-
September
-
Full breakfast
-
Seamus Heaney
-
Superman
-
2013 Ghouta attacks in Syria
-
Stone paper
-
Look Back in Anger
-
Emmy Award
-
Pun
-
Dolce & Gabbana
-
Russia
-
Stock market bubble
-
Rare earths
-
Sophia Loren
-
Steganography
-
Deindustrialization
-
Subject-auxiliary inversion
-
Phrasal verb
-
Labyrinth
-
Goalkeeper (football)
-
The Decameron
-
Umberto Eco
-
Taser
-
Territorial claims in the Arctic
-
Google Glass
-
Pizza
-
Linux Operating System
-
Augmented reality
-
Charlie Chaplin
-
Lincoln (film)
-
Diwali
|
WIKIMAG n. 10 - Settembre 2013
Augmented reality
Text is available under the
Creative Commons Attribution-ShareAlike License; additional
terms may apply. See
Terms of
Use for details.
Wikipedia® is a registered trademark of the
Wikimedia Foundation,
Inc., a non-profit organization.
Traduzione
interattiva on/off
- Togli il segno di spunta per disattivarla
Augmented
reality (AR) is a live, direct or indirect, view of a physical,
real-world environment whose elements are augmented (or
supplemented) by
computer-generated sensory input such as sound, video, graphics or
GPS data. It is related to a more general concept called
mediated reality, in which a view of reality is modified (possibly
even diminished rather than augmented) by a computer. As a result, the
technology functions by enhancing one’s current perception of reality.[1]
By
contrast,
virtual reality replaces the real world with a simulated one.[2][3]
Augmentation is conventionally in
real-time and in semantic context with environmental elements, such
as sports scores on TV during a match. With the help of advanced AR
technology (e.g. adding
computer vision and
object recognition) the information about the surrounding real world
of the user becomes
interactive and digitally manipulable. Artificial information about
the environment and its objects can be overlaid on the real world.[4][5][6][7]
Technology
Hardware
Hardware components for augmented reality are: processor, display,
sensors and input devices. Modern
mobile computing devices like
smartphones and
tablet computers contain these elements which often include a camera
and
MEMS sensors such as
accelerometer,
GPS, and
solid state compass, making them suitable AR platforms.[8]
Display
Various technologies are used in Augmented Reality rendering
including optical projection systems, monitors, hand held devices, and
display systems worn on one's person.
Head-mounted
A
head-mounted display (HMD) is a display device paired to a headset
such as a harness or helmet. HMDs place images of both the physical
world and virtual objects over the user's field of view. Modern HMDs
often employ sensors for six
degrees of freedom monitoring that allow the system to align virtual
information to the physical world and adjust accordingly with the user's
head movements.[9][10][11]
HMDs can provide users
immersive, mobile and collaborative AR experiences.[12]
Eyeglasses
AR displays can be rendered on devices resembling eyeglasses.
Versions include eye wear that employ cameras to intercept the real
world view and re-display its augmented view through the eye pieces[13]
and devices in which the AR imagery is projected through or reflected
off the surfaces of the eye wear lens pieces.[14][15][16]
Google Glass is not intended for an AR experience, but third-party
developers are pushing the device toward a mainstream AR experience.[17][18]
CrowdOptic, an existing app for smartphones, applies algorithms and
triangulation techniques to photo metadata including GPS position,
compass heading, and a time stamp to arrive at a relative significance
value for photo objects.[19]
CrowdOptic technology can be used by Google Glass users to learn where
to look at a give point in time.[20]
Contact lenses
Contact lenses that display AR imaging are in development. These
bionic contact lenses might contain the elements for display
embedded into the lens including integrated circuitry, LEDs and an
antenna for wireless communication.[21][22][23][24]
Another version of contact lenses, in development for the U.S. Military,
is designed to function with AR spectacles, allowing soldiers to focus
on close-to-the-eye AR images on the spectacles and distant real world
objects at the same time.[25][26]
Virtual
retinal display
A
virtual retinal display (VRD) is a personal display device under
development at the
University of Washington's Human Interface Technology Laboratory.
With this technology, a display is scanned directly onto the
retina
of a viewer's eye. The viewer sees what appears to be a conventional
display floating in space in front of them.[27]
EyeTap
The
EyeTap (also known as Generation-2 Glass[28])
captures rays of light that would otherwise pass through the center of a
lens of an eye of the wearer, and substituted each ray of light for
synthetic computer-controlled light. The Generation-4 Glass[28]
(Laser EyeTap) is similar to the VRD (i.e. it uses a computer controlled
laser light source) except that it also has infinite depth of focus and
causes the eye itself to, in effect, function as both a camera and a
display, by way of exact alignment with the eye, and resynthesis (in
laser light) of rays of light entering the eye.[29]
Handheld
Handheld displays employ a small display that fits in a user's hand.
All handheld AR solutions to date opt for video see-through. Initially
handheld AR employed
fiduciary markers,[30]
and later
GPS units and
MEMS sensors such as digital compasses and
six degrees of freedom
accelerometer–gyroscope.
Today
SLAM markerless trackers such as PTAM are starting to come into use.
