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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TL;DR: This work describes some technical achievements made in the Mixed Reality Project in Japan and embraces the definition of MR stated by Milgram and Kishino (1994).
Abstract: Mixed reality (MR) is a kind of virtual reality (VR) but a broader concept than augmented reality (AR), which augments the real world with synthetic electronic data. On the opposite side, there is a term, augmented virtuality (AV), which enhances or augments the virtual environment (VE) with data from the real world. Mixed reality covers a continuum from AR to AV. This concept embraces the definition of MR stated by Milgram and Kishino (1994). We describe some technical achievements we made in the Mixed Reality Project in Japan.
168 citations
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01 Jan 2013TL;DR: Investigating tourists’ requirements for the development of a mobile AR tourism application in urban heritage suggests that although Augmented Reality has passed the hype stage, the technology is just on the verge of being implemented in a meaningful way in the tourism industry.
Abstract: The use of modern technology is becoming a necessity of many destinations to stay competitive and attractive to the modern tourist. A new form of technology that is being used increasingly in the public space is virtual- and Augmented Reality (AR). The aim of this paper is to investigate tourists’ requirements for the development of a mobile AR tourism application in urban heritage. In-depth interviews with 26 international and domestic tourists visiting Dublin city were conducted and thematic analysis was used to analyze the findings of the interviews. The findings suggest that although Augmented Reality has passed the hype stage, the technology is just on the verge of being implemented in a meaningful way in the tourism industry. Furthermore, they reveal that it needs to be designed to serve a specific purpose for the user, while multi-language functionality, ease of use and the capability to personalize the application are among the main requirements that need to be considered in order to attract tourists and encourage regular use. This paper discusses several significant implications for AR Tourism research and practice. Limitations of the study which should be addressed in future research are discussed and recommendations for further research are provided.
168 citations
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18 Sep 2003
TL;DR: In this article, an augmented reality system consisting of a pattern of fiducials disposed on an object surface, a computer having a processor and a memory, a user interface for receiving input and presenting augmented reality output to a user, and a tracker for detecting the pattern is presented.
Abstract: A tracker system for determining the relative position between a sensor and an object surface, generally comprising a sensor or sensors for detecting a pattern of fiducials disposed on an object surface and a processor connected to the at least one sensor. An augmented reality system generally comprising a pattern of fiducials disposed on an object surface, a computer having a processor and a memory, a user interface for receiving input and presenting augmented reality output to a user, and a tracker for detecting the pattern of fiducials. A method for tracking the position and orientation of an object generally comprising the steps of scanning across an object to detect fiducials and form video runs, clumping video runs to detect a pattern of fiducials, acquiring estimated values for a set of tracking parameters by comparing a detected pattern of fiducials to a reference pattern of fiducials, and iterating the estimated values for the set of tracking parameters until the detected pattern of fiducials match the reference pattern of fiducials to within a desired convergence. A method for augmenting reality generally comprising the steps of disposing a pattern of fiducials on an object surface, tracking the position and orientation of the object, retrieving and processing virtual information stored in a computer memory according to the position and orientation of the object and presenting the virtual information with real information to a user in near real time.
167 citations
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07 Oct 2003TL;DR: Moves of objective readability from the user study demonstrated that in practice, human subjects were able to read labels fastest with the algorithms that most quickly prevented overlap, even if placement wasn't ideal.
Abstract: View management, a relatively new area of research in Augmented Reality (AR) applications, is about the spatial layout of 2D virtual annotations in the view plane. This paper represents the first study in an actual AR application of a specific view management task: evaluating the placement of 2D virtual labels that identify information about real counterparts. Here, we objectively evaluated four different placement algorithms, including a novel algorithm for placement based on identifying existing clusters. The evaluation included both a statistical analysis of traditional metrics (e.g. counting overlaps) and an empirical user study guided by principles from human cognition. The numerical analysis of the three real-time algorithms revealed that our new cluster-based method recorded the best average placement accuracy while requiring only relatively moderate computation time. Measures of objective readability from the user study demonstrated that in practice, human subjects were able to read labels fastest with the algorithms that most quickly prevented overlap, even if placement wasn't ideal.
167 citations
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TL;DR: This work consists of explaining the reasons behind the new rise of AR and VR and why their actual adoption in education will be a reality in a near fu-ture.
Abstract: Augmented Reality and Virtual Reality are not new technologies. But several constraints prevented their actual adoption. Recent technological progresses added to the proliferation of affordable hardware and software have made AR and VR more viable and desirable in many domains, including educa-tion; they have been relaunched with new promises previously unimaginable. The nature of AR and VR promises new teaching and learning models that better meet the needs of the 21st century learner. We’re now on a path to re-invent education.
This work consists of explaining the reasons behind the new rise of AR and VR and why their actual adoption in education will be a reality in a near fu-ture.
167 citations