Explore tens of thousands of sets crafted by our community.
Classic Papers on AR
15
Flashcards
0/15
A Survey of Augmented Reality by Azuma
This work by Azuma in 1997 provides a comprehensive overview of AR technology, including its history, applications, and the challenges that need to be addressed for further advancement.
Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum by Milgram & Kishino
Milgram and Kishino's 1994 paper introduces the reality-virtuality continuum concept, categorizing mixed reality environments by how they blend real and virtual worlds.
The Ultimate Display by Ivan Sutherland
This paper proposes the concept of a display that could simulate reality to an indistinguishable level, laying the groundwork for what would become the field of virtual and augmented reality.
Meta!Blast at SIGGRAPH: A serious game for teaching cell and molecular biology by Brenda et al.
This paper discusses the utilization of AR in educational settings, specifically through a game designed for teaching complex biological processes, showcasing the potential for AR in learning environments.
Human Factors in Augmented Reality Environments by Swan & Gabbard
This scholarly work delves into the human factors that must be considered when developing AR environments, aiming to improve the user's overall experience and performance.
The Invisible Train by Schmalstieg & Wagner
Schmalstieg and Wagner present The Invisible Train, one of the first multiplayer AR gaming experiences, demonstrating the potential for shared AR experiences across multiple devices.
Projection-Based Augmented Reality in Disney Theme Parks by Marcos et al.
Marcos and colleagues describe the use of projection-based AR in Disney theme parks, exemplifying how AR can be applied in entertainment to create immersive and interactive attractions.
ARToolKit by Kato & Billinghurst
Kato and Billinghurst's paper on the ARToolKit discusses one of the first widely available software libraries for building AR applications, which significantly influenced the development of AR projects.
Spatial Augmented Reality by Raskar et al.
This paper explains spatial augmented reality (SAR), where instead of using personal displays, the environment itself becomes a display. It highlights the potential applications and types of projectors and surfaces needed.
Augmented Reality in Education: Current Technologies and the Potential for Education by Wu et al.
This paper examines the role of AR in education, reviewing current technologies and discussing how they can potentially revolutionize the learning process and outcome.
A Review of Augmented Reality (AR) Technologies and their Commercial Applications in Retail Fashion by Sayed et al.
The paper explores the application of AR technologies in the retail fashion industry, assessing commercial viability and the enhancement of customer experience.
BlendMask: Augmenting reality by dynamic masking using projected light by Bimber & Raskar
Bimber and Raskar present a technique for masking real-world objects dynamically using projected light, blending real and virtual objects seamlessly for AR experiences.
Shared Space: Exploring Information Sharing in Augmented Reality by Feiner et al.
This pioneering 1992 paper explores how AR can be utilized for collaborative work by sharing information in a common workspace, effectively combining the real and virtual worlds.
Outdoor Augmented Reality: Research and Applications by Höllerer & Feiner
Höllerer and Feiner discuss the challenges and opportunities of outdoor AR, given the complexities of dynamic, uncontrolled environments, and suggest practical applications and methods for overcoming these issues.
Augmented Reality: An Application of Heads-Up Display Technology to Manual Manufacturing Processes by Caudell & Mizell
This influential paper examines the application of AR in manufacturing, describing how heads-up display technology can be incorporated into manual processes to improve accuracy and efficiency.
© Hypatia.Tech. 2024 All rights reserved.