Handheld display AR promises to be the first commercial success for AR
technologies. The two main advantages of handheld AR is the portable
nature of handheld devices and ubiquitous nature of camera phones. The
disadvantages are the physical constraints of the user having to hold
the handheld device out in front of them at all times as well as
distorting effect of classically wide-angled mobile phone cameras when
compared to the real world as viewed through the eye.[31]
Spatial
Spatial Augmented Reality (SAR) augments real world objects and
scenes without the use of special displays such as
monitors,
head mounted displays or hand-held devices. SAR makes use of digital
projectors to display graphical information onto physical objects. The
key difference in SAR is that the display is separated from the users of
the system. Because the displays are not associated with each user, SAR
scales naturally up to groups of users, thus allowing for collocated
collaboration between users.
Examples include shader lamps, mobile projectors, virtual tables, and
smart projectors. Shader lamps mimic and augment reality by projecting
imagery onto neutral objects, providing the opportunity to enhance the
object’s appearance with materials of a simple unit- a projector,
camera, and sensor.
Other tangible applications include table and wall projections. One
such innovation, the Extended Virtual Table, separates the virtual from
the real by including beam-splitter mirrors attached to the ceiling at
an adjustable angle.[32]
Virtual showcases, which employ beam-splitter mirrors together with
multiple graphics displays, provide an interactive means of
simultaneously engaging with the virtual and the real.Many more
implementations and configurations make spatial augmented reality
display an increasingly attractive interactive alternative.
Spatial AR does not suffer from the limited display resolution of
current head-mounted displays and portable devices. A projector based
display system can simply incorporate more projectors to expand the
display area. Where portable devices have a small window into the world
for drawing, a SAR system can display on any number of surfaces of an
indoor setting at once. The drawbacks, however, are that SAR systems of
projectors do not work so well in sunlight and also require a surface on
which to project the computer-generated graphics. Augmentations cannot
simply hang in the air as they do with handheld and HMD-based AR. The
tangible nature of SAR, though, makes this an ideal technology to
support design, as SAR supports both a graphical visualisation and
passive
haptic sensation for the end users. People are able to touch
physical objects, and it is this process that provides the passive
haptic sensation.[7][33][34][35]
Tracking
Modern mobile augmented reality systems use one or more of the
following tracking technologies:
digital cameras and/or other
optical sensors,
accelerometers,
GPS,
gyroscopes,
solid state compasses,
RFID and wireless sensors. These technologies offer varying levels
of accuracy and precision. Most important is the position and
orientation of the user's head. Tracking the user's hand(s) or a
handheld input device can provide a 6DOF interaction technique.[36]
Input devices
Techniques include
speech recognition systems that translate a user's spoken words into
computer instructions and
gesture recognition systems that can interpret a user's body
movements by visual detection or from sensors embedded in a peripheral
device such as a wand, stylus, pointer, glove or other body wear.[37][38][39][40]
Computer
The computer analyzes the sensed visual and other data to synthesize
and position augmentations.
Software and
algorithms
A key measure of AR systems is how realistically they integrate
augmentations with the real world. The software must derive real world
coordinates, independent from the camera, from camera images. That
process is called
image registration which uses different methods of
computer vision, mostly related to
video tracking.[41][42]
Many computer vision methods of augmented reality are inherited from
visual odometry. Usually those methods consist of two parts.
First detect
interest points, or
fiduciary markers, or
optical flow in the camera images. First stage can use
feature detection methods like
corner detection,
blob detection,
edge detection or
thresholding and/or other
image processing methods.[43][44]
The second stage restores a real world coordinate system from the data
obtained in the first stage. Some methods assume objects with known
geometry (or fiduciary markers) present in the scene. In some of those
cases the scene 3D structure should be precalculated beforehand. If part
of the scene is unknown
simultaneous localization and mapping (SLAM) can map relative
positions. If no information about scene geometry is available,
structure from motion methods like
bundle adjustment are used. Mathematical methods used in the second
stage include
projective (epipolar)
geometry,
geometric algebra,
rotation representation with
exponential map,
kalman and
particle filters,
nonlinear optimization,
robust statistics.
Applications
Augmented reality has many applications, and many areas can benefit
from the use of AR technology. AR was first used for military,
industrial, and medical applications, but was soon applied to commercial
and entertainment areas.[45]
Archaeology
AR can be used to aid archaeological research, by augmenting
archaeological features onto the modern landscape, enabling
archaeologists to formulate conclusions about site placement and
configuration.[46]
Another application given to AR in this field is the possibility for
users to rebuild ruins, buildings, or even landscapes as they formerly
existed.[47]
Architecture
AR can aid in visualizing building projects. Computer-generated
images of a structure can be superimposed into a real life local view of
a property before the physical building is constructed there. AR can
also be employed within an architect's work space, rendering into their
view animated 3D visualizations of their 2D drawings. Architecture
sight-seeing can be enhanced with AR applications allowing users viewing
a building's exterior to virtually see through its walls, viewing its
interior objects and layout.[48][49]
Art
AR technology has helped disabled individuals create art by using
eye tracking to translate a user's eye movements into drawings on a
screen.[50]
An item such as a commemorative coin can be designed so that when
scanned by an AR-enabled device it displays additional objects and
layers of information that were not visible in a real world view of it.[51][52]
In 2013, L'Oreal used CrowdOptic technology to create an augmented
reality at the seventh annual Luminato Festival in Toronto, Canada.[20]
Commerce
ViewAR BUTLERS App - Placing furniture using AR
AR can enhance product previews such as allowing a customer to view
what's inside a product's packaging without opening it.[53]
AR can also be used as an aid in selecting products from a catalog or
through a kiosk. Scanned images of products can activate views of
additional content such as customization options and additional images
of the product in its use.[54][55]
AR is used to integrate print and video marketing. Printed marketing
material can be designed with certain "trigger" images that, when
scanned by an AR enabled device using image recognition, activate a
video version of the promotional material.[56][57][58]
Construction
With the continual improvements to
GPS accuracy, businesses are able to use augmented reality to
visualize
georeferenced models of construction sites, underground structures,
cables and pipes using mobile devices.[59]
Following the
Christchurch earthquake, the University of Canterbury released,
CityViewAR, which enabled city planners and engineers to visualize
buildings that were destroyed in the earthquake.[60]
Not only did this provide planners with tools to reference the previous
cityscape, but it also served as a reminder to the magnitude of the
devastation caused, as entire buildings were demolished.
