Eyepatch: prototyping camera-based interaction through examples
Proceedings of the 20th annual ACM symposium on User interface software and technology
Vesp'R - Transforming Handheld Augmented Reality
ISMAR '07 Proceedings of the 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality
6th Sense--- Toward a Generic Framework for End-to-End Adaptive Wearable Augmented Reality
Human Machine Interaction
Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
Vesp'R: design and evaluation of a handheld AR device
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
UAHCI'07 Proceedings of the 4th international conference on Universal access in human-computer interaction: applications and services
Augmented ambient: an interactive mobility scenario
UAHCI'07 Proceedings of the 4th international conference on Universal access in human-computer interaction: ambient interaction
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Handheld AR for collaborative edutainment
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
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Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, existing AR systems like MARS [1] or Tinmith [2], which require a user to wear a notebook computer in a backpack and a head-mounted display (HMD) are expensive, fragile and inconvenient to wear. Thin-client approaches using a Tablet PC or Personal Digital Assistant (PDA) merely as a portable display [3][4] require a dedicated server infrastructure and limit mobility.We believe there is a need for an unconstrained, infrastructureindependent AR display running to fill the gap in situations where traditional backpack systems are too costly and cumbersome, but thin client implementations exhibit inadequate deployability, scalability or interactive behavior. Particular examples include sporadic use over lengthy time spans, in between which devices must be stowed away, mixed indoor/outdoor use in wide-area environments, and massively multi-user application scenarios. This has motivated us to develop a state of the art AR framework targeting lightweight handheld displays.