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Cấu trúc
Cover
Handbook of Augmented Reality
ISBN 9781461400639
Preface
Editor-in-Chief
Contents
Handbook Editorial Board
Contributors
Part I: Technologies
Chapter 1: Augmented Reality: An Overview
1 Introduction
2 History
3 Augmented Reality Technologies
3.1 Computer Vision Methods in AR
3.2 AR Devices
3.2.1 Displays
3.2.2 Input Devices
3.2.3 Tracking
3.2.4 Computers
3.3 AR Interfaces
3.3.1 Tangible AR Interfaces
3.3.2 Collaborative AR Interfaces
3.3.3 Hybrid AR Interfaces
3.3.4 Multimodal AR Interfaces
3.4 AR Systems
4 Augmented Reality Mobile Systems
4.1 Socially Acceptable Technology
4.1.1 Social Acceptance
4.1.2 Natural Interaction
4.1.3 Fashion Acceptance
4.2 Personal and Private Systems
4.3 Tracking Technology for Mobile AR Systems
5 Applications
5.1 Advertising and Commercial
5.2 Entertainment and Education
5.3 Medical Applications
5.4 Mobile (iPhone) Applications
6 Future of Augmented Reality Applications
7 iPhone Projects: AR
7.1 Ideas
References
Chapter 2: New Augmented Reality Taxonomy: Technologies and Features of Augmented Environment
2 Augmented Perception?
3 Final Aim and Birth of a Taxonomy
4 Taxonomy of Interactives Mixed Systems
4.1 Conceptual Taxonomies
4.2 Technical Taxonomies
4.3 Functional Taxonomies
5 Proposal for a Functional Taxonomy for AR
5.1 Functionality 1: Augmented Perception of Reality
5.1.1 Sub-functionality 1: Documented Reality and Documented Virtuality
5.1.2 Sub-functionality 2: Reality with Augmented Perception or Understanding
5.1.3 Sub-functionality 3: Perceptual Association of the Real and Virtual
5.1.4 Sub-functionality 4: Behavioural Association of the Real and Virtual
5.1.5 Sub-functionality 5: Substituting the Real by the Virtual or Virtualised Reality
5.2 Functionality 2: Create an Artificial Environment
5.2.1 Sub-functionality 1: Imagine Reality as it Could be in the Future by Associating the Real and the Virtual
5.2.2 Sub-functionality 2: Imagine Reality as it was by Associating the Real and Virtual
5.2.3 Sub-functionality 3: Imagine an Impossible Reality
6 Discussion
7 Conclusion
Chapter 3: Visualization Techniques for Augmented Reality
2 Data Integration
2.1 Depth Perception
2.2 Augmenting Pictorial Depth Cues
2.3 Occlusion Handling
2.3.1 Phantom Objects
2.3.2 Advanced Occlusion Handling Using Video-Textured Phantom Objects
2.4 Image Based X-Ray Visualization
2.4.1 Edge Features
2.4.2 Salient Features
2.4.3 Area Based Feature Preservation
3 Scene Manipulation
3.1 Rearranging Real World Objects
3.1.1 Dual Phantom Rendering
3.1.2 Synchronized Dual Phantom Rendering
3.1.3 Restoration
3.2 Space-Distorting Visualizations
3.2.1 Melt
3.2.2 Radial Distort
3.2.3 Implementation
4 Context Driven Visualization
4.1 Situated Visualization
4.2 Object as Context
4.2.1 Implementation
4.3 Sensor Data as Context
4.3.1 Implementation
4.4 Scene as Context
4.5 Uncertainty as Context
5 Closing Remarks
Chapter 4: Mobile Augmented Reality Game Engine
2 Related Works
2.1 Existing Mobile AR Libraries
2.2 Existing Mobile Game Engines
2.3 Existing Mobile AR Games
3 Mobile AR Game Engine
3.1 MARGE on Multi Platforms
3.2 System Structure of MARGE
3.3 AR Library and Bridge Functions of MARGE
3.4 Game Functions of MARGE
3.4.1 3D Graphic Performance Optimization
3.4.2 Network Features of MARGE
3.4.3 Physics Engine
3.4.4 Input
3.4.5 Other Functions
4 Evaluation
5.1 ``Pan Master''
