Conferences related to Augmented Reality

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2018 IEEE Haptics Symposium (HAPTICS)

Held since 1992, the IEEE Haptics Symposium (HAPTICS) is a vibrant interdisciplinary forum where psychophysicists, engineers, and designers come together to share advances, spark new collaborations, and envision a future that benefits from rich physical interactions between humans and computers, generated through haptic (force and tactile) devices.

  • 2016 IEEE Haptics Symposium (HAPTICS)

    Held since 1992, the IEEE Haptics Symposium (HAPTICS) is a vibrant interdisciplinary forum where psychophysicists, engineers, and designers come together to share advances, spark new collaborations, and envision a future that benefits from rich physical interactions between humans and computers, generated through haptic (force and tactile) devices. In 2016, this conference will be held in central Philadelphia, one of the most historic and beautiful cities in North America. HAPTICS 2016 will be a four-day conference with a full day of tutorials and workshops and three days of conference activities including technical paper presentations and hands-on demonstrations.Features:ExhibitsWorkshops and TutorialsHands-on Demonstrations

  • 2014 IEEE Haptics Symposium (HAPTICS)

    This conference brings together researchers in diverse engineering and human science disciplines who are interested in the design, analysis, and evaluation of systems that display haptic (force and touch) information to human operators, and the study of the human systems involved in haptic interacti

  • 2012 IEEE Haptics Symposium (HAPTICS)

    This conference brings together researchers in diverse engineering and human science disciplines who are interested in the design, analysis, and evaluation of systems that display haptic (force and touch) information to human operators, and the study of the human systems involved in haptic interaction.

  • 2010 IEEE Haptics Symposium (Formerly known as Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems)

    The Haptics Symposium is a bi-annual, single-track conference that brings together researchers who are advancing the human science, technology and design processes underlying haptic (force and tactile) interaction systems. Our community spans the disciplines of biomechanics, psychology, neurophysiology, engineering, human-computer interaction and computer science.

  • 2008 16th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (Haptics 2008)

    The Haptics Symposium is an annual, single-track conference that brings together researchers in diverse engineering and human science disciplines who are interested in the design, analysis, and evaluation of systems that display haptic (force and touch) information to human operators.

  • 2006 14th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems


2017 15th International Conference on ITS Telecommunications (ITST)

The aim of ITST 2017 is to provide a forum for presentations and discussions for researchers from both academia and industry of original, previously unpublished research results, not currently under review by another conference or journal, addressing important research and development issues in the area of ITS telecommunications particularly related to the theory or practice of intelligent transport systems (ITS) for different types of transport, including: automobile, railways, maritime, aeronautics and space.

  • 2015 14th International Conference on ITS Telecommunications (ITST)

    Theory or practice of intelligent transportation systems (ITS) for different types of transport - automobile, railways, maritime, aeronautics and space.

  • 2013 13th International Conference on ITS Telecommunications (ITST)

    This conference aims to provide leading edge of research and experimental results on ITS services and applications. Specially interest for this year is Internet of Things.

  • 2012 12th International Conference on ITS Telecommunications (ITST)

    ITST 2012 aims to spur research progress by serving as a forum in which both academia and industry can share experiences and report original works regarding all aspects of hardware implement or baseband techniques design.

  • 2011 11th International Conference on ITS Telecommunications (ITST)

    This conference aims to provide leading edge of research and experimental results on ITS services and applications, especially this year is focused on novel approaches for traffic safety provisioning. Authors are invited to submit papers presenting new research results related to the theory or practice of intelligent transportation systems (ITS) for different types of transport - automobile, railways, maritime, aeronautics and space.

  • 2009 9th International Conference on ITS Telecommunications (ITST)

    NTIC for ITS will contribute to the deployment of solutions aiming to optimize the use of existing infrastructures (road, rail, sea, river), to enhance safety and security, to reduce operating and maintenance costs and to offer new services to customers and staff in particular to promote inter modal behavior.

  • 2008 8th International Conference on ITS Telecommunications (ITST)

    ntelligent Transport System (ITS) has been deployed worldwide during the last ten years and has proven to be critical a component in advancing the field of transportation. ITS has improved the way we travel, manage traffic, and transport goods. This conference aims to provide a leading edge forum for researchers and practitioners to present and discuss the most recent research findings, and to promote on-going novel research on ITS service and applications. The conference presentation will be devoted into t

  • 2007 7th International Conference on ITS Telecommunications (ITST)

    The theme of this year's event is "ideas, visions, applications and engineering connected to ITS issues". Works accepted for presentations and poster sessions of ITST 2007 will be balanced from the academic, industrial and research community around the world. There will be contributed and invited papers. Technical exhibitions and demonstrations will be held at a dedicated site and technical visits will also be proposed. We have also invited recognized experts as keynote speakers.

