom for interaction. Our results show that each of the tested environments is more effective for certain tasks, but that generally the desktop environment is still fastest and most precise in almost all cases.

185 citations

Proceedings ArticleDOI
05 Oct 2000
TL;DR: The calibration is based on the alignment of image points with a single 3D point in the world coordinate system from various viewpoints and the user interaction to do the calibration is extremely easy compared to prior methods.
Abstract: Augmented reality (AR) is a technology in which a user's view of the real world is enhanced or augmented with additional information generated from a computer model. In order to have a working AR system, the see-through display system must be calibrated so that the graphics is properly rendered. The optical see-through systems present an additional challenge because we do not have access to the image data directly as in video see-through systems. This paper reports on a method we developed for optical see-through head-mounted displays. The method integrates the measurements for the camera and the magnetic tracker which is attached to the camera in order to do the calibration. The calibration is based on the alignment of image points with a single 3D point in the world coordinate system from various viewpoints. The user interaction to do the calibration is extremely easy compared to prior methods, and there is no requirement for keeping the head static while doing the calibration.

184 citations

Proceedings ArticleDOI
26 Oct 2011
TL;DR: This paper organizes the different applications of IAR over the life-cycle of products, in order to draw some parallels between the different proposed concepts and offer a clear taxonomy for future applications.
Abstract: In the spirit of the seminal article by Brooks [12] that surveys the field of Virtual Reality to evaluate its level of applicability, we study the readiness of Industrial Augmented Reality (IAR). We have been hearing about IAR since Mizell and Caudell [14] first gave a name to AR, but how many applications broke out of the lab to be used by non-developers? In reviewing the literature, we note the amazing progress made in display technology, rendering and tracking. Given these improvements, one might expect AR-based industrial products to flourish. Unfortunately, this is still not the case. In this paper, we provide a comprehensive and up-to-date survey of industrial AR applications. We organize the different applications of IAR over the life-cycle of products, in order to draw some parallels between the different proposed concepts and offer a clear taxonomy for future applications. We also propose and apply a rubric to evaluate existing IAR systems in order to highlight reasons for success and offer guidelines in the hope that it will help IAR become “really real”.

184 citations

Journal ArticleDOI
02 Apr 2020
TL;DR: An overview of the recent standardization activities for point cloud compression is presented and a detailed description of both codec algorithms and their coding performances are provided.
Abstract: This article presents an overview of the recent standardization activities for point cloud compression (PCC). A point cloud is a 3D data representation used in diverse applications associated with immersive media including virtual/augmented reality, immersive telepresence, autonomous driving and cultural heritage archival. The international standard body for media compression, also known as the Motion Picture Experts Group (MPEG), is planning to release in 2020 two PCC standard specifications: video-based PCC (V-CC) and geometry-based PCC (G-PCC). V-PCC and G-PCC will be part of the ISO/IEC 23090 series on the coded representation of immersive media content. In this paper, we provide a detailed description of both codec algorithms and their coding performances. Moreover, we will also discuss certain unique aspects of point cloud compression.

184 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