3DM: a three dimensional modeler using a head-mounted display
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Implementation of flying, scaling and grabbing in virtual worlds
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Virtual reality on a WIM: interactive worlds in miniature
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Head-tracked orbital viewing: an interaction technique for immersive virtual environments
Proceedings of the 9th annual ACM symposium on User interface software and technology
Aperture based selection for immersive virtual environments
Proceedings of the 9th annual ACM symposium on User interface software and technology
Image plane interaction techniques in 3D immersive environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Moving objects in space: exploiting proprioception in virtual-environment interaction
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
MIND-WARPING: towards creating a compelling collaborative augmented reality game
Proceedings of the 5th international conference on Intelligent user interfaces
Communications of the ACM
Applying cartoon animation techniques to graphical user interfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing
Personal and Ubiquitous Computing
3-Draw: A Tool for Designing 3D Shapes
IEEE Computer Graphics and Applications
The MagicBookMoving Seamlessly between Reality and Virtuality
IEEE Computer Graphics and Applications
Recent Advances in Augmented Reality
IEEE Computer Graphics and Applications
AR2 Hockey: A Case Study of Collaborative Augmented Reality
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
ARQuake: An Outdoor/Indoor Augmented Reality First Person Application
ISWC '00 Proceedings of the 4th IEEE International Symposium on Wearable Computers
ISWC '01 Proceedings of the 5th IEEE International Symposium on Wearable Computers
Integrating Virtual and Augmented Realities in an Outdoor Application
IWAR '99 Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality
Game-City: A Ubiquitous Large Area Multi-Interface Mixed Reality Game Space for Wearable Computers
ISWC '02 Proceedings of the 6th IEEE International Symposium on Wearable Computers
An Object-Oriented Software Architecture for 3D Mixed Reality Applications
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
ISICT '03 Proceedings of the 1st international symposium on Information and communication technologies
Personal and Ubiquitous Computing
Augmented Reality Working Planes: A Foundation for Action and Construction at a Distance
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
Designing Backpacks for High Fidelity Mobile Outdoor Augmented Reality
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
Using augmented snapshots for viewpoint switching and manipulation in augmented reality
CHI '12 Extended Abstracts on Human Factors in Computing Systems
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There have been a number of interactive games created for Augmented Reality (AR) environments. In this paper, interaction techniques to support Real-Time Strategy (RTS) games in AR environments are investigated. One limiting factor is that the user's position within the virtual environment must correspond to their position in the physical world. If it is obvious to the user there is no correspondence between the two, the illusion of a consistent environment will be broken. The primary problem with adapting an RTS game for an AR environment is that the player will need to manage a large force of life-sized military units, which cannot be done effectively if the user is confined to what they can see and how fast they can move in the physical world. In this paper, we introduce the use of AR-VR transitions and a new technique that is called possession, which attempts to address these problems. Possession essentially gives the player the ability to move inside the head of any of their units. This allows the user to see everything that is visible to that unit, and manage their forces with the usual interface even though they are detached from their own body. The possession technique allows control of units over large ranges, makes micromanagement of distant groups possible, and implements realistic views of the world that match what a user