  • 2006 6th International Conference on ITS Telecommunications (ITST)


2017 20th Conference on Innovations in Clouds, Internet and Networks (ICIN)

Since 1989 the ICIN series of conferences has been bringing together leading telecom and internet experts from industry, universities and government worldwide. ICIN operates on a rigorous peer review process and has become the established industry forum for addressing intelligence in Information and Communications Technology (ICT). ICIN conferences are renowned for their debates on the impact of emerging technology, architecture and industry trends on intelligent communications services. ICIN has an enviable track record of identifying key technology and service trends – and analysing their impact on business models – before they become widely recognized.


2017 39th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC)

The 39th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC’17) in conjunction with International Biomedical Engineering Conference of KOSOMBE will be held at International Convention Center (ICC), Jeju Island, Korea from July 11 to 15, 2017. The overall theme of the conference is “Smarter Technology for Healthier World” and will cover diverse topics of cutting-edge research in biomedical engineering, healthcare technology R&D, translational clinical research, technology transfer and entrepreneurship, and biomedical engineering education. The conference program will feature high-profile keynote lectures, minisymposia, workshops, invited sessions, oral and poster sessions, sessions for students and young professions, sessions for clinicians and entrepreneurs, and exhibitions.


2017 8th IEEE International Conference on Software Engineering and Service Science (ICSESS)

Software Engineering,Big Data,Intelligent Computing,Computer Science and System,Modeland Algorithm,Computer Network and Application Technology,Web Information Systems and Applications, Artificial Intelligence and Expert Systems,Database System and Application,E-Business and E-Commerce,Internet of Thing

  • 2016 7th IEEE International Conference on Software Engineering and Service Science (ICSESS)

    Software Engineering,Big Data and Intelligent Computing,Computer Science and System,Model and Algorithm,Computer Network and Application Technology,Web Information Systems and Applications, Artificial Intelligence and Expert Systems,Database System and Application,E-Business and E-Commerce,Other related theories, Technologies and applications

  • 2015 6th IEEE International Conference on Software Engineering and Service Science (ICSESS)

    Software Engineering;Commucation Engineering and Software;Big Data;Intelligent Computing;Model and Algorithm;Service Science;Computer Network;Web Information Systems;Artificial Intelligence;Database System and Application;E-Services

  • 2014 5th IEEE International Conference on Software Engineering and Service Science (ICSESS)

    Software Engineering:Computer Science and System;Model and Algorithm;Service Science;Computer Network and Application Technology;Web Information Systems and Applications;Artificial Intelligence and Expert Systems;Database System and Application;E-Government;E-Business and E-Commerce;Other related theories, Technologies and applications

  • 2013 IEEE 4th International Conference on Software Engineering and Service Science (ICSESS)

    Software Engineering; Requirements Engineering; Object-Oriented Technologies; Model-driven Architecture and Engineering; Re-engineering and Reverse;Model Engineering; Middleware Components; Software Quality; Risk Analysis; Testing of Software Systems; Software Evaluation; Geographic Information System;Logistics; Supply Chain Management; Knowledge Engineering; Knowledge Management; Web Technologies and Information Management; Communication Networks; Ubiquitous Computing; Ad-hoc Networks; Network Security; Data Security; Parallel Computing; Mobile Computing; Web retrieval; Data Mining; Knowledge DiscoveryWeb services; Grid Computing; Deep web technology; XML; Semantic web; Intelligent web; Multimedia data management; Artificial Intelligence; Expert Systems;Cloud Computing; Genetic Algorithms; Machine Learning; Neural Networks; Expert System; Decision Support System; E-Business Collaboration; CRM; Workflow Management Systems; the Internet of things; Hybrid Systems; RFID

  • 2012 IEEE 3rd International Conference on Software Engineering and Service Science (ICSESS)