Education
Augmented reality applications can complement a standard curriculum.
Text, graphics, video and audio can be superimposed into a student’s
real time environment. Textbooks, flashcards and other educational
reading material can contain embedded “markers”
that, when scanned by an AR device, produce supplementary information to
the student rendered in a multimedia format.[61][62][63]
Students can participate interactively with computer generated
simulations of historical events, exploring and learning details of each
significant area of the event site.[64]
AR can aid students in understanding chemistry by allowing them to
visualize the spatial structure of a molecule and interact with a
virtual model of it that appears, in a camera image, positioned at a
marker held in their hand.[65]
Augmented reality technology also permits learning via remote
collaboration, in which students and instructors not at the same
physical location can share a common virtual learning environment
populated by virtual objects and learning materials and interact with
another within that setting.[66]
Everyday
30 years of Augmediated Reality in everyday life.
Since the 1970s and early 1980s, Steve Mann has been developing
technologies meant for everyday use i.e. "horizontal" across all
applications rather than a specific "vertical" market. Examples include
Mann's "EyeTap Digital Eye Glass", a general-purpose seeing aid that
does dynamic-range management (HDR vision) and overlays, underlays,
simultaneous augmentation and diminishment (e.g. diminishing the
electric arc while looking at a welding torch).[67]
Gaming
Augmented reality allows gamers to experience digital game play in a
real world environment. In the last 10 years there has been a lot of
improvements of technology, resulting in better movement detection and
the possibility for the
Wii to exist,
but also direct detection of the player's movements.[68]
Industrial design
AR can help industrial designers experience a product's design and
operation before completion. Volkswagen uses AR for comparing calculated
and actual crash test imagery.[69]
AR can be used to visualize and modify a car body structure and engine
layout. AR can also be used to compare digital mock-ups with physical
mock-ups for finding discrepancies between them.[70][71]
Medical
Augmented Reality can provide the surgeon with information, which are
otherwise hidden, such as showing the heartbeat rate, the blood
pressure, the state of the patient’s organ, etc. AR can be used to let a
doctor look inside a patient by combining one source of images such as
an X-ray
with another such as video.
Examples include a virtual
X-ray
view based on prior
tomography or on real time images from
ultrasound and
confocal microscopy probes[72]
or visualizing the position of a tumor in the video of an
endoscope.[73]
AR can enhance viewing a
fetus
inside a mother's
womb.[74]
See also
Mixed reality.
Military
In combat, AR can serve as a networked communication system that
renders useful battlefield data onto a soldier's goggles in real time.
From the soldier's viewpoint, people and various objects can be marked
with special indicators to warn of potential dangers. Virtual maps and
360° view camera imaging can also be rendered to aid a soldier's
navigation and battlefield perspective, and this can be transmitted to
military leaders at a remote command center.[75]
Navigation
Augmented reality map on iPhone
AR can augment the effectiveness of navigation devices. Information
can be displayed on an automobile's windshield indicating destination
directions and meter, weather, terrain, road conditions and traffic
information as well as alerts to potential hazards in their path.[76][77][78]
Aboard maritime vessels, AR can allow bridge watch-standers to
continuously monitor important information such as a ship's heading and
speed while moving throughout the bridge or performing other tasks.[79]
Office workplace
AR can help facilitate collaboration among distributed team members
in a work force via conferences with real and virtual participants. AR
tasks can include brainstorming and discussion meetings utilizing common
visualization via touch screen tables, interactive digital whiteboards,
shared design spaces, and distributed control rooms.[80][81][82]
Sports and
entertainment
AR has become common in sports telecasting. Sports and entertainment
venues are provided with see-through and overlay augmentation through
tracked camera feeds for enhanced viewing by the audience. Examples
include the yellow "first
down" line seen in television broadcasts of
American football games showing the line the offensive team must
cross to receive a first down. AR is also used in association with
football and other sporting events to show commercial advertisements
overlaid onto the view of the playing area. Sections of
rugby fields and
cricket
pitches also display sponsored images. Swimming telecasts often add a
line across the lanes to indicate the position of the current record
holder as a race proceeds to allow viewers to compare the current race
to the best performance. Other examples include hockey puck tracking and
annotations of racing car performance and snooker ball trajectories.
[41][83]
AR can enhance concert and theater performances. For example, artists
can allow listeners to augment their listening experience by adding
their performance to that of other bands/groups of users.[84][85][86]
The gaming industry has benefited a lot from the development of this
technology. A number of games have been developed for prepared indoor
environments. Early AR games also include AR air hockey, collaborative
combat against virtual enemies, and an AR-enhanced pool games. A
significant number of games incorporate AR in them and the introduction
of the smartphone has made a bigger impact.[87][88]
Task support
Complex tasks such as assembly, maintenance, and surgery can be
simplified by inserting additional information into the field of view.