5.2 ``AR Fighter''
6 Conclusion
Chapter 5: Head-Mounted Projection Display Technology and Applications
2 Fundamentals of Head-Mounted Projection Displays
2.1 Concept
2.2 Microdisplay
2.3 HMPD Optics and Human Visual System
3 Technology Advancements
4 Imaging Properties of a Retroreflective Screen
4.1 Effective Aperture and Retroreflectivity
4.2 Effective Image Resolution and Screen Placement
5.1 Tangible User Interfaces
5.2 Remote Telepresence
5.3 Augmented Virtual Environments
6 Conclusions and Future Research Directions
Chapter 6: Wireless Displays in Educational AugmentedReality Applications
1.1 Motivation
1.2 Trend Towards Wireless Clients
2 Technological Background
2.1 Requirements
2.2 Wireless Technology Overview
3 Hardware Setup
3.1 Wireless Head Mounted Displays
3.2 Wireless Handheld Display
4 Areas of Application: Examples in Education
4.1 Construct3D
4.2 Physics Playground
5 Teaching Scenarios
5.1 Scenario #1: Students Collaborate, Teacher Guides
5.2 Scenario #2: Teacher Demonstrates and Shares
5.3 Experiences
6 Conclusions
Chapter 7: Mobile Projection Interfaces for Augmented Reality Applications
1 Introduction and Motivation
2 Related Work
3 Classification
3.1 Disjunct Alignment
3.2 Partially Intersecting Alignment
3.3 Congruent Alignment
3.4 Other Alignments and Design Issues
4 Proxemic Interaction
5 AR Applications Using Mobile Projection
5.1 Map Torchlight
5.1.1 Idea
5.1.2 Interaction Techniques
5.1.3 Implementation
5.2 Shelf Torchlight
5.2.1 Idea
5.2.2 Interaction Techniques
5.2.3 Implementation
5.3 Little Projected Planet
5.3.1 Idea
5.3.2 Game Concept
5.3.3 Interaction Techniques
5.3.4 Implementation
Chapter 8: Interactive Volume Segmentation and Visualization in Augmented Reality
3 Our Framework
3.1 Pre-process
3.2 Two-Handed Manipulation
3.3 Locating a Seed Point
3.4 Interactive Region Growing
3.5 Multi ID Rendering
4 Results
5 Conclusion
Chapter 9: Virtual Roommates: Sampling and Reconstructing Presence in Multiple Shared Spaces
2 Background: From Tele-Collaboration to Augmented Reality Coexistence
3 Connecting Virtual Roommates Via Feature-Based Spatial Mapping
3.1 Resolving and Optimizing User Path in Destination Space
3.2 Sparse Presence Samples, Additional Remarks
4 System Components
4.1 Tracking
4.2 Visualization with Wearable Display Devices
4.3 Virtual Mirror
4.4 Voice Communications
5 Building Prototypes in Virtual Reality
5.1 Projecting a Real-Life Character into Virtual Reality: Tracking Figurines in a Doll House
5.2 Visualization with a Virtual Mirror Prototype
Chapter 10: Large Scale Spatial Augmented Reality for Designand Prototyping
1.1 Spatial Augmented Reality
2 Background
2.1 SAR Applications
2.2 Industrial Design Process and Concept Mock-ups
3 Industrial Design Process Using SAR
3.1 Visualizing a Mock-up
3.2 Current Mock-up Materials
4 Practical Considerations for SAR Visualizations
4.2 Projector Placement
4.3 Interaction
5 Tools and Applications
5.1 Airbrushing
5.2 Augmented Foam Sculpting
5.3 Virtual Control Panel Design
5.4 Control Room Layout
6 Requirements for a Large Scale SAR Environment
6.1 Physical Environment
6.2 Projectors
6.3 Computers, Networking, and Management
6.4 Calibration, Cameras, Interaction, and Tracking
7 Conclusion and Future Applications
Chapter 11: Markerless Tracking for Augmented Reality
2 Feature Detection
2.1 Corner Detectors
2.2 Blob Detectors
3 Feature Matching
3.1 Image Patches
