Through the looking glass: the use of lenses as an interface tool for Augmented Reality interfaces
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Magic Lenses for Augmented Virtual Environments
IEEE Computer Graphics and Applications
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Image-Based Interactive Exploration of Real-World Environments
IEEE Computer Graphics and Applications
Simulation of Augmented Reality Systems in Purely Virtual Environments
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
The effect of registration error on tracking distant augmented objects
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
An Augmented Reality museum guide
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
On the role of presence in mixed reality
Presence: Teleoperators and Virtual Environments
Real-Time Detection and Tracking for Augmented Reality on Mobile Phones
IEEE Transactions on Visualization and Computer Graphics
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Real-time panoramic mapping and tracking on mobile phones
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
Mosaicing new views: the Crossed-Slits projection
IEEE Transactions on Pattern Analysis and Machine Intelligence
Editorial: Special Section on Mobile Augmented Reality
Computers and Graphics
360° panoramic overviews for location-based services
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Solving the centre---periphery problem in cultural heritage by means of situated simulations
EuroMed'12 Proceedings of the 4th international conference on Progress in Cultural Heritage Preservation
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Developing augmented reality (AR) applications for mobile devices and outdoor environments has historically required a number of technical trade-offs related to tracking. One approach is to rely on computer vision which provides very accurate tracking, but can be brittle, and limits the generality of the application. Another approach is to rely on sensor-based tracking which enables widespread use, but at the cost of generally poor tracking performance. In this paper we present and evaluate a new approach, which we call Indirect AR, that enables perfect alignment of virtual content in a much greater number of application scenarios. To achieve this improved performance we replace the live camera view used in video see through AR with a previously captured panoramic image. By doing this we improve the perceived quality of the tracking while still maintaining a similar overall experience. There are some limitations of this technique, however, related to the use of panoramas. We evaluate these boundaries conditions on both a performance and experiential basis through two user studies. The result of these studies indicates that users preferred Indirect AR over traditional AR in most conditions, and when conditions do degrade to the point the experience changes, Indirect AR can still be a very useful tool in many outdoor application scenarios.