    Software Engineering;Requirements Engineering;Object-Oriented Technologies; Model-driven Architecture and Engineering; Re-engineering and Reverse;Model Engineering;Middleware Components; Software Quality;Risk Analysis;Testing of Software Systems;Software Evaluation;Geographic Information System Logistics;Supply Chain Management;Knowledge Engineering;Knowledge Management;Web;Technologies and Information Management;Communication Networks;Ubiquitous Computing;Ad-hoc Networks;Network Security;Data Security;Parallel Computing;Mobile Computing;Web retrieval;Data Mining;Knowledge Discovery;Web services;Grid Computing;Deep web technology;XML;Semantic web;Intelligent web;Multimedia data management;Artificial Intelligence;Expert Systems;Cloud Computing;Genetic Algorithms

  • 2011 IEEE 2nd International Conference on Software Engineering and Service Science (ICSESS)

    Software Engineering; Requirements Engineering; Object-Oriented Technologies; Model-driven Architecture and Engineering; Re-engineering and Reverse; Model Engineering; Middleware Components; Software Quality; Risk Analysis; Testing of Software Systems; Software Evaluation Geographic Information System Logistics Supply Chain Management Knowledge Engineering Knowledge Management Web Technologies and Information Management Communication Networks Ubiquitous Computing Ad-hoc Networ

  • 2010 IEEE International Conference on Software Engineering and Service Sciences (ICSESS)

    Methods and Techniques for Software Development, Software Maintenance, Requirements Engineering, Model-driven Architecture and Engineering,Re-engineering and Reverse Engineering, Software Management, Model Engineering ,Software Architectures Design, Frameworks and Design Patterns, Architecture-Centered Development, Component-based Design , Middleware Components, Software Quality, Quality Management and Assurance, Risk Analysis, Program Analysis, Verification and Validation, Testing of Software Systems, Soft


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Periodicals related to Augmented Reality

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Biomedical Engineering, IEEE Transactions on

Broad coverage of concepts and methods of the physical and engineering sciences applied in biology and medicine, ranging from formalized mathematical theory through experimental science and technological development to practical clinical applications.


Circuits and Systems for Video Technology, IEEE Transactions on

Video A/D and D/A, display technology, image analysis and processing, video signal characterization and representation, video compression techniques and signal processing, multidimensional filters and transforms, analog video signal processing, neural networks for video applications, nonlinear video signal processing, video storage and retrieval, computer vision, packet video, high-speed real-time circuits, VLSI architecture and implementation for video technology, multiprocessor systems--hardware and software-- ...


Computational Intelligence Magazine, IEEE

The IEEE Computational Intelligence Magazine (CIM) publishes peer-reviewed articles that present emerging novel discoveries, important insights, or tutorial surveys in all areas of computational intelligence design and applications.


Computer

Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...


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Xplore Articles related to Augmented Reality

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Coarse, inexpensive, infrared tracking for wearable computing

D. Hallaway; T. Hollerer; S. Feiner Seventh IEEE International Symposium on Wearable Computers, 2003. Proceedings., 2003

First Page of the Article ![](/xploreAssets/images/absImages/01241396.png)


Local-lag and timewarp: providing consistency for replicated continuous applications

M. Mauve; J. Vogel; V. Hilt; W. Effelsberg IEEE Transactions on Multimedia, 2004

In this paper, we investigate how consistency can be established for replicated applications changing their state in reaction to user-initiated operations as well as the passing of time. Typical examples of these applications are networked computer games and distributed virtual environments. We give a formal definition of the terms consistency and correctness for this application class. Based on these definitions, ...


Augmented Reality Based Smart City Services Using Secure IoT Infrastructure

Boris Pokric; Srdan Krco; Maja Pokric 2014 28th International Conference on Advanced Information Networking and Applications Workshops, 2014

This paper presents an application of Augmented Reality (AR) within a smart city service to be deployed in the domain of public transport in the city of Novi Sad in Serbia. The described solution is focused on providing a simple and efficient method to citizens for accessing important information such as bus arrival times, bus routes and tourist landmarks using ...


Comparative Study of APIs and Frameworks for Haptic Application Development

Dorin M. Popovici; Felix G. Hamza-Lup; Adrian Seitan; Crenguta M. Bogdan 2012 International Conference on Cyberworlds, 2012

The simulation of tactile sensation using haptic devices is increasingly investigated in conjunction with simulation and training. This work explores the most popular haptic frameworks and APIs. We provide a comprehensive review and comparison of their features and capabilities, from the perspective of a software developer. In order to compare the studied frameworks and APIs, we identified and applied a ...