3.2 Feature Descriptors
3.3 Trees and Ferns
4 Tracking Pipeline
4.1 Feature Detection
4.2 Feature Map
4.3 Camera Distortion
4.4 Feature Description
4.5 Feature Matching
4.6 Feature Culling
4.7 Pose Calculation and Pose Refinement
5 Overall System of an Adaptive Tracker
5.1 Tracking without Previous Knowledge
5.2 Using Existing Feature Correspondences
5.3 Using the Previous Pose as Basis
6 SLAM
7 Conclusions and Future Directions
Chapter 12: Enhancing Interactivity in Handheld AR Environments
3 Dual Face Interaction in Handheld AR
4 Interaction Design
5 Implementation One: Prototyping with PC
5.1 Interaction with Virtual Object by Finger
5.2 Interaction with Virtual Object by Camera Motion
6 Implementation Two: Targeting at iPhone
6.1 Considerations to iPhone-based Implementation
6.2 Interaction Using QR Code Tracking
6.3 Interaction Using Color-based Tracking
7 Conclusions
Chapter 13: Evaluating Augmented Reality Systems
2 The Role of Usability Testing and User Evaluations
3 AR System Evaluation
3.1 Applying Traditional Evaluation Approaches
3.2 One off Prototypes
3.3 Who are the Users?
3.4 Huge Variety of Implementations
4 Expert and Guideline Based Evaluations
5 User Based Evaluation
5.1 AR Evaluation Types and Methods
5.1.1 Evaluation Types Typically used in AR User Evaluations
5.1.2 Evaluation Methods Typically Used in AR User Evaluations
5.2 Example AR System Evaluations
6 Discussion and Conclusion
Chapter 14: Situated Simulations Between Virtual Reality and Mobile Augmented Reality: Designing a Narrative Space
1 Belonging
2 Elucidations
3 Sitsims as Augmented Reality: The Temple of Divus Iulius
3.1 Combining Virtual and Real in Real Environments
3.2 Interaction in Real Time
3.3 Registration and Alignment in 3D
4 Situated Simulations as a Narrative Space
5 So, Where do Situated Simulations Belong?
6 Closing
Chapter 15: Referencing Patterns in Collaborative Augmented Reality
2.1 Virtual Interaction Techniques
2.2 CSCW
2.3 Collaborative AR
3 A Tree in the Forest
3.1 An Exploratory Study
3.2 The Versatile Virtual Pointer
3.3 A Follow-up Study
4 Recent Advances
5 Closing Remarks and Acknowledgements
Chapter 16: QR Code Based Augmented Reality Applications
2 QR Code
2.1 Appearance
2.2 Advantages
2.3 Summary
3 Trends in Marker-based Augmented Reality
3.1 Summary
3.2 Issues for Marker-based AR
3.3 Advantages of the Proposed System
3.4 Trends
4 QR Code Based Augmented Reality
4.1 Our Approach
4.2 Product Demonstration System
4.3 myID+AR Mobile Application
5 Conclusions
Chapter 17: Evolution of a Tracking System
2 Proposed Tracking System
2.1 Intrinsic Camera Parameter Calibration
2.2 Inter-Marker Registration
2.3 Registration Local Global Coordinate Systems
2.4 Local Map Creation
2.5 Relocalization and Tracking
3 Evaluation
3.1 ISMAR Tracking Contest 2008
3.2 ISMAR Tracking Contest 2009
3.3 AVILUS Tracking Contest (2010)
4 Discussion
Chapter 18: Navigation Techniques in Augmented and Mixed Reality: Crossing the Virtuality Continuum
2 Navigation
3 Enhancing Navigation Through Augmented and Mixed Reality
3.1 Context and Transition
3.2 Transitional Interface: Single-User and Multi-User
3.2.1 Perceptual and Proprioceptive Factors
3.2.2 Identified Issues
4 AR as a Primary Source of Spatial Information
4.1 Supporting Navigation with AR
4.1.1 Exploratory Navigation
4.1.2 Goal-oriented Navigation
4.2 Occluded and Distant Augmentations
4.2.1 Depth and Occlusion Cues
