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454
Superior Augmented Reality Registration by Integrating Landmark Tracking and Magnetic Tracking
, 1996
"... Accurate registration between real and virtual objects is crucial for augmented reality applications. Existing tracking methods are individually inadequate: magnetic trackers are inaccurate, mechanical trackers are cumbersome, and vision-based trackers are computationally problematic. We present a h ..."
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Cited by 143 (3 self)
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Accurate registration between real and virtual objects is crucial for augmented reality applications. Existing tracking methods are individually inadequate: magnetic trackers are inaccurate, mechanical trackers are cumbersome, and vision-based trackers are computationally problematic. We present a hybrid tracking method that combines the accuracy of vision-based tracking with the robustness of magnetic tracking without compromising real-time performance or usability. We demonstrate excellent registration in three sample applications.
PingPongPlus: Design of an Athletic-Tangible Interface for Computer-Supported Cooperative Play
, 1999
"... This paper introduces a novel interface for digitallyaugmented cooperative play. We present the concept of the "athletic-tangible interface," a new class of interaction which uses tangible objects and full-body motion in physical spaces with digital augmentation. We detail the implementati ..."
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Cited by 110 (8 self)
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This paper introduces a novel interface for digitallyaugmented cooperative play. We present the concept of the "athletic-tangible interface," a new class of interaction which uses tangible objects and full-body motion in physical spaces with digital augmentation. We detail the implementation of PingPongPlus, a "reactive ping-pong table", which features a novel sound-based ball tracking technology. The game is augmented and transformed with dynamic graphics and sound, determined by the position of impact, and the rhythm and style of play. A variety of different modes of play and initial experiences with PingPongPlus are also described. Keywords tangible interface, enhanced reality, augmented reality, interactive surface, athletic interaction, kinesthetic interaction, computer-supported cooperative play. INTRODUCTION When an expert plays ping-pong, a well-used paddle becomes transparent, and allows a player to concentrate on the task -- playing ping-pong. The good fit of grasp is vit...
Collaborative Augmented Reality
- Communications of the ACM
, 2002
"... Science fiction has foreshadowed many of the great technical advances in... In this article we discuss some of the limitations of current collaborative interfaces and then describe collaborative Augmented Reality interfaces and the lessons that can be learnt from them. ..."
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Cited by 73 (3 self)
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Science fiction has foreshadowed many of the great technical advances in... In this article we discuss some of the limitations of current collaborative interfaces and then describe collaborative Augmented Reality interfaces and the lessons that can be learnt from them.
Fusion of Vision and Gyro Tracking for Robust Augmented Reality Registration
, 2001
"... A novel framework enables accurate AR registration with integrated inertial gyroscope and vision tracking technologies. The framework includes a two-channel complementary motion filter that combines the lowfrequency stability of vision sensors with the highfrequency tracking of gyroscope sensors, he ..."
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Cited by 61 (1 self)
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A novel framework enables accurate AR registration with integrated inertial gyroscope and vision tracking technologies. The framework includes a two-channel complementary motion filter that combines the lowfrequency stability of vision sensors with the highfrequency tracking of gyroscope sensors, hence, achieving stable static and dynamic six-degree-of-freedom pose tracking. Our implementation uses an Extended Kalman filter (EKF). Quantitative analysis and experimental results show that the fusion method achieves dramatic improvements in tracking stability and robustness over either sensor alone. We also demonstrate a new fiducial design and detection system in our example AR annotation systems that illustrate the behavior and benefits of the new tracking method.
Enveloping users and computers in a collaborative 3d augmented reality
- In In Proceedings of IWAR ’99 (Int. Workshop on Augmented Reality
, 1999
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Technologies for Augmented Reality Systems: Realizing Ultrasound-Guided Needle Biopsies
- In SIGGRAPH 96 Conference Proceedings, Annual Conference Series
, 1996
"... We present a real-time stereoscopic video-see-through augmented reality (AR) system applied to the medical procedure known as ultrasound-guided needle biopsy of the breast. The AR system was used by a physician during procedures on breast models and during non-invasive examinations of human subjects ..."