Hands tracking for augmented reality applications

Mohamed Sakkari; Mourad Zaied; Chokri Ben Amar 2012 International Conference on Information Technology and e-Services, 2012

Augmented Reality (AR) combines real world and virtual objects which can be 3D images previously saved or real time computer generated. It enhances a user's view of the real environment by adding virtual objects in a realistic manner. Virtual objects display information that the user cannot directly detect with his senses. So, to look realistic, the virtual objects must be ...


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Educational Resources on Augmented Reality

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eLearning

Coarse, inexpensive, infrared tracking for wearable computing

D. Hallaway; T. Hollerer; S. Feiner Seventh IEEE International Symposium on Wearable Computers, 2003. Proceedings., 2003

First Page of the Article ![](/xploreAssets/images/absImages/01241396.png)


Local-lag and timewarp: providing consistency for replicated continuous applications

M. Mauve; J. Vogel; V. Hilt; W. Effelsberg IEEE Transactions on Multimedia, 2004

In this paper, we investigate how consistency can be established for replicated applications changing their state in reaction to user-initiated operations as well as the passing of time. Typical examples of these applications are networked computer games and distributed virtual environments. We give a formal definition of the terms consistency and correctness for this application class. Based on these definitions, ...


Augmented Reality Based Smart City Services Using Secure IoT Infrastructure

Boris Pokric; Srdan Krco; Maja Pokric 2014 28th International Conference on Advanced Information Networking and Applications Workshops, 2014

This paper presents an application of Augmented Reality (AR) within a smart city service to be deployed in the domain of public transport in the city of Novi Sad in Serbia. The described solution is focused on providing a simple and efficient method to citizens for accessing important information such as bus arrival times, bus routes and tourist landmarks using ...


Comparative Study of APIs and Frameworks for Haptic Application Development

Dorin M. Popovici; Felix G. Hamza-Lup; Adrian Seitan; Crenguta M. Bogdan 2012 International Conference on Cyberworlds, 2012

The simulation of tactile sensation using haptic devices is increasingly investigated in conjunction with simulation and training. This work explores the most popular haptic frameworks and APIs. We provide a comprehensive review and comparison of their features and capabilities, from the perspective of a software developer. In order to compare the studied frameworks and APIs, we identified and applied a ...


Hands tracking for augmented reality applications

Mohamed Sakkari; Mourad Zaied; Chokri Ben Amar 2012 International Conference on Information Technology and e-Services, 2012

Augmented Reality (AR) combines real world and virtual objects which can be 3D images previously saved or real time computer generated. It enhances a user's view of the real environment by adding virtual objects in a realistic manner. Virtual objects display information that the user cannot directly detect with his senses. So, to look realistic, the virtual objects must be ...


More eLearning Resources

IEEE-USA E-Books

  • Advanced Reconfigurable 5G Architectures for Human Bond Communication

    The provision of enhanced augmented reality services to mobile users based on the Human Bond Communication (HBC) paradigm will rely on the definition of a high performance and highly reconfigurable network architecture for the exchange of sensory information. A network capable of securely and efficiently transmitting data, incorporating all the five sensory features, will enable human beings to communicate sensations and will lead to the definition of a large variety of services. The objective of this chapter is to propose a novel HBC communication network architecture that is able to support the provision of such services. Starting from the definition of the main network, security and quality of service requirements for HBC, a 5G network architecture based on Software Defined Networking, Network Function Virtualization and Fog/Edge Computing paradigms is presented. The main enabling technologies, including WBAN, localization techniques and content‐oriented networking are described together with some possible solutions to be adopted to cope with the security threats that may affect the fruition of HBC services.

  • Virtual Reality and Virtual Environments in 10 Lectures

    The book is based on the material originally developed for the course on Virtual Reality, which the author was teaching at Tampere University of Technology, as well as course on Virtual Environments that the author had prepared for the University for Advancing Studies at Tempe, Arizona. This original purpose has influenced the structure of this book as well as the depth to which we explore the presented concepts. Therefore, our intention in this book is to give an introduction into the important issues regarding a series of related concepts of Virtual Reality, Augmented Reality, and Virtual Environments. We do not attempt to go into any of these issues in depth but rather outline general principles and discuss them in a sense broad enough to provide sufficient foundations for a further study. In other words, we aim to provide a set of keywords to the reader in order give him a good starting point from which he could go on and explore any of these issues in detail.