For example, labels can be displayed on parts of a system to clarify
operating instructions for a mechanic who is performing maintenance on
the system.[89][90]
Assembly lines gain many benefits from the usage of AR. In addition to
Boeing, BMW and Volkswagen are known for incorporating this technology
in their assembly line to improve their manufacturing and assembly
processes.[91][92][93]
Big machines are difficult to maintain because of the multiple layers or
structures they have. With the use of AR the workers can complete their
job in a much easier way because AR permits them to look through the
machine as if it was with x-ray, pointing them to the problem right
away.[94]
Television
Weather visualizations were the first application of Augmented
Reality to television. It has now become common in weathercasting to
display full motion video of images captured in real-time from multiple
cameras and other imaging devices. Coupled with 3D graphics symbols and
mapped to a common virtual geospace model, these animated visualizations
constitute the first true application of AR to TV.
Augmented reality has also become common in sports telecasting.
Sports and entertainment venues are provided with see-through and
overlay augmentation through tracked camera feeds for enhanced viewing
by the audience. Examples include the yellow "first down" line seen in
television broadcasts of American football games showing the line the
offensive team must cross to receive a first down. AR is also used in
association with football and other sporting events to show commercial
advertisements overlaid onto the view of the playing area. Sections of
rugby fields and cricket pitches also display sponsored images. Swimming
telecasts often add a line across the lanes to indicate the position of
the current record holder as a race proceeds to allow viewers to compare
the current race to the best performance. Other examples include hockey
puck tracking and annotations of racing car performance and snooker ball
trajectories.[95][96]
Augmented reality is starting to allow Next Generation TV viewers to
interact with the programs they are watching. They can place objects
into an existing program and interact with these objects, such as moving
them around. Avatars of real persons in real time who are also watching
the same program.[97]
Tourism and
sightseeing
Augmented reality applications can enhance a user's experience when
traveling by providing real time informational displays regarding a
location and its features, including comments made by previous visitors
of the site. AR applications allow tourists to experience simulations of
historical events, places and objects by rendering them into their
current view of a landscape.[98][99][100]
AR applications can also present location information by audio,
announcing features of interest at a particular site as they become
visible to the user.[101][102]
Translation
AR systems can interpret foreign text on signs and menus and, in a
user's augmented view, re-display the text in the user's language.
Spoken words of a foreign language can be translated and displayed in a
user's view as printed subtitles.[103][104][105]
Notable
researchers
-
Ivan Sutherland invented the
first AR head-mounted display at
Harvard University.
-
Steven Feiner, Professor at
Columbia University, is a leading pioneer of augmented reality,
and author of the first paper on an AR system prototype, KARMA (the
Knowledge-based Augmented Reality Maintenance Assistant), along with
Blair MacIntyre and
Doree Seligmann.[106]
-
Steve Mann formulated an earlier concept of
Mediated reality in the 1970s and 1980s, using cameras,
processors, and display systems to modify visual reality to help
people see better (dynamic range management), building computerized
welding helmets, as well as "Augmediated Reality" vision systems for
use in everyday life.[107]
- Louis Rosenberg developed one of the first known AR systems,
called Virtual Fixtures, while working at the U.S. Air Force
Armstrong Labs in 1991, and published the first study of how an AR
system can enhance human performance.[108]
Rosenberg's subsequent work at Stanford University in the early
90's, was the first proof that virtual overlays, when registered and
presented over a user's direct view of the real physical world,
could significantly enhance human performance.
[109][110][111]
-
Dieter Schmalstieg and
Daniel Wagner jump started the field of AR on mobile phones.
They developed the first marker tracking systems for mobile phones
and PDAs.[112]
-
Bruce H. Thomas and
Wayne Piekarski develop the Tinmith system in 1998.[113]
They along with
Steve Feiner with his MARS system pioneer outdoor augmented
reality.
- Reinhold Behringer performed important early work in image
registration for augmented reality, and prototype wearable testbeds
for augmented reality. He also co-organized the First IEEE
International Symposium on Augmented Reality in 1998 (IWAR'98), and
co-edited one of the first books on augmented reality.[114][115][116]
History
- 1901:
L. Frank Baum, an author, first mentions the idea of an
electronic display/spectacles that overlays data onto real life (in
this case 'people'), it is named a 'character marker'.[117]
- 1957–62:
Morton Heilig, a cinematographer, creates and patents a
simulator called
Sensorama with visuals, sound, vibration, and smell.[118]
- 1966:
Ivan Sutherland invents the
head-mounted display and positions it as a window into a virtual
world.
- 1975:
Myron Krueger creates
Videoplace to allow users to interact with virtual objects for
the first time.
- 1980:
Steve Mann creates the first wearable computer, a computer
vision system with text and graphical overlays on a photographically
mediated reality, or Augmediated Reality.[119]
See
EyeTap.
- 1981:
Dan Reitan (working at
Kavouras Weather) geospatially maps multiple weather radar
images (also space-based and studio cameras) to virtual reality
Earth maps and abstract symbols for television weather broadcasts,
bringing Augmented Reality to TV.
- 1989:
Jaron Lanier coins the phrase
Virtual Reality and creates the first commercial business around
virtual worlds.
