A Survey of Augmented Reality


Book Description

This survey summarizes almost 50 years of research and development in the field of Augmented Reality (AR). From early research in the 1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched.




Virtual, Augmented and Mixed Reality


Book Description

This book constitutes the refereed proceedings of the 13th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2021, held virtually as part of the 23rd HCI International Conference, HCII 2021, in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The 47 papers included in this volume were organized in topical sections as follows: designing and evaluating VAMR environments; multimodal and natural interaction in VAMR; head-mounted displays and VR glasses; VAMR applications in design, the industry and the military; and VAMR in learning and culture.




Human Machine Interaction


Book Description

Human Machine Interaction, or more commonly Human Computer Interaction, is the study of interaction between people and computers. It is an interdisciplinary field, connecting computer science with many other disciplines such as psychology, sociology and the arts. The present volume documents the results of the MMI research program on Human Machine Interaction involving 8 projects (selected from a total of 80 proposals) funded by the Hasler Foundation between 2005 and 2008. These projects were also partially funded by the associated universities and other third parties such as the Swiss National Science Foundation. This state-of-the-art survey begins with three chapters giving overviews of the domains of multimodal user interfaces, interactive visualization, and mixed reality. These are followed by eight chapters presenting the results of the projects, grouped according to the three aforementioned themes.




Augmented Reality


Book Description

With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade's most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers. - Educates readers how best to use augmented reality regardless of industry - Provides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods - Includes actual examples and case studies from both private and government application




Virtual Reality and Augmented Reality


Book Description

Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.




Spatial Augmented Reality


Book Description

Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented r




Augmented Reality


Book Description

Today’s Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today’s most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Höllerer carefully balance principles and practice, illuminating AR from technical, methodological, and user perspectives. Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, coherent behavior Seamless blending of real and virtual objects Visualization to enhance intuitive understanding Interaction–from situated browsing to full 3D interaction Modeling new geometric content Authoring AR presentations and databases Architecting AR systems with real-time, multimedia, and distributed elements This guide is indispensable for anyone interested in AR, including developers, engineers, students, instructors, researchers, and serious hobbyists.




Virtual and Augmented Reality Applications in Manufacturing


Book Description

Written by experts from the world’s leading institutions in the field, this is the only book to cover virtual and augmented reality in manufacturing from a manufacturing perspective, rather than a computer science angle. It details applications of state-of-the-art technologies in real industrial situations.




How AI Is Transforming the Organization


Book Description

A clear-eyed look at how AI can complement (rather than eliminate) human jobs, with real-world examples from companies that range from Netflix to Walmart. Descriptions of AI's possible effects on businesses and their employees cycle between utopian hype and alarmist doomsaying. This book from MIT Sloan Management Review avoids both these extremes, providing instead a clear-eyed look at how AI can complement (rather than eliminate) human jobs, with real-world examples from companies that range from Netflix to Walmart. The contributors show that organizations can create business value with AI by cooperating with it rather than relinquishing control to it. The smartest companies know that they don't need AI that mimics humans because they already have access to resources with human capability—actual humans. The book acknowledges the prominent role of such leading technology companies as Facebook, Apple, Amazon, Netflix, and Google in applying AI to their businesses, but it goes beyond the FAANG cohort to look at AI applications in many nontechnology companies, including DHL and Fidelity. The chapters address such topics as retraining workers (who may be more ready for change than their companies are); the importance of motivated and knowledgeable leaders; the danger that AI will entrench less-than-ideal legacy processes; ways that AI could promote gender equality and diversity; AI and the global loneliness epidemic; and the benefits of robot–human collaboration. Contributors Cynthia M. Beath, Megan Beck, Joe Biron, Erik Brynjolfsson, Jacques Bughin, Rumman Chowdhury, Paul R. Daugherty, Thomas H. Davenport, Chris DeBrusk, Berkeley J. Dietvorst, Janet Foutty, James R. Freeland, R. Edward Freeman, Julian Friedland, Lynda Gratton, Francis Hintermann, Vivek Katyal, David Kiron, Frieda Klotz, Jonathan Lang, Barry Libert, Paul Michelman, Daniel Rock, Sam Ransbotham, Jeanne W. Ross, Eva Sage-Gavin, Chad Syverson, Monideepa Tarafdar, Gregory Unruh, Madhu Vazirani, H. James Wilson




Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education


Book Description

Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.