  • Augmented Web

    This chapter contains sections titled: Real or Virtual Worlds? Sensor‐Net: Mobiles as Sixth‐Sense Devices

  • Getting in Touch

    This chapter contains sections titled: Ubiquitous Computing, The Digital Desk, Virtual Reality and Augmented Reality, The Reactive Room, Design Trends, Tangible Bits, Interacting with Tangible Computing

  • Application Design for Wearable Computing

    The confluence of decades of computer science and computer engineering research in multimodal interaction (e.g., speech and gesture recognition), machine learning (e.g., classification and feature extraction), software (e.g., web browsers, distributed agents), electronics (e.g., energy-efficient microprocessors, head-mounted displays), design methodology in user-centered design, and rapid prototyping have enabled a new class of computers--wearable computers. The lecture takes the viewpoint of a potential designer or researcher in wearable computing. Designing wearable computers requires attention to many different factors because of the computer's closeness to the body and its use while performing other tasks. For the purposes of discussion, we have created the UCAMP framework, which consists of the following factors: user, corporal, attention, manipulation, and perception. Each of these factors and their importance is described. A number of example prototypes developed by the authors, as well as by other researchers, are used to illustrate these concepts. Wearable computers have established their first foothold in several application domains, such as vehicle and aircraft maintenance and manufacturing, inspection, language translation, and other areas. The lecture continues by describing the next step in the evolution of wearable computers, namely, context awareness. Context-aware computing takes into account a user's state and surroundings, and the mobile computer modifies its behavior based on this information. A user's context can be quite rich, consisting of attributes such as physical location, physiological state, personal history, daily behavioral patterns, and so forth. If a human assistant were given such context, he or she would make decisions in a proactive fashion, anticipating user needs, and acting as a proactive assistant. The goal is to enable mobile computers to play an analogous role, exploiting context information t significantly reduce demands on human attention. Context-aware intelligent agents can deliver relevant information when a user needs that information. These data make possible many exciting new applications, such as augmented reality, context-aware collaboration, and augmented manufacturing. The combined studies and research reported in this lecture suggest a number of useful guidelines for designing wearable computing devices. Also included with the guidelines is a list of questions that designers should consider when beginning to design a wearable computer. The research directions section emphasizes remaining challenges and trends in the areas of user interface, modalities of interaction, and wearable cognitive augmentation. Finally, we summarize the most important challenges and conclude with a projection of future directions in wearable computing. Table of Contents: Introduction / The Wearable Computing UCAMP / Design Guidelines for Wearable Computing / Research Directions / Conc usions and Future Challenges

  • Index

    "Connected Services is a must-read for telco strategists who need to get up to speed on how the world of software and the web 2. 0 works."  _Andreas Constantinou, Research Director, VisionMobile_ "This book is a must read for those charged with leading innovation in a world of connected services where telco and Internet collide." - _Jason Goecke, VP of Innovation, Voxeo Labs_ **This book explains the common underlying technological themes that underpin the new era of connected services in a post Web 2.0 epoch** In this book, the author explores the underlying technological themes that underpin the new era of connected services. Furthermore, it explains how the technologies work and what makes each of them significant, for example, the potential for finding new meaning in data in the world of BIG DATA platforms, often referred to as "No-SQL" databases. In addition, it tackles the newest areas of technology such as HTML5, Android, iOS, o en source, mash-ups, cloud computing, real-time Web, augmented reality, and more. Finally, the book discusses the opportunities and challenges of a connected world where both machines and people communicate in a pervasive fashion, looking beyond the hype and promise of emerging categories of communication such as the "Internet of Things" and "Real-time Web" to show managers how to understand the potential of the enabling technologies and apply them for meaningful applications in their own world. Key Features: * Explores the common and emergent underlying technological themes that underpin the new era of connected services * Addresses the newest areas of Internet technology such as web and mobile 2.0, open source, mash-ups, cloud computing, web 3.0, augmented reality, and more * Shows the reader how to understand the potential of the enabling technologies and apply them for meaningful applicatio s in their own world * Discusses new developments in the technological landscape such as Smartphone proliferation, maturation of Web 2.0, increased convergence between mobile networks and the Internet, and so forth * Examines modern software paradigms like Software-as-as-Service (SaaS), Platform-as-a-Service (PaaS) and Network-as-a-Service (NaaS) * Explores in detail how Web start-ups really work and what telcos can do to adopt lean and agile methods This book will be an invaluable guide for technical designers and managers, project managers, product managers, CEOs etc. at mobile operators (O2, Vodafone, Orange, T-Mobile, BT), fixed operators, converged operators and their contributory supplier networks (e.g. infrastructure providers). Internet providers (Google, Yahoo, Amazon, eBay, Apple, Facebook), analysts, product managers, developers, architects, consultants, technology investors, analysts, marketin directors, business development directors will also find this book of interest.

