Conferences related to Augmented Reality

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2020 IEEE International Instrumentation and Measurement Technology Conference (I2MTC)

The Conference focuses on all aspects of instrumentation and measurement science andtechnology research development and applications. The list of program topics includes but isnot limited to: Measurement Science & Education, Measurement Systems, Measurement DataAcquisition, Measurements of Physical Quantities, and Measurement Applications.


2019 41st Annual International Conference of the IEEE Engineering in Medicine & Biology Society (EMBC)

The conference program will consist of plenary lectures, symposia, workshops andinvitedsessions of the latest significant findings and developments in all the major fields ofbiomedical engineering.Submitted papers will be peer reviewed. Accepted high quality paperswill be presented in oral and postersessions, will appear in the Conference Proceedings and willbe indexed in PubMed/MEDLINE & IEEE Xplore


2019 IEEE International Conference on Systems, Man and Cybernetics (SMC)

2019 IEEE International Conference on Systems, Man, and Cybernetics (SMC2019) will be held in the south of Europe in Bari, one of the most beautiful and historical cities in Italy. The Bari region’s nickname is “Little California” for its nice weather and Bari's cuisine is one of Italian most traditional , based of local seafood and olive oil. SMC2019 is the flagship conference of the IEEE Systems, Man, and Cybernetics Society. It provides an international forum for researchers and practitioners to report up-to-the-minute innovations and developments, summarize state­of-the-art, and exchange ideas and advances in all aspects of systems science and engineering, human machine systems and cybernetics. Advances have importance in the creation of intelligent environments involving technologies interacting with humans to provide an enriching experience, and thereby improve quality of life.


2019 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)

CVPR is the premier annual computer vision event comprising the main conference and severalco-located workshops and short courses. With its high quality and low cost, it provides anexceptional value for students, academics and industry researchers.

  • 2020 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premier annual computer vision event comprising the main conference and several co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry researchers.

  • 2018 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premier annual computer vision event comprising the main conference and several co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry researchers.

  • 2017 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conferenceand 27co-located workshops and short courses. With its high quality and low cost, it provides anexceptional value for students,academics and industry.

  • 2016 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conference and 27 co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry.

  • 2015 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    computer, vision, pattern, cvpr, machine, learning

  • 2014 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conference and 27 co-located workshops and short courses. Main conference plus 50 workshop only attendees and approximately 50 exhibitors and volunteers.

  • 2013 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conference and 27 co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry.

  • 2012 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Topics of interest include all aspects of computer vision and pattern recognition including motion and tracking,stereo, object recognition, object detection, color detection plus many more

  • 2011 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Sensors Early and Biologically-Biologically-inspired Vision, Color and Texture, Segmentation and Grouping, Computational Photography and Video

  • 2010 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Concerned with all aspects of computer vision and pattern recognition. Issues of interest include pattern, analysis, image, and video libraries, vision and graphics, motion analysis and physics-based vision.

  • 2009 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Concerned with all aspects of computer vision and pattern recognition. Issues of interest include pattern, analysis, image, and video libraries, vision and graphics,motion analysis and physics-based vision.

  • 2008 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

  • 2007 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

  • 2006 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

  • 2005 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)


2018 9th International Conference on Computing, Communication and Networking Technologies (ICCCNT)

The Ninth International Conference on Computing, Communication and Networking Technologies (9th ICCCNT 2018) aims to provide a forum that brings together International researchers from academia and practitioners in the industry to meet and exchange ideas and recent research work on all aspects of Information and Communication Technologies. Following the great success of ICCCNT’08, ICCCNT’10, ICCCNT’12, ICCCNT'13, ICCCNT'14 , ICCCNT'15,ICCCNT'16 and ICCCNT'17. The ninth edition of the event, ICCCNT’17, will be held in IISc, Bangalore on July 10-12, 2018. The conference will consist of keynote speeches, technical sessions, and exhibition. The technical sessions will present original and fundamental research advances, and the workshops will focus on hot topics in Information and Communication Engineering. Experts from NASA, MIT, Japan will give key note speeches

  • 2017 8th International Conference on Computing, Communication and Networking Technologies (ICCCNT)

    (ICCCNT) aims to provide a forum that brings together International researchers from academia and practitioners in the industry to meet and exchange ideas and recent research work on all aspects of Information and Communication Technologies.