4.3 Off-screen Augmentations
4.3.1 Graphic Overlays
4.3.2 AR Graphics
4.4 Combining AR with other Interfaces
4.4.1 Web Browser
4.4.2 Maps
4.4.3 Worlds in Miniature
4.4.4 Distorted Camera Views
4.4.5 Virtual Environments
5 AR as a Secondary Source of Spatial Information
5.1 Virtual Map in the Physical Space
5.1.1 Projection-Based AR Maps
5.1.2 HMD and Screen-Based AR Maps
5.1.3 Handheld-Based AR Maps
5.2 Multiple Contexts and Transitional Interface
5.2.1 Spatially Multiplexed Contexts
5.2.2 Time-Multiplexed Contexts
6 Conclusion and Future Directions
Chapter 19: Survey of Use Cases for Mobile Augmented Reality Browsers
2 Technical Capabilities of AR Browsers
2.1 Location Based Augmented Reality
2.2 Image Based Augmented Reality
3 Use Cases
3.1 Navigation
3.1.1 Bay Area Rapid Transit (BART), Geo-Location
3.1.2 Kino.de, Geo Location for Nearby Theatres Show Times
3.1.3 Wikitude Drive, World's First AR Navigation System
3.1.4 Intel Developer Forum (IDF) Augmented Reality, Indoor Navigation and Information Display
3.1.5 Kiosk Europe Expo 2010
3.1.6 AcrossAir, Stella Artois, Bar Finder
3.2 Tourism and Culture
3.2.1 Wikipedia
3.2.2 Lonely Planet
3.3 Mobile Social Networking
3.3.1 TwittAround
3.3.2 Facebook
3.3.3 Yelp Monocle
3.4 mCommerce
3.4.1 Valpak, Mobile Coupons
3.4.2 eBay Classifieds, Geo-location Channel
3.4.3 Virtual Shopping- goCatalogue
3.5 Advertisement
3.5.1 Location Based Advertisement- Ad-Inject
3.5.2 Goldrun, Location Based Advertising
3.5.3 Print Advertisement- Sausalitos Magazine
3.6 Entertainment
3.6.1 Zombie Shooter, First Mobile AR Shooter Game
3.6.2 Parallel Kingdom, AR Mobile Game
3.6.3 Süddeutsche Zeitung Magazine
3.6.4 South by Southwest (SXSW) Conference, Interactive Mobile Game
3.6.5 Galileo TV Quiz
4 Conclusions and Future Possibilities
Part II: Applications
Chapter 20: Augmented Reality for Nano Manipulation
2 Augmented Reality with Visual Feedback System
2.1 Augmented Reality with Visual Feedback System Implantation
2.2 Force Measurement and Calculation Modulus
2.3 Online Sensing Approach
3 Experimental Results
3.1 Sample Preparation
3.2 Experiment Setup and Result
3.3 Experiment Data Analysis
4 Summary
Chapter 21: Augmented Reality in Psychology
2 Description of the AR System
3 Study
Chapter 22: Environmental Planning Using Augmented Reality
2 Augmented Reality Based on Affine Invariants
2.1 Affine Structure Based on Four Point
2.2 Virtual Object Rendering
2.3 Location of Virtual Object
3 Resolving Occlusion Based on Invariant for Two Views
3.1 Invariant for Two Views
3.2 Feature Detection and Matching
3.3 Resolving Occlusion Based on Invariant
4 Interactive Algorithm
5 Experiments
5.1 Experiment 1
5.2 Experiment 2
6 Shadow Algorithm
6.1 Experiment1
6.2 Experiment2
Chapter 23: Mixed Reality Manikins for Medical Education
2 Augmented Reality in Medical Education
2.1 Examples of Augmented Human Manikins
2.1.1 The Visible Korean Human Phantom
2.1.2 Free Form Projection Display Applications
2.1.3 Mixed Reality Humans
2.2 Industrial Medical Simulators
3 ``Awakening'' Manikins to Human Touch
4 Virtual Hands
4.1 Spatial Resolution Requirements for Hand-Surface Contact
4.2 Activity Recognition and Hand Processing Loop
4.3 Hand Calibration and Alignment with Manikin Model
5 A Pilot Study: Simulated Abdominal Pain
6 Creating Manikin Surface Model
6.1 Improved Manikin Surface Model
7 Applications and Extensions
8 Future
