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Classic Papers on AR

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A Survey of Augmented Reality by Azuma

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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.

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Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum by Milgram & Kishino

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Milgram and Kishino's 1994 paper introduces the reality-virtuality continuum concept, categorizing mixed reality environments by how they blend real and virtual worlds.

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The Ultimate Display by Ivan Sutherland

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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.

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Meta!Blast at SIGGRAPH: A serious game for teaching cell and molecular biology by Brenda et al.

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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.

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Human Factors in Augmented Reality Environments by Swan & Gabbard

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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.

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The Invisible Train by Schmalstieg & Wagner

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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.

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Projection-Based Augmented Reality in Disney Theme Parks by Marcos et al.

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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.

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ARToolKit by Kato & Billinghurst

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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.

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Spatial Augmented Reality by Raskar et al.

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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.

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Augmented Reality in Education: Current Technologies and the Potential for Education by Wu et al.

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This paper examines the role of AR in education, reviewing current technologies and discussing how they can potentially revolutionize the learning process and outcome.

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A Review of Augmented Reality (AR) Technologies and their Commercial Applications in Retail Fashion by Sayed et al.

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The paper explores the application of AR technologies in the retail fashion industry, assessing commercial viability and the enhancement of customer experience.

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BlendMask: Augmenting reality by dynamic masking using projected light by Bimber & Raskar

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Bimber and Raskar present a technique for masking real-world objects dynamically using projected light, blending real and virtual objects seamlessly for AR experiences.

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Shared Space: Exploring Information Sharing in Augmented Reality by Feiner et al.

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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.

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Outdoor Augmented Reality: Research and Applications by Höllerer & Feiner

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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.

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Augmented Reality: An Application of Heads-Up Display Technology to Manual Manufacturing Processes by Caudell & Mizell

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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.

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