  • 2015 6th International Conference on Computing, Communication and Networking Technologies (ICCCNT)

    The Sixth International Conference on Computing, Communications and Networking Technologies (ICCCNT) aims to provide a forum that brings together International researchers from academia and practitioners in the industry to meet and exchange ideas and recent research work on all aspects of Information and Communication Technologies

  • 2014 5th International Conference on Computing Communication and Networking Technologies (ICCCNT)

    The Fifth International Conference on Computing, Communications and Networking Technologies (ICCCNT) aims to provide a forum that brings together International researchers from academia and practitioners in the industry to meet and exchange ideas and recent research work on all aspects of Information and Communication Technologies

  • 2013 Fourth International Conference on Computing, Communications and Networking Technologies (ICCCNT)

    The scope of the Conference includes include, but are certainly not limited to the following:Mobile computingGrid / Cloud / Parallel ComputingOptical / Quantum ComputingSoft ComputingPattern RecognitionSignal / Image ProcessingBiometrics / Biomedical EngineeringMobile CommunicationBroadband CommunicationWireless CommunicationOptical CommunicationRF ElectronicsElectronics Devices / SystemsVLSI / Embedded SystemsMEMS/NEMSNanotechnologyPhotonic / Opto-electronic Structures / DevicesOptical NetworksMobile / Sensor / Ad-hoc NetworksInternet/Multimedia NetworksNetwork Security / Cryptography

  • 2012 Third International Conference on Computing, Communication and Networking Technologies (ICCCNT'12)

    The purpose of ICCCNT 2012 is to bring together researchers from the computing, communication and networking communities to present ground-breaking research and debate key issues of common interest. International experts will share their vision, extensive experience and knowledge gained through modeling, lab and field trials and will discuss the applications of a variety of technologies world wide. It also provides ideal opportunities for consolidating and establishing collaborations at the international level.

  • 2010 International Conference on Computing, Communication and Networking Technologies (ICCCNT'10)

    The second International Conference on Computing, Communication and Networking Technologies (ICCCNT 10) will be held at the Chettinad College of Engineering and Technology (CCET), Karur (DT), TamilNadu, India from July 29th to 31st 2010. The CCET is promoted by a reputed 75 year old Group of Educational Institutions Chettinad House . The purpose of ICCCNT 10, is to bring together researchers from the computing, communication and networking communities to present ground-breaking research and debate key


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Periodicals related to Augmented Reality

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Biomedical Engineering, IEEE Reviews in

The IEEE Reviews in Biomedical Engineering will review the state-of-the-art and trends in the emerging field of biomedical engineering. This includes scholarly works, ranging from historic and modern development in biomedical engineering to the life sciences and medicine enabled by technologies covered by the various IEEE societies.


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-- ...


Communications Magazine, IEEE

IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...


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.


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Most published Xplore authors for Augmented Reality

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Xplore Articles related to Augmented Reality

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Vision based people tracking for ubiquitous Augmented Reality applications

[{u'author_order': 1, u'affiliation': u'Technische Universit\xe4t M\xfcnchen, Fachgebiet Augmented Reality, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37586790200', u'full_name': u'Christian A.L. Waechter', u'id': 37586790200}, {u'author_order': 2, u'affiliation': u'Technische Universit\xe4t M\xfcnchen, Fachgebiet Augmented Reality, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37586791800', u'full_name': u'Daniel Pustka', u'id': 37586791800}, {u'author_order': 3, u'affiliation': u'Technische Universit\xe4t M\xfcnchen, Fachgebiet Augmented Reality, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37300177400', u'full_name': u'Gudrun J. Klinker', u'id': 37300177400}] 2009 8th IEEE International Symposium on Mixed and Augmented Reality, 2009

The task of vision based people tracking is a major research problem in the context of surveillance applications or human behavior estimation, but it has had only minimal impact on (Ubiquitous) Augmented Reality applications thus far. Deploying stationary infrastructural cameras within indoor environments for the purpose of Augmented Reality could provide a users' devices with additional functionality that a small ...