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Cited by 58 (5 self)
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We present a real-time stereoscopic video-see-through augmented reality (AR) system applied to the medical procedure known as ultrasound-guided needle biopsy of the breast. The AR system was used by a physician during procedures on breast models and during non-invasive examinations of human subjects. The system merges rendered live ultrasound data and geometric elements with stereo images of the patient acquired through head-mounted video cameras and presents these merged images to the physician in a head-mounted display. The physician sees a volume visualization of the ultrasound data directly under the ultrasound probe, properly registered within the patient and with the biopsy needle. Using this system, a physician successfully guided a needle into an artificial tumor within a training phantom of a human breast.
Mathematics and Geometry Education with Collaborative Augmented Reality
- Computers & Graphics
, 2003
"... Construct3D is a three dimensional geometric construction tool specifically designed for mathematics and geometry education. It is based on the mobile collaborative augmented reality system "Studierstube". We describe our efforts in developing a system for the improvement of spatial abilit ..."
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Cited by 54 (15 self)
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Construct3D is a three dimensional geometric construction tool specifically designed for mathematics and geometry education. It is based on the mobile collaborative augmented reality system "Studierstube". We describe our efforts in developing a system for the improvement of spatial abilities and maximization of transfer of learning. In order to support various teacher-student interaction scenarios we implemented flexible methods for context and user dependent rendering of parts of the construction. Together with hybrid hardware setups they allow the use of Construct3D in today's classrooms and provide a testbed for future evaluations. Means of application and integration in mathematics and geometry education at high school as well as university level are being discussed. Anecdotal evidence supports our claim that Construct3D is easy to learn, encourages experimentation with geometric constructions and improves spatial skills.
Computer Vision-Based Registration Techniques for Augmented Reality
- Intelligent Robots and Computer Vision XV
, 1996
"... Augmented reality is a term used to describe systems in which computer-generated information is superimposed on top of the real world; for example, through the use of a see-through head-mounted display. A human user of such a system could still see and interact with the real world, but have valuable ..."
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Cited by 35 (3 self)
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Augmented reality is a term used to describe systems in which computer-generated information is superimposed on top of the real world; for example, through the use of a see-through head-mounted display. A human user of such a system could still see and interact with the real world, but have valuable additional information, such as descriptions of important features or instructions for performing physical tasks, superimposed on the world. For example, the computer could identify objects and overlay them with graphic outlines, labels, and schematics. The graphics are registered to the real-world objects and appear to be painted onto those objects. Augmented reality systems can be used to make productivity aids for tasks such as inspection, manufacturing, and navigation. One of the most critical requirements for augmented reality is to recognize and locate real-world objects with respect to the persons head. Accurate registration is necessary in order to overlay graphics accurately on top of the real-world objects. At the Colorado School of Mines, we have developed a prototype augmented reality system that uses head-mounted cameras and computer vision techniques to accurately register the head to the scene. The current system locates and tracks a set of preplaced passive fiducial targets placed on the real-world objects. The system computes the pose of the objects and displays graphics overlays using a see-through head-mounted display. This paper describes the architecture of the system and outlines the computer vision techniques used. Keywords: augmented reality, registration, computer vision, pose estimation, fiducials, head-mounted displays 1.
Semi-autonomous human-UAV interfaces for fixed-wing mini-UAVs
- In Proceedings of the International Conference on Intelligent Robots and Systems
, 2004
"... Abstract-We present several human-robot interfaces that support real-time control of a small semi-autonomous UAV. These interfaces are designed for searching tasks and other missions that typically do not have a precise predetermined flight plan. We present a detailed analysis of a PDA interface an ..."
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Cited by 34 (6 self)
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Abstract-We present several human-robot interfaces that support real-time control of a small semi-autonomous UAV. These interfaces are designed for searching tasks and other missions that typically do not have a precise predetermined flight plan. We present a detailed analysis of a PDA interface and describe how our other interfaces relate to this analysis. We then offer quantative and qualitative performance comparisons of the interfaces, as well as an analysis of their possible real-world applications.