- 1990: The term "'Augmented Reality'" is believed to be
attributed to Tom Caudell, a former Boeing
[120] researcher.[121]
- 1992:
Louis Rosenberg develops one of the first functioning AR
systems, called Virtual Fixtures, at the
U.S. Air Force Research Laboratory—Armstrong, and demonstrates
benefits to human performance.[108][122][111]
- 1992:
Steven Feiner,
Blair MacIntyre and
Doree Seligmann present the first major paper on an AR system
prototype, KARMA, at the Graphics Interface conference.
- 1993 A widely cited version of the paper above is published in
Communications of the ACM - Special issue on computer augmented
environments, edited by Pierre Wellner, Wendy Mackay, and Rich Gold.[123]
- 1993:
Loral WDL, with sponsorship from
STRICOM, performed the first demonstration combining live
AR-equipped vehicles and manned simulators. Unpublished paper, J.
Barrilleaux, "Experiences and Observations in Applying Augmented
Reality to Live Training", 1999.[124]
- 1994: Julie Martin creates first 'Augmented Reality Theater
production', Dancing In Cyberspace, funded by the
Australia Council for the Arts, features dancers and
acrobats manipulating body–sized virtual object in real time,
projected into the same physical space and performance plane. The
acrobats appeared immersed within the virtual object and
environments. The installation used
Silicon Graphics computers and Polhemus sensing system.
- 1998: Spatial Augmented Reality introduced at
University of North Carolina at Chapel Hill by Raskar, Welch,
Fuchs.[33]
- 1999: Hirokazu Kato (加藤 博一) created
ARToolKit at
HITLab, where AR later was further developed by other
HITLab scientists, demonstrating it at
SIGGRAPH.
- 2000:
Bruce H. Thomas develops
ARQuake, the first outdoor mobile AR game, demonstrating it in
the
International Symposium on Wearable Computers.
- 2008: Wikitude AR Travel Guide launches on 20 Oct 2008 with the
G1 Android phone.[125]
- 2009: ARToolkit was ported to
Adobe Flash (FLARToolkit) by Saqoosha, bringing augmented
reality to the web browser.[126]
- 2013:
Google
announces an open beta test of its
Google Glass augmented reality glasses. The glasses reach the
Internet through Wi-Fi or Bluetooth, which connects to the wireless
service on a user’s cellphone. The glasses respond when a user
speaks, touches the frame or moves the head.[127]
See also
References
-
^ Graham, M., Zook,
M., and Boulton, A.
"Augmented reality in urban places: contested content and the
duplicity of code." Transactions of the Institute of British
Geographers, DOI: 10.1111/j.1475-5661.2012.00539.x 2012.
-
^ Steuer, Jonathan.
Defining Virtual Reality: Dimensions Determining Telepresence,
Department of Communication, Stanford University. 15 October
1993.
-
^
Introducing Virtual Environments National Center for
Supercomputing Applications, University of Illinois.
-
^ Chen, Brian X.
If You’re Not Seeing Data, You’re Not Seeing, Wired,
25 August 2009.
-
^ Maxwell, Kerry.
Augmented Reality, Macmillan Dictionary Buzzword.
-
^
Augmented reality-Everything about AR, Augmented Reality
On.
-
^
a
b
Azuma, Ronald.
A Survey of Augmented Reality Presence: Teleoperators
and Virtual Environments, pp. 355–385, August 1997.
-
^ Metz, Rachel.
Augmented Reality Is Finally Getting Real Technology
Review, 2 August 2012.
-
^
Fleet Week: Office of Naval Research Technology- Virtual Reality
Welder Training, eweek, 28 May 2012.
-
^ Rolland, Jannick;
Baillott, Yohan; Goon, Alexei.A
Survey of Tracking Technology for Virtual Environments,
Center for Research and Education in Optics and Lasers,
University of Central Florida.
-
^ Klepper,
Sebastian.Augmented
Reality - Display Systems.
-
^
Rolland, J; Biocca F, Hamza-Lup
F, Yanggang H, Martins R (October 2005).
"Development of Head-Mounted Projection Displays for
Distributed, Collaborative, Augmented Reality Applications".
Presence: Teleoperators & Virtual Environments 14
(5): 528–549.
-
^ Grifatini,
Kristina.
Augmented Reality Goggles, Technology Review 10
November 2010.
-
^ Arthur, Charles.
UK company's 'augmented reality' glasses could be better than
Google's, The Guardian, 10 September 2012.
-
^ Gannes, Liz.
"Google Unveils Project Glass: Wearable Augmented-Reality
Glasses".
http://allthingsd.com.
Retrieved 2012-04-04.,
All Things D.
-
^ Benedetti, Winda.
Xbox leak reveals Kinect 2, augmented reality glasses NBC
News.
-
^
Manjoo, Farhad (2012-06-19).
"You Will Want Google Goggles | MIT Technology Review".
Technologyreview.com.
Retrieved 2013-06-14.
-
^
"faqs - Glass Press". Sites.google.com.
Retrieved 2013-07-08.
-
^
"How Crowdoptic’s big data technology reveals the world’s most
popular photo objects". VentureBeat.
Retrieved 6 June 2013.
- ^
a
b
"CrowdOptic and L'Oreal To Make History By Demonstrating How
Augmented Reality Can Be A Shared Experience". Forbes.
Retrieved 6 June 2013.
-
^ Greenemeier,
Larry.
Computerized Contact Lenses Could Enable In-Eye Augmented
Reality. Scientific American, 23 November 2011.