Augmented Reality (AR) joiners, a novel expanded cinematic form

[{u'author_order': 1, u'affiliation': u'Augmented Reality Lab, Department of Film, Faculty of Fine Arts, York University', u'authorUrl': u'https://ieeexplore.ieee.org/author/37587027600', u'full_name': u'Helen Papagiannis', u'id': 37587027600}] 2009 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media and Humanities, 2009

Traditionally belonging to Computer Science and Engineering disciplines, Augmented Reality (AR) is beginning to emerge in the field of Visual Art. The creative possibilities for this new media form are rich and vast extending across and in between disciplines including cinema, photography, and interactive digital media. This paper will focus on my AR Joiner series, which applies 2D planar video ...


Stepping into the operating theater: ARAV — Augmented Reality Aided Vertebroplasty

[{u'author_order': 1, u'affiliation': u'Computer Aided Medical Procedures & Augmented Reality (CAMP), Technische Universit\xe4t M\xfcnchen, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37295006800', u'full_name': u'Christoph Bichlmeier', u'id': 37295006800}, {u'author_order': 2, u'affiliation': u'Trauma Surgery Department, Klinikum Innenstadt, LMU M\xfcnchen, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37085959496', u'full_name': u'Ben Ockert', u'id': 37085959496}, {u'author_order': 3, u'affiliation': u'Trauma Surgery Department, Klinikum Innenstadt, LMU M\xfcnchen, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37645734200', u'full_name': u'Sandro Michael Heining', u'id': 37645734200}, {u'author_order': 4, u'affiliation': u'Computer Aided Medical Procedures & Augmented Reality (CAMP), Technische Universit\xe4t M\xfcnchen, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37693482900', u'full_name': u'Ahmad Ahmadi', u'id': 37693482900}, {u'author_order': 5, u'affiliation': u'Computer Aided Medical Procedures & Augmented Reality (CAMP), Technische Universit\xe4t M\xfcnchen, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37282965500', u'full_name': u'Nassir Navab', u'id': 37282965500}] 2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality, 2008

Augmented reality (AR) for preoperative diagnostics and planning, intra operative navigation and postoperative follow-up examination has been a topic of intensive research over the last two decades. However, clinical studies showing AR technology integrated into the real clinical environment and workflow are still rare. The incorporation of an AR system as a standard tool into the real clinical workflow has ...


Advanced training methods using an Augmented Reality ultrasound simulator

[{u'author_order': 1, u'affiliation': u'Computer Aided Medical Procedures & Augmented Reality (CAMP), Technische Universit\xe4t M\xfcnchen, Munich, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37561080500', u'full_name': u'Tobias Blum', u'id': 37561080500}, {u'author_order': 2, u'affiliation': u'Trauma Surgery Department, Klinikum Innenstadt, LMU M\xfcchen, Munich, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37645734200', u'full_name': u'Sandro Michael Heining', u'id': 37645734200}, {u'author_order': 3, u'affiliation': u'Computer Aided Medical Procedures & Augmented Reality (CAMP), Technische Universit\xe4t M\xfcnchen, Munich, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37669868600', u'full_name': u'Oliver Kutter', u'id': 37669868600}, {u'author_order': 4, u'affiliation': u'Computer Aided Medical Procedures & Augmented Reality (CAMP), Technische Universit\xe4t M\xfcnchen, Munich, Germany', u'authorUrl': u'https://ieeexplore.ieee.org/author/37282965500', u'full_name': u'Nassir Navab', u'id': 37282965500}] 2009 8th IEEE International Symposium on Mixed and Augmented Reality, 2009

Ultrasound (US) is a medical imaging modality which is extremely difficult to learn as it is user-dependent, has low image quality and requires much knowledge about US physics and human anatomy. For training US we propose an Augmented Reality (AR) ultrasound simulator where the US slice is simulated from a CT volume. The location of the US slice inside the ...