Chapter 24: Augmented Reality Applied To Edutainment
2 Description of the Game
3 Study and Results
3.1 Participants and Procedure
3.2 Results
4 Conclusions and Future Directions
Chapter 25: Designing Mobile Augmented Reality Games
2 An Overview of Augmented Reality Games
3 TimeWarp -- Successive Study of a Contextual AR Game
3.1 Technological Concept and Interaction
3.2 Game Content
5 Game Design Guidelines
5.1 General
5.2 Virtual Elements
5.3 Real World Elements
5.4 Social Elements
5.5 Technology and Usability
6 Outlook
Chapter 26: Network Middleware for Large Scale Mobile and Pervasive Augmented Reality Games
2 Architecture
2.1 Introduction
2.2 Requirements Specification
2.3 General Architecture
2.3.1 Central Level
2.3.2 Large Scale Distributed Level
2.3.3 Personal Area Network Level
3 Experimental Development
3.1 The SENSACT API
3.2 The STF PAN API
3.3 The STF SERVER API
3.4 Changes in STF from Version 1 to Version 2
3.5 The Sixrm Reliable Multicast Protocol
3.5.1 Packets of Type NAK
3.5.2 Packets of Type ERROR
3.5.3 Packets of Type DATA
3.5.4 Packets of Type OPEN
3.5.5 Packets of Type CLOSE
3.5.6 Packets of Type INFORMATION
3.6 The Sixrm API
3.6.1 Class SIXRMENTITY
3.6.2 Class SIXRMPACKET
3.6.3 Class SIXRMLISTENER
3.6.4 Class SIXRMFILEKEY
3.7 The ARMSV6 System
3.8 The QoS APIs
3.8.1 General Architecture
3.8.2 The PDP Context Handler Architecture
3.8.3 The RSVP API
3.8.4 General Architecture of the STF QoS APIs on the Distributed Servers
3.8.5 The RSVP Architecture
3.9 The Security Architecture
3.9.1 Personal Area Network Level Security
3.9.2 Large Scale Distributed Level Security
3.9.3 Central Level Security
3.10 Managing the System
3.10.1 Objectives of Managing the System
3.10.2 The Management Architecture
3.10.3 The Management Application
4.1 Evaluating Scalability
4.1.1 The Personal Area Network Level
4.1.2 The Large Scale Distributed Server Level
4.1.3 The Back Office Central Level
4.1.4 Analysing the Scalability of Possible Alternate Architectures
4.1.5 Graphical Case Study of the Alternate Architectures
4.2 Evaluating SENSACT and STFPAN
4.3 Evaluating the Sixrm Protocol
4.4 Evaluating the QoS APIs
4.4.1 Emulation of the PDP Context Handler Architecture
4.4.2 RSVP Implemented by UDP Encapsulation with a Simulated Router in Between
4.5 Evaluating the Security Architecture
4.5.1 Personal Area Network Level Security Testing
4.5.2 Testing the Communications Between the PAN and the Large Scale Distributed Level Architecture
4.5.3 Testing Communication Between Large Scale Distributed Level Servers
4.6 Evaluating Common APIs
4.7 Evaluating the Management Architecture
4.7.1 Scalability Analysis
5 Conclusions and Future Directions
Chapter 27: 3D Medical Imaging and Augmented Reality for Image-Guided Surgery
2 Conventional AR Techniques and Medical Applications
2.1 Slice Image Overlay Based AR Windows for Image-Guided Surgery
2.2 Binocular Stereoscopic Image Based Augmented Reality
2.3 Head-Mounted Display for Medical Augmented Reality
3 Augmented Reality of 3D Autostereoscopic Image for Image-Guided Surgery
3.1 High-Quality and High-Speed IV Imaging Techniques
3.2 IV Autostereoscopic Image Overlay Navigation System
4 Feasibility Study of AR with IV Image Overlay
5 Integration System of Laser Guidance and 3D Autostereoscopic Image Overlay
6 Advantages and Technological Benefits of IV Autostereoscopic Image Based AR
Chapter 28: Augmented Reality in Assistive Technology and Rehabilitation Engineering