-
^ Yoneda, Yuka.
Solar Powered Augmented Contact Lenses Cover Your Eye with 100s
of LEDs. inhabitat, 17 March 2010.
-
^
Rosen, Kenneth.
"Contact Lenses Can Display Your Text Messages".
Mashable.com. Mashable.com.
Retrieved 2012-12-13.
-
^
O'Neil, Lauren.
"LCD contact lenses could display text messages in your eye".
CBC. Retrieved 2012-12-12.
-
^ Anthony,
Sebastian.
US military developing multi-focus augmented reality contact
lenses. ExtremeTech, 13 April 2012.
-
^ Bernstein, Joseph.
2012 Invention Awards: Augmented-Reality Contact Lenses
Popular Science, 5 June 2012.
-
^ Tidwell, Michael;
Johnson, Richard S.; Melville, David; Furness, Thomas A.The
Virtual Retinal Display - A Retinal Scanning Imaging System,
Human Interface Technology Laboratory, University of Washington.
- ^
a
b
“GlassEyes”: The Theory of EyeTap Digital Eye Glass,
supplemental material for IEEE Technology and Society, Volume
Vol. 31, Number 3, 2012, pp. 10-14.
-
^ "Intelligent Image
Processing", John Wiley and Sons, 2001,
ISBN 0-471-40637-6, 384 p.
-
^
Marker vs Markerless AR, Dartmouth College Library.
-
^
Feiner, Steve.
"Augmented reality: a long way off?". AR Week.
Pocket-lint. Retrieved
2011-03-03.
-
^ Bimber, Oliver;
Encarnação, Miguel; Branco, Pedro.
The Extended Virtual Table: An Optical Extension for Table-Like
Projection Systems, MIT Press Journal Vol. 10, No. 6,
Pages 613-631, March 13, 2006.
- ^
a
b
Ramesh Raskar, Greg Welch, Henry
Fuchs
Spatially Augmented Reality, First International Workshop on
Augmented Reality, Sept 1998.
-
^ Knight, Will.
Augmented reality brings maps to life 19 July 2005.
-
^ Sung, Dan.
Augmented reality in action - maintenance and repair.
Pocket-lint, 1 March 2011.
-
^ Stationary systems
can employ 6DOF track systems such as Polhemus, ViCON, A.R.T, or
Ascension.
-
^ Marshall, Gary.Beyond
the mouse: how input is evolving, Touch,voice and gesture
recognition and augmented realitytechradar.computing\PC
Plus 23 August 2009.
-
^ Simonite, Tom.
Augmented Reality Meets Gesture Recognition, Technology
Review, 15 September 2011.
-
^ Chaves, Thiago;
Figueiredo, Lucas; Da Gama, Alana; de Araujo, Christiano;
Teichrieb, Veronica.
Human Body Motion and Gestures Recognition Based on Checkpoints.
SVR '12 Proceedings of the 2012 14th Symposium on Virtual and
Augmented Reality pp. 271-278.
-
^ Barrie, Peter;
Komninos, Andreas; Mandrychenko, Oleksii.A
Pervasive Gesture-Driven Augmented Reality Prototype using
Wireless Sensor Body Area Networks.
-
^
a
b
Azuma, Ronald; Balliot, Yohan;
Behringer, Reinhold; Feiner, Steven; Julier, Simon; MacIntyre,
Blair.
Recent Advances in Augmented Reality Computers & Graphics,
November 2001.
-
^ Maida, James;
Bowen, Charles; Montpool, Andrew; Pace, John.
Dynamic registration correction in augmented-reality systems,
Space Life Sciences, NASA.
-
^ State, Andrei;
Hirota, Gentaro; Chen,David T; Garrett, William; Livingston,
Mark.
Superior Augmented Reality Registration by Integrating Landmark
Tracking and Magnetic Tracking, Department of Computer
ScienceUniversity of North Carolina at Chapel Hill.
-
^ Bajura, Michael;
Neumann, Ulrich.
Dynamic Registration Correction in Augmented-Reality Systems
University of North Carolina, University of Southern California.
-
^
Augmented Reality Landscape 11 August 2012.
-
^
Stuart Eve.
"Augmenting Phenomenology: Using Augmented Reality to Aid
Archaeological Phenomenology in the Landscape".
Retrieved 2012-09-25.
-
^
Dähne, Patrick; Karigiannis, John N.
"Archeoguide: System Architecture of a Mobile Outdoor Augmented
Reality System".
Retrieved 2010-01-06.
-
^ Divecha, Devina.Augmented
Reality (AR) used in architecture and design. designMENA
8 September 2011.
-
^
Architectural dreams in augmented reality. University
News, University of Western Australia. 5 March 2012.
-
^ Webley, Kayla.
The 50 Best Inventions of 2010 - EyeWriter Time, 11
November 2010.
-
^ Alexander,
Michael.Arbua
Shoco Owl Silver Coin with Augmented Reality, Coin Update
July 20, 2012.
-
^
Royal Mint produces revolutionary commemorative coin for Aruba,
Today August 7, 2012.
-
^ Humphries, Mathew.[1].Geek.com
19 September 2011.
-
^ Netburn, Deborah.Ikea
introduces augmented reality app for 2013 catalog. Los
Angeles Times, 23 July 2012.
-
^ Saenz, Aaron.Virtual
Mirror Brings Augmented Reality to Makeup Counters.
singularityHub, 15 June 2010.
