Virtual reality on five dollars a day
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Knowledge-based augmented reality
Communications of the ACM - Special issue on computer augmented environments: back to the real world
An inertial head-orientation tracker with automatic drift compensation for use with HMD's
VRST '94 Proceedings of the conference on Virtual reality software and technology
Superior augmented reality registration by integrating landmark tracking and magnetic tracking
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Collaborative gaming in augmented reality
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Several devils in the details: making an AR application work in the airplane factory
IWAR '98 Proceedings of the international workshop on Augmented reality : placing artificial objects in real scenes: placing artificial objects in real scenes
Improving registration precision through visual horizon silhouette matching
IWAR '98 Proceedings of the international workshop on Augmented reality : placing artificial objects in real scenes: placing artificial objects in real scenes
MIND-WARPING: towards creating a compelling collaborative augmented reality game
Proceedings of the 5th international conference on Intelligent user interfaces
Mixed Reality: Future Dreams Seen at the Border between Real and Virtual Worlds
IEEE Computer Graphics and Applications
Interactive augmented reality techniques for construction at a distance of 3D geometry
EGVE '03 Proceedings of the workshop on Virtual environments 2003
AR2 Hockey: A Case Study of Collaborative Augmented Reality
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Online 6 DOF Augmented Reality Registration from Natural Features
ISMAR '02 Proceedings of the 1st International Symposium on Mixed and Augmented 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
ISWC '00 Proceedings of the 4th IEEE International Symposium on Wearable Computers
A Wearable Computer System with Augmented Reality to Support Terrestrial Navigation
ISWC '98 Proceedings of the 2nd IEEE International Symposium on Wearable Computers
Augmented Reality as a New Media Experience
ISAR '01 Proceedings of the IEEE and ACM International Symposium on Augmented Reality (ISAR'01)
An Occlusion-Capable Optical See-through Head Mount Display for Supporting Co-located Collaboration
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Personal and Ubiquitous Computing
Integrated Head and Hand Tracking for Indoor and Outdoor Augmented Reality
VR '04 Proceedings of the IEEE Virtual Reality 2004
Augmented Reality Chinese Checkers
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Optical Versus Video See-Through Head-Mounted Displays in Medical Visualization
Presence: Teleoperators and Virtual Environments
Evaluation of user satisfaction and learnability for outdoor augmented reality gaming
AUIC '06 Proceedings of the 7th Australasian User interface conference - Volume 50
Investigating touch interactions for an augmented world
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Human Machine Interaction
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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The latest hardware available for creating playable augmented reality games is too expensive to be used in consumer-level products at the current time. Low-end hardware exists that is much cheaper, but the performance of these hardware components seems to be inadequate for use in AR games in their current state. This paper discusses the hardware options available for a consumer-level AR gaming system, as well as the rationale behind selecting an appropriate sensor technology, head mounted displays, power sources, and controllers. We also outline the limitations presented by these hardware components and how they affect the possible game play. This paper presents a novel set of game design techniques and software solutions to overcome many of the hardware's limitations, and allows for games to be created that do not require more expensive high-end hardware platforms.