2 Applications of AR in AT and RE
2.1 AR in AT
2.1.1 Visually Impaired Persons
2.1.2 Hearing Impaired Persons
2.1.3 Facilitating the Learning Process of Physically Disabled Persons
2.1.4 Computer Interactions
2.2 AR in RE
2.2.1 Related Technologies
2.2.2 Recovery of Motor Functions
2.2.3 Recovery of Mental Functions
3 Discussions
3.1 Advantages in the Application of AR in AT and RE
3.1.1 Programmable Augmented Environment
3.1.2 Intuitive Interface
3.2 Limitations in the Application of AR in AT and RE
3.2.1 Haptic Feedback
3.2.2 Depth Perception
3.2.3 Tracking in Unprepared Environment
3.2.4 Social Acceptance
4 Conclusion
Chapter 29: Using Augmentation Techniques for Performance Evaluation in Automotive Safety
1 Evaluation Challenges in Active Safety
2 Performance Evaluation of Computer Vision Based Systems
3 Framework for Performance Evaluation
3.1 Data Augmentation
3.1.1 Camera Tracking
3.1.2 3D Scene Modeling
3.1.3 Animation
3.1.4 Rendering
3.1.5 Sensor Data Augmentation
3.2 Validation
4 Case Study
4.1 System Description
4.2 Scenario Description
4.3 Implementation
4.3.1 Camera Tracking
4.3.2 3D Scene Modeling
4.3.3 Animation
4.3.4 Rendering
4.3.5 Sensor Data Augmentation
4.4 Results
Chapter 30: Augmented Reality in Product Development and Manufacturing
2 AR Approaches in Product Development Cycle
2.1 Design
2.2 Design Review and Design Evaluation
2.3 Manufacturing
2.3.1 Material Processing
2.3.2 Assembly Planning and Verification
2.3.3 Assembly Training and Guidance
2.3.4 Robot Control and Programming for Industrial Applications
3 AR Approaches for Rapid and Flexible Manufacturing
3.1 Factory Facility Layout Planning
3.2 Maintenance
4 AR Approaches in Manufacturing Applications
4.1 Hardware Configurations
4.2 User Interactions
4.3 Occlusion Handling
4.4 Tracking and Registration Methods
5 Future Trends
Chapter 31: Military Applications of Augmented Reality
1.1 Situation Awareness
1.2 Information Overload
1.3 Training
1.4 Quick-Reaction Forces
2 AR Projects for the Military
2.1 The ``Super Cockpit''
2.2 Aspen Movie Map
2.3 Battlefield Augmented Reality System
2.4 C-130 Loadmaster Training
2.5 Summary
3 BARS Case Studies
3.1 Dismounted Warfighter Operations
3.2 Mounted Warfighter Operations
3.3 Embedded Training
3.4 Forward Observer Training
4 Human-Centered Research
4.1 Depth Perception and Occlusion Representation
4.2 Information Filtering
4.3 Object Selection
4.4 Collaboration Techniques
4.5 Evaluation of Vehicle AR for IED Awareness
4.6 Urban Skills Evaluations
4.7 Basic Perception
5 Challenges of Designing Military AR Applications
5.1 Mobility
5.2 User Profiles
5.3 Task Context
5.4 Collaboration Between Distributed Users
6 Summary
Chapter 32: Augmented Reality in Exhibition and Entertainmentfor the Public
2 Augmented Reality in Exhibition
2.1 Museum Guidance
2.2 Cultural Heritage Reconstruction
2.3 Digital Art and Commercial Exhibition
3 Augmented Reality in Entertainment
3.1 Personal Entertainment Device
3.2 Multi-user Theme Park Attraction
Chapter 33: GIS and Augmented Reality: State of the Art and Issues
2 Augmented Reality: A Still Emerging Technology
3 ``IS" is Included in ``GIS"
4 From IS To GIS
5 Joint Use of GIS and AR
5.1 Towards a Functional Classification
5.2 Augmented Map
5.3 Augmented Territory
5.3.1 Building One's Own Augmented Territory
Index
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