Superman-like X-ray vision: Towards brain-computer interfaces for medical augmented reality

[{u'author_order': 1, u'affiliation': u'Computer Aided Medical Procedures & Augmented Reality (CAMP), Technische Universit\xe4t M\xfcnchen, Germany', u'full_name': u'Tobias Blum'}, {u'author_order': 2, u'affiliation': u'Computer Aided Medical Procedures & Augmented Reality (CAMP), Technische Universit\xe4t M\xfcnchen, Germany', u'full_name': u'Ralf Stauder'}, {u'author_order': 3, u'affiliation': u'Surgery Department, Klinikum Innenstadt, LMU M\xfcnchen, Germany', u'full_name': u'Ekkehard Euler'}, {u'author_order': 4, u'affiliation': u'Computer Aided Medical Procedures & Augmented Reality (CAMP), Technische Universit\xe4t M\xfcnchen, Germany', u'full_name': u'Nassir Navab'}] 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2012

This paper describes first steps towards a Superman-like X-ray vision where a brain-computer interface (BCI) device and a gaze-tracker are used to allow the user controlling the augmented reality (AR) visualization. A BCI device is integrated into two medical AR systems. To assess the potential of this technology first feedback from medical doctors is gathered. While in this pilot study ...


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Educational Resources on Augmented Reality

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eLearning

No eLearning Articles are currently tagged "Augmented Reality"

IEEE-USA E-Books

  • A Survey of Augmented Reality

    A Survey of Augmented Reality summarizes almost fifty years of research and development in the field of Augmented Reality (AR). From early research in the 1960's until widespread availability by the 2010's, there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. This monograph provides an overview of the common definitions of AR, and shows how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display, and input devices. The author also review design guidelines and provide some examples of successful AR applications. The work concludes with a summary of directions for future work, and a review of some of the areas that are currently being researched. A Survey of Augmented Reality is an invaluable resource for researchers and practitioners. It provides an ideal starting point for those who want an overview of the technology and to undertake research and development in the field.

  • 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.

  • 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

  • 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.

  • Rehabilitation Robotics

    Robotic rehabilitation devices have become increasingly important and popular in clinical and rehabilitation environments to facilitate prolonged duration of training, increase the number of repetitions of movements, improve patient safety, decrease the strain on therapists, and eventually, to improve the therapeutic outcome. Novel assistive technologies are becoming available as wearable devices that allow transferring the therapeutic training into home and work environments or assist the patient in daily life activities. Rehabilitation Robotics summarizes the rationale for robot-assisted therapy and presents the technological steps in the evolution of the design and development of lower and upper extremity rehabilitation robots. After presenting the basic mechanisms of natural and artificial movement restoration, and the rationale for robot-aided movement therapy, it outlines several design criteria that are relevant for the development of effective and safe rehabilitation robots. Rehabilitation Robotics also includes a short overview of existing clinical trials that have been performed showing that the application of rehabilitation devices is at least as effective as the application of conventional therapies. It concludes with the finding that further clinical studies are required to find predictors for the success of a robot-aided treatment. Rehabilitation Robotics is an ideal primer for anyone with a research or professional interest in robotic devices that provide technical support to the impaired human motor system.

  • 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 where innovations can further address challenges and opportunities for individuals with autism and the variety of stakeholders connected to them.

  • 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.

  • Monocular Model-Based 3D Tracking of Rigid Objects: A Survey

    Many applications require tracking complex 3D objects. These include visual serving of robotic arms on specific target objects, Augmented Reality systems that require real time registration of the object to be augmented, and head tracking systems that sophisticated interfaces can use. Computer Vision offers solutions that are cheap, practical and non-invasive. Monocular Model-Based 3D Tracking of Rigid Objects reviews the different techniques and approaches that have been developed by industry and research. First, important mathematical tools are introduced: Camera representation, robust estimation and uncertainty estimation. Then a comprehensive study of the numerous approaches developed by the Augmented Reality and Robotics communities is given. The authors begin with those that are based on 1D or planar fiducial marks and move on to those that avoid the need to engineer the environment by relying on natural features such as edges, texture or interest points are detailed. Extensions to more specific applications that require the use of a motion model or multiple objects tracking are also discussed. The survey concludes with the different possible choices that should be made when implementing a 3D tracking system and a discussion of the future of vision-based 3D tracking. Because it encompasses many computer vision techniques from low-level vision to 3D geometry and includes a comprehensive study of the massive literature on the subject, Monocular Model-Based 3D Tracking of Rigid Objects is an invaluable reference for the student and researcher.

  • 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 to 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 / Conclusions and Future Challenges



Standards related to Augmented Reality

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Jobs related to Augmented Reality

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