Interacting with Augmented Environments (original) (raw)

Augmenting reality: A new paradigm for interacting with computers

La Recherche, 1996

Biography Wendy Mackay received her Ph.D. from the Massachusetts Institute of Technology in Management of Technological Innovation. She has managed both software development and research groups at Digital Equipment and most recently managed the multimedia research group at Rank Xerox EuroPARC.

Augmenting Reality with Intelligent Interfaces

Artificial Intelligence - Emerging Trends and Applications

It is clear that our daily reality will increasingly interface with virtual inputs. We already integrate the virtual into real life through constantly evolving sensor technologies embedded into our smartphones, digital assistants, and connected devices. Simultaneously, we seek more virtual input into our reality through intelligent interfaces for the applications that these devices can run in a context rich, socially connected, and personalized way. As we progress toward a future of ubiquitous Augmented Reality (AR) interfaces, it will be important to consider how this technology can best serve the various populations that can benefit most from the addition of these intelligent interfaces. This paper proposes a new terminological framework to discuss the way AR interacts with users. An intelligent interface that combines digital objects in a real-world context can be referred to as a Pose-Interfaced Presentation (PIP): Pose refers to user location and orientation in space; Interfaced means that the program responds to a user's intention and actions in an intelligent way; and Presentation refers to the virtual object or data being layered onto the perceptive field of the user. Finally, various benefits of AR are described and examples are provided in the areas of education, worker training, and ESL learning.

Augmented reality in a wide area sentient environment

Proceedings IEEE and ACM International Symposium on Augmented Reality

Augmented Reality (AR) both exposes and supplements the user's view of the real world. Previous AR work has focussed on the close registration of real and virtual objects, which requires very accurate real-time estimates of head position and orientation. Most of these systems have been tethered and restricted to small volumes. In contrast, we have chosen to concentrate on allowing the AR user to roam freely within an entire building. At AT&T Laboratories Cambridge we provide personnel with AR services using data from an ultrasonic tracking system, called the Bat system, which has been deployed building-wide. We have approached the challenge of implementing a wide-area, in-building AR system in two different ways. The first uses a head-mounted display connected to a laptop, which combines sparse position measurements from the Bat system with more frequent rotational information from an inertial tracker to render annotations and virtual objects that relate to or coexist with the real world. The second uses a PDA to provide a convenient portal with which the user can quickly view the augmented world. These systems can be used to annotate the world in a more-or-less seamless way, allowing a richer interaction with both real and virtual objects. Recently, a system has been designed at AT&T Laboratories Cambridge that uses sensors to update a model of the real world [13] [1]. The state of the environment is encapsulated within the model, and by using the data within it we

Editorial for Volume 7 Number 3 Recent ADvances in Augmented Reality (RADAR

International Journal of Combinatorial Optimization Problem s and Informatics, 2016

With the arrival of the information age, which exploits mainly the use of digital computers, huge quantities of information about the real world can be generated, processed and manipulated. Consequently, human beings are experimenting an increase of the knowledge about the environment surrounding them. However, every day, there exists a necessity to obtain more knowledge, which typically leads to the creation of new technologies from the scientific community. An important part of the acceleration of economic growth and structural change in developed countries is mainly due to the increase in using the so called Information and communication Technologies (ICT). ICTs are a set of services, networking, software and devices aiming to enhance the knowledge and the people quality of life inside a particular environment. ICTs include all kinds of visual, aural, printed and written technological tools providing rapid flow of information and knowledge [1-2]. Virtual Reality (VR) has become an increasingly important representation of an ICT, and it is defined as a computer created an environment in which the users can experience and explore interactively [3]. However, the possibility of user interaction with a complete virtual world can derive in several drawbacks such as the hardware high costs, hardware accessibility, large effort required for creating the virtual content, the necessity of high programming and modelling abilities, and non-real interaction, among others.

Spatial control of interactive surfaces in an augmented environment. Discussion

Lecture Notes in Computer Science, 2005

New display technologies will enable designers to use every surface as a support for interaction with information technology. In this article, we describe techniques and tools for enabling efficient man-machine interaction in computer augmented multi-surface environments. We focus on explicit interaction, in which the user decides when and where to interact with the system. We present three interaction techniques using simple actuators: fingers, a laser pointer, and a rectangular piece of cardboard. We describe a graphical control interface constructed from an automatically generated and maintained environment model. We implement both the automatic model acquisition and the interaction techniques using a Steerable Camera-Projector (SCP) system.

Augmented Reality Based

2008

Window Toolkit CAD Computer Aided Design CD-ROM Compact Disk - Read Only Memory CPU Central Processing Unit CRT Cathode-Ray Tube CSCW Computer Supported Collaborative Work DGPS Differential Global Positioning System DMA Direct Memory Access DOV Depth of View DSP Digital Signal Processing FOV Field of View GPRS General Packet Radio Service GPS Global Positioning System GSM Global System for Mobile Communications GUI Graphical User Interface HCI Human Computer Interface HMD Head-Mounted Display HOE Holographic Optical Element HSI Hue-Saturation-Intensity HSV Hue Saturation Value IA Information Appliance IEEE Institute of Electrical and Electronics Engineers I/O Input/Output IWAR International Workshop on Augmented Reality JNI Java Native Interface LAN Local Area Network LCD Liquid-Crystal Display LED Light Emitting Diode LiIon Lithium Ion (battery) LOD Level of Detail LOE Level of Error MAR Mobile Augmented Reality MARS Mobile Augmented Reality System MARISILMobile Augmented Reality I...

Video-Augmented Environments

1996

ii To my parents, who taught me to explore, and to my wonderful wife Rose, who encouraged & supported me while I did so. iii Preface Except where otherwise stated, this dissertation is the result of my own work and is not the outcome of work done in collaboration. This dissertation is not substantially the same as any that I have submitted for a degree or diploma or other qualification at any other University. No part of this dissertation has already been or is concurrently being submitted for any such degree, diploma or other qualification. Abstract In the future, the computer will be thought of more as an assistant than as a tool, and users will increasingly expect machines to make decisions on their behalf. As with a human assistant, a machine's ability to make informed choices will often depend on the extent of its knowledge of activities in the world around it. Equipping personal computers with a large number of sensors for monitoring their environment is, however, expensiv...

Augmented Environments - The Architecture for the Augmented Era

CAADRIA, 2023

Human imagination has played with the idea of an alternative technological world for years. From dystopian proposals like Neuromancer or The Matrix to more positive views like the recent Upload series, the exploration of the friction between the digital world and the physical world has entertained the imagination of our society for decades. Outside the fictional environments, the omnipresence of the internet and the development of "the cloud" are showing that the virtual world is possible and that the idea of a Metaverse is no longer part of science fiction but a very real future for human relations (Winters 2021). In line with the idea of the Metaverse, the intersection of the virtual and the physical world is being explored through the idea of Extended Realities. Technology is allowing humans to enhance their capabilities more than ever, and in fact, it has been proposed that we are entering the Augmented era (King 2014). This paper explores the opportunities and possible challenges that "Extended Architecture" has by analyzing a research project based on augmented reality as the media to explore these ideas. This project will propose a speculative approach to how the fact that in the recent future, everyone will have access to an AR device will change the way we perceive and understand our architectural environment.