ACM SIGGRAPH 98 Conference abstracts and applications
ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing
Personal and Ubiquitous Computing
ARQuake: An Outdoor/Indoor Augmented Reality First Person Application
ISWC '00 Proceedings of the 4th IEEE International Symposium on Wearable Computers
Marker Tracking and HMD Calibration for a Video-Based Augmented Reality Conferencing System
IWAR '99 Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality
Orchestrating a mixed reality game 'on the ground'
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards the next generation of tabletop gaming experiences
GI '04 Proceedings of the 2004 Graphics Interface Conference
Immersive Authoring of Tangible Augmented Reality Applications
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
Augmented Reality Chinese Checkers
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
AR-bowling: immersive and realistic game play in real environments using augmented reality
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Foot-based mobile interaction with games
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
ARTag, a Fiducial Marker System Using Digital Techniques
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
The MORGAN framework: enabling dynamic multi-user AR and VR projects
Proceedings of the ACM symposium on Virtual reality software and technology
Augmented Reality Techniques in Games
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
Capture the Flag: Mixed-Reality Social Gaming with Smart Phones
IEEE Pervasive Computing
Evaluation of user satisfaction and learnability for outdoor augmented reality gaming
AUIC '06 Proceedings of the 7th Australasian User interface conference - Volume 50
MonkeyBridge: autonomous agents in augmented reality games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
SymBall: camera driven table tennis for mobile phones
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
ACM SIGGRAPH 2006 Emerging technologies
Visuo-haptic collaborative augmented reality ping-pong
Proceedings of the international conference on Advances in computer entertainment technology
Towards massively multi-user augmented reality on handheld devices
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Vision-Based Markerless Gaming Interface
ICIAP '09 Proceedings of the 15th International Conference on Image Analysis and Processing
Visualization for increased understanding and learning using augmented reality
Proceedings of the international conference on Multimedia information retrieval
Rolling and shooting: two augmented reality games
CHI '10 Extended Abstracts on Human Factors in Computing Systems
High-realistic and flexible virtual presenters
AMDO'10 Proceedings of the 6th international conference on Articulated motion and deformable objects
International Journal of Computer Games Technology
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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Augmented reality (AR) makes it possible to create games in which virtual objects are overlaid on the real world, and real objects are tracked and used to control virtual ones. We describe the development of an AR racing game created by modifying an existing racing game, using an AR infrastructure that we developed for use with the XNA game development platform. In our game, the driver wears a tracked video see-through head-worn display, and controls the car with a passive tangible controller. Other players can participate by manipulating waypoints that the car must pass and obstacles with which the car can collide. We discuss our AR infrastructure, which supports the creation of AR applications and games in a managed code environment, the user interface we developed for the AR racing game, the game's software and hardware architecture, and feedback and observations from early demonstrations.