Fundamentals of Wearable Computers and Augumented Reality
Fundamentals of Wearable Computers and Augumented Reality
ISWC '97 Proceedings of the 1st IEEE International Symposium on Wearable Computers
ARQuake: An Outdoor/Indoor Augmented Reality First Person Application
ISWC '00 Proceedings of the 4th IEEE International Symposium on Wearable Computers
Augment-able Reality: Situated Communication through Physical and Digital Spaces
ISWC '98 Proceedings of the 2nd IEEE International Symposium on Wearable Computers
Authoring 3D Hypermedia for Wearable Augmented and Virtual Reality
ISWC '03 Proceedings of the 7th IEEE International Symposium on Wearable Computers
A Ubiquitous Photo Mapping Considering Users" Lines of Sight
UDM '05 Proceedings of the International Workshop on Ubiquitous Data Management
FEATURE: Realizing the vision of mobile spatial interaction
interactions - Toward a model of innovation
A novel indexing method for digital video contents using a 3-dimensional city map
W2GIS'04 Proceedings of the 4th international conference on Web and Wireless Geographical Information Systems
Second International Workshop on Location and the Web (LocWeb 2009)
Proceedings of the 2nd International Workshop on Location and the Web
Location and the web: (LocWeb 2009)
CHI '09 Extended Abstracts on Human Factors in Computing Systems
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Although location-based information systems can now be accessed from mobile devices, searching for information from an outdoor environment requires a significant amount of effort given the time-consuming manipulations that need to be made. Augmented-Reality (AR) based systems can help resolve these issues by reducing the physical effort required to input keywords onto a small keyboard, and the mental effort necessary to review the search results. But most AR systems do not consider media sharing environments where individual systems are not interoperable in respect of their media and browsing abilities. In this paper, we focus on a media environment for interoperable augmented-reality systems, making the assumption that such devices will become more wide spread and that many people will share individual media in a real-world space. Furthermore, we describe such emerging scenarios and new research issues. We also present a model to manage the futuristic data, making it similar to existing physical media, and show a practical example using the system we have developed.