  • Mobile Game Play and Everyday Life

    This chapter introduces mobile games and the particular way of playing them, in short, mobile game play. Mobile games are rule systems based on the physical movement of a player in a world merging the real world with virtual dimensions. Mobile games are played at different times and in different situations: at home, at work, at the bus station while waiting for the bus, or while on the move. Mobile games allow us to study the traditional, the original quality of gaming and play. The chapter focuses on the nature of mobile game play, uniting both traditional and novel facets of gaming and play. Analyzing relationships between game systems and contexts of play, the chapter unveils mobile game play as a moment of everyday life activity. The chapter elaborates on particular issues of meaningful mobile game play with reference to location, social interaction, and augmented realities.

  • Interactive Technologies for Autism:A Review

    Development, deployment, and evaluation of interactive technologies for individuals with autism have been rapidly increasing over the last decade. There is great promise for the use of these types of technologies to enrich interventions, facilitate communication, and support data collection. Emerging technologies in this area also have the potential to enhance assessment and diagnosis of individuals with autism, to understand the nature of autism, and to help researchers conduct basic and applied research. This book provides an in-depth review of the historical and state-of-the-art use of technology by and for individuals with autism. The intention is to give readers a comprehensive background in order to understand what has been done and what promises and challenges lie ahead. By providing a classification scheme and general review, this book can also help technology designers and researchers better understand what technologies have been successful, what problems remain open, and whe e innovations can further address challenges and opportunities for individuals with autism and the variety of stakeholders connected to them.

  • Latency and Distortion of Electromagnetic Trackers for Augmented Reality Systems

    Augmented reality (AR) systems are often used to superimpose virtual objects or information on a scene to improve situational awareness. Delays in the display system or inaccurate registration of objects destroy the sense of immersion a user experiences when using AR systems. AC electromagnetic trackers are ideal for these applications when combined with head orientation prediction to compensate for display system delays. Unfortunately, these trackers do not perform well in environments that contain conductive or ferrous materials due to magnetic field distortion without expensive calibration techniques. In our work we focus on both the prediction and distortion compensation aspects of this application, developing a "small footprint" predictive filter for display lag compensation and a simplified calibration system for AC magnetic trackers. In the first phase of our study we presented a novel method of tracking angular head velocity from quaternion orientation using an Extended Kalman Filter in both single model (DQEKF) and multiple model (MMDQ) implementations. In the second phase of our work we have developed a new method of mapping the magnetic field generated by the tracker without high precision measurement equipment. This method uses simple fixtures with multiple sensors in a rigid geometry to collect magnetic field data in the tracking volume. We have developed a new algorithm to process the collected data and generate a map of the magnetic field distortion that can be used to compensate distorted measurement data.

  • Near Field Communication:Recent Developments and Library Implications

    Near Field Communication is a radio frequency technology that allows objects, such as mobile phones, computers, tags, or posters, to exchange information wirelessly across a small distance. This report on the progress of Near Field Communication reviews the features and functionality of the technology and summarizes the broad spectrum of its current and anticipated applications. We explore the development of NFC technology in recent years, introduce the major stakeholders in the NFC ecosystem, and project its movement toward mainstream adoption. Several examples of early implementation of NFC in libraries are highlighted, primarily involving the use of NFC to enhance discovery by linking books or other physical objects with digital information about library resources, but also including applications of NFC to collection management and self-checkout. Future uses of NFC in libraries, such as smart posters or other enhanced outreach, are envisioned as well as the potential for the "touch paradigm" and "Internet of things" to transform the ways in which library users interact with the information environment. Conscious of the privacy and security of our patrons, we also address continuing concerns related to NFC technology and its expected applications, recommending caution, awareness, and education as immediate next steps for librarians.



Standards related to Augmented Reality

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No standards are currently tagged "Augmented Reality"