Recent Advances in Augmented Reality
IEEE Computer Graphics and Applications
The studierstube augmented reality project
Presence: Teleoperators and Virtual Environments
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
FingARtips: gesture based direct manipulation in Augmented Reality
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Occlusion based interaction methods for tangible augmented reality environments
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
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
Face to Face Collaborative AR on Mobile Phones
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
Bare hand interaction in tabletop augmented reality
SIGGRAPH '09: Posters
Multitouch interaction for Tangible User Interfaces
ISMAR '09 Proceedings of the 2009 8th IEEE International Symposium on Mixed and Augmented Reality
Towards massively multi-user augmented reality on handheld devices
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Journal of Systems and Software
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Augmented Reality (AR) provides users with enhanced interaction experiences by allowing computer-generated virtual imagery to overlay physical objects. Here we aim to integrate desktop and handheld AR into a cross-platform environment in which personal-computer and mobile users can collaborate with each other in a shared scene to accomplish physically realistic experiences during the course of interaction. Particularly, users can intuitively pick up and move virtual objects using their hands in the desktop environment. In realizing the system, we exploit 1) a Client/Server architecture to connect different computing devices, where the server is responsible for maintaining and managing the virtual scene objects shared by users; 2) a marker-based tracking method that computes relationship between the camera view and markers; 3) a computer graphics API to render the scene in a Scene Graph structure; 4) an approach that combines hand tracking and occlusion-based interaction to estimate hand position in video frames.