-
^ Katts, Rima.
Elizabeth Arden brings new fragrance to life with augmented
reality Mobile Marketer, 19 September 2012.
-
^ Meyer, David.
Telefónica bets on augmented reality with Aurasma tie-in
gigaom, 17 September 2012.
-
^ Mardle, Pamela.Video
becomes reality for Stuprint.com. Printweek, 3
October 2012.
-
^
Churcher, Jason.
"Internal accuracy vs external accuracy".
Retrieved 7 May 2013.
-
^
Lee, Gun (2012).
CityViewAR outdoor AR visualization. ACM. p. 97.
ISBN 978-1-4503-1474-9.
-
^
Groundbreaking Augmented Reality-Based Reading Curriculum
Launches, ‘’PRweb’’, 23 October 2011.
-
^ Stewart-Smith,
Hanna.
Education with Augmented Reality: AR textbooks released in Japan,
‘’ZDnet’’, 4 April 2012.
-
^
Augmented reality in education smarter learning.
-
^ Lubrecht, Anna.
Augmented Reality for Education ‘’Digital Union’’, The Ohio
State University 24 April 2012.
-
^ Maier, Patrick;
Tönnis, Marcus; Klinker, Gudron.
Augmented Reality for teaching spatial relations,
Conference of the International Journal of Arts & Sciences
(Toronto 2009).
-
^ Kaufmann, Hannes.
Collaborative Augmented Reality in Education, Institute of
Software Technology and Interactive Systems, Vienna University
of Technology.
-
^
Davies, Chris (2012-09-12).
"Quantigraphic camera promises HDR eyesight from Father of AR".
SlashGear. Retrieved
2012-12-30.
-
^
"YOUR THOUGHTS ABOUT AUGMENTED REALITY IN VIDEO GAMES".
2013-05-01. Retrieved
2013-05-07.
-
^
Noelle, S. (2002).
"Stereo augmentation of simulation results on a projection wall".
Mixed and Augmented Reality, 2002. ISMAR 2002. Proceedings.:
271–322. Retrieved 2012-10-07.
-
^
Verlinden, Jouke; Horvath, Imre.
Augmented Prototyping as Design Means in Industrial Design
Engineering. Delft University of Technology.
Retrieved 2012-10-07.
-
^
Pang, Y; Nee, A; Youcef-Toumie,
Kamal; Ong, S.K; Yuan, M.L (November 18, 2004).
Assembly Design and Evaluation in an Augmented Reality
Environment. National University of Singapore, M.I.T.
Retrieved 2012-10-07.
-
^ Mountney, Peter;
Giannarou, Stamatia ; Elson, Daniel; Yang, Guang-Zhong.
Optical Biopsy Mapping for Minimally Invasive Cancer Screening.
Department of Computing, Imperial College 2009.
-
^
Scopis Augmented Reality: Path guidance to craniopharyngioma
on
YouTube
-
^
"UNC Ultrasound/Medical Augmented Reality Research".
Archived from the original on 12 February 2010.
Retrieved 2010-01-06.
-
^ Cameron, Chris.
Military-Grade Augmented Reality Could Redefine Modern Warfare
ReadWriteWeb June 11, 2010.
-
^
GM's Enhanced Vision System. Techcrunch.com (17 March 2010).
Retrieved 9 June 2012.
-
^ Couts, Andrew.
New augmented reality system shows 3D GPS navigation through
your windshield Digital Trens,27 October 2011.
-
^ Griggs, Brandon.
Augmented-reality' windshields and the future of driving
CNN Tech, 13 January 2012.
-
^
Cheney-Peters, Scott (12 April 2012).
"CIMSEC: Google's AR Goggles".
Retrieved 2012-04-20.
-
^
Stafford, Aaron; Piekarski, Wayne;
Thomas, Bruce H.
"Hand of God".
Archived from the original on 2009-12-07.
Retrieved 2009-12-18.
-
^ Benford, S,
Greenhalgh, C, Reynard, G, Brown, C and Koleva, B. Understanding
and constructing shared spaces with mixed-reality boundaries.
ACM Trans. Computer-Human Interaction, 5(3):185–223, Sep. 1998.
-
^
Office of Tomorrow Media Interaction Lab.
-
^ Marlow, Chris.
Hey, hockey puck! NHL PrePlay adds a second-screen experience to
live games, digitalmediawire April 27, 2012.
-
^ Pair, J.; Wilson,
J.; Chastine, J.; Gandy, M. "The
Duran Duran Project: The Augmented Reality Toolkit in Live
Performance". The First IEEE International Augmented
Reality Toolkit Workshop, 2002.
-
^ Broughall, Nick.
Sydney Band Uses Augmented Reality For Video Clip.
Gizmodo, 19 October 2009.
-
^ Pendlebury, Ty.
Augmented reality in Aussie film clip. c|net 19
October 2009.
-
^ Hawkins, Mathew.
Augmented Reality Used To Enhance Both Pool And Air Hockey
Game Set WatchOctober 15, 2011.
-
^
One Week Only - Augmented Reality Project Combat-HELO Dev
Blog July 31, 2012.
-
^
The big idea:Augmented Reality. Ngm.nationalgeographic.com
(15 May 2012). Retrieved 2012-06-09.
-
^
Henderson, Steve; Feiner, Steven.
"Augmented Reality for Maintenance and Repair (ARMAR)".
Retrieved 2010-01-06.
