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  • 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

      • 1 Introduction

      • 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

      • References

    • Chapter 3: Visualization Techniques for Augmented Reality

      • 1 Introduction

      • 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

      • References

    • Chapter 4: Mobile Augmented Reality Game Engine

      • 1 Introduction

      • 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 Applications

        • 5.1 ``Pan Master''

        • 5.2 ``AR Fighter''

      • 6 Conclusion

      • References

    • Chapter 5: Head-Mounted Projection Display Technology and Applications

      • 1 Introduction

      • 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 Applications

        • 5.1 Tangible User Interfaces

        • 5.2 Remote Telepresence

        • 5.3 Augmented Virtual Environments

      • 6 Conclusions and Future Research Directions

      • References

    • Chapter 6: Wireless Displays in Educational AugmentedReality Applications

      • 1 Introduction

        • 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

      • References

    • 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

      • 6 Conclusion

      • References

    • Chapter 8: Interactive Volume Segmentation and Visualization in Augmented Reality

      • 1 Introduction

      • 2 Related Work

      • 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

      • References

    • Chapter 9: Virtual Roommates: Sampling and Reconstructing Presence in Multiple Shared Spaces

      • 1 Introduction

      • 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

      • 6 Conclusions

      • References

    • Chapter 10: Large Scale Spatial Augmented Reality for Designand Prototyping

      • 1 Introduction

        • 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

        • 4.1 Tracking

        • 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

      • References

    • Chapter 11: Markerless Tracking for Augmented Reality

      • 1 Introduction

      • 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

      • References

    • Chapter 12: Enhancing Interactivity in Handheld AR Environments

      • 1 Introduction

      • 2 Related Work

      • 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

      • References

    • Chapter 13: Evaluating Augmented Reality Systems

      • 1 Introduction

      • 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

      • References

    • 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

      • References

    • Chapter 15: Referencing Patterns in Collaborative Augmented Reality

      • 1 Introduction

      • 2 Background

        • 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

      • References

    • Chapter 16: QR Code Based Augmented Reality Applications

      • 1 Introduction

      • 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

      • References

    • Chapter 17: Evolution of a Tracking System

      • 1 Introduction

      • 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

      • 5 Conclusion

      • References

    • Chapter 18: Navigation Techniques in Augmented and Mixed Reality: Crossing the Virtuality Continuum

      • 1 Introduction

      • 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

      • References

    • Chapter 19: Survey of Use Cases for Mobile Augmented Reality Browsers

      • 1 Introduction

      • 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

      • 1 Introduction

      • 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

      • References

    • Chapter 21: Augmented Reality in Psychology

      • 1 Introduction

      • 2 Description of the AR System

      • 3 Study

      • 4 Results

      • 5 Conclusions

      • References

    • Chapter 22: Environmental Planning Using Augmented Reality

      • 1 Introduction

      • 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

      • 7 Conclusions and Future Directions

      • References

    • Chapter 23: Mixed Reality Manikins for Medical Education

      • 1 Introduction

      • 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

      • References

    • Chapter 24: Augmented Reality Applied To Edutainment

      • 1 Introduction

      • 2 Description of the Game

      • 3 Study and Results

        • 3.1 Participants and Procedure

        • 3.2 Results

      • 4 Conclusions and Future Directions

      • References

    • Chapter 25: Designing Mobile Augmented Reality Games

      • 1 Introduction

      • 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

      • 4 Discussion

      • 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

      • References

    • Chapter 26: Network Middleware for Large Scale Mobile and Pervasive Augmented Reality Games

      • 1 Introduction

      • 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 Evaluation

        • 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

      • References

    • Chapter 27: 3D Medical Imaging and Augmented Reality for Image-Guided Surgery

      • 1 Introduction

      • 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

      • References

    • Chapter 28: Augmented Reality in Assistive Technology and Rehabilitation Engineering

      • 1 Introduction

      • 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

      • References

    • 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

      • 5 Conclusions

      • References

    • Chapter 30: Augmented Reality in Product Development and Manufacturing

      • 1 Introduction

      • 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

      • References

    • Chapter 31: Military Applications of Augmented Reality

      • 1 Introduction

        • 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

      • References

    • Chapter 32: Augmented Reality in Exhibition and Entertainmentfor the Public

      • 1 Introduction

      • 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

      • 4 Conclusions and Future Directions

      • References

    • Chapter 33: GIS and Augmented Reality: State of the Art and Issues

      • 1 Introduction

      • 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

      • 6 Conclusion

      • References

  • Index

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