-
^ Sandgren, Jeffrey.
The Augmented Eye of the Beholder, BrandTech News
January 8, 2011.
-
^ Cameron, Chris.
Augmented Reality for Marketers and Developers,
ReadWriteWeb.
-
^ Dillow, Clay
BMW Augmented Reality Glasses Help Average Joes Make Repairs,
Popular Science September 2009.
-
^ King, Rachael.
Augmented Reality Goes Mobile, Bloomberg Business Week
Technology November 3, 2009.
-
^ [42]
-
^ [81]
-
^ [93]
-
^ Saenz, Aaron
Augmented Reality Does Time Travel Tourism SingularityHUB
November 19, 2009.
-
^ Sung, Dan
Augmented reality in action - travel and tourism
Pocket-lint March 2, 2011.
-
^ Dawson, Jim
Augmented Reality Reveals History to Tourists Life
Science August 16, 2009.
-
^ Bartie, P and
Mackaness, W.Development
of a speech-based augmented reality system to support
exploration of cityscape. Trans. GIS, 10(1):63–86, 2006.
-
^ Benderson, Bejamin
B.
Audio Augmented Reality: A Prototype Automated Tour Guide
Bell Communications Research,, ACM Human Computer in Computing
Systems conference, pp. 210-211.
-
^ Tsotsis, Alexia.
Word Lens Translates Words Inside of Images. Yes Really.
TechCrunch (16 December 2010).
-
^ N.B.
Word Lens: This changes everything The Economist:
Gulliver blog 18 December 2010.
-
^ Borghino, Dario
Augmented reality glasses perform real-time language translation.
gizmag, 29 July 2012.
-
^
"Knowledge-based augmented reality". ACM. July, 1993.
-
^ "Wearable
Computing: A first step towards personal imaging", IEEE
Computer, pp. 25-32, Vol. 30, Issue 2, Feb. 1997
link.
-
^
a
b
L. B. Rosenberg. The Use of Virtual
Fixtures As Perceptual Overlays to Enhance Operator Performance
in Remote Environments. Technical Report AL-TR-0089, USAF
Armstrong Laboratory, Wright-Patterson AFB OH, 1992.
-
^ Rosenberg, L.,
"Virtual fixtures as tools to enhance operator performance in
telepresence environments," SPIE Manipulator Technology, 1993.
-
^ Rosenberg,
"Virtual Haptic Overlays Enhance Performance in Telepresence
Tasks," Dept. of Mech. Eng., Stanford Univ., 1994.
-
^
a
b
Rosenberg, "Virtual Fixtures:
Perceptual Overlays Enhance Operator Performance in Telepresence
Tasks," Ph.D. Dissertation, Stanford University.
-
^
Wagner, Daniel (29 September 2009).
"First Steps Towards Handheld Augmented Reality". ACM.
Retrieved 2009-09-29.
-
^ Piekarski,
William; Thomas, Bruce.
Tinmith-Metro: New Outdoor Techniques for Creating City Models
with an Augmented Reality Wearable Computer Fifth
International Symposium on Wearable Computers (ISWC'01), 2001,
pp. 31.
-
^ Behringer, R.;Improving
the Registration Precision by Visual Horizon Silhouette
Matching. Rockwell Science Center.
-
^ Behringer, R.;Tam,
C; McGee, J.; Sundareswaran, V.; Vassiliou, Marius.
Two Wearable Testbeds for Augmented Reality: itWARNS and WIMMIS.
ISWC 2000, Atlanta, 16–17 October 2000.
-
^ R. Behringer, G.
Klinker,. D. Mizell.
Augmented Reality – Placing Artificial Objects in Real Scenes.
Proceedings of IWAR '98. A.K.Peters, Natick, 1999.
ISBN 1-56881-098-9.
-
^ Johnson, Joel.
“The Master Key”: L. Frank Baum envisions augmented reality
glasses in 1901 Mote & Beam 10 September 2012.
-
^
http://www.google.com/patents?q=3050870
-
^
Eye Am a Camera: Surveillance and Sousveillance in the Glassage
-
^
http://en.wikipedia.org/wiki/Boeing%7CBoeing
-
^
Lee, Kangdon (March 2012).
"Augmented Reality in Education and Training". Techtrends:
Linking Research & Practice To Improve Learning 56
(2).
-
^ L. B. Rosenberg,
"The Use of Virtual Fixtures to Enhance Operator Performance in
Telepresence Environments" SPIE Telemanipulator Technology,
1993.
-
^
Wellner, Pierre.
"Computer Augmented Environments: back to the real world".
ACM. Retrieved 2012-07-28.
-
^ Barrilleaux, Jon.
Experiences and Observations in Applying Augmented Reality to
Live Training. Jmbaai.com. Retrieved 2012-06-09.
-
^
Wikitude AR Travel Guide. Youtube.com. Retrieved 2012-06-09.
-
^ Cameron, Chris.
Flash-based AR Gets High-Quality Markerless Upgrade,
ReadWriteWeb 9 July 2010.
-
^ Miller, Claire.
[2], New York Times 20 February 2013.
External links
Augmented reality at the
Open Directory Project
Media related to
Augmented reality at Wikimedia Commons
|
|
DA INGLESE A ITALIANO
Inserire
nella casella Traduci la parola
INGLESE e cliccare
Go.
DA ITALIANO A INGLESE
Impostare INGLESE anziché italiano e
ripetere la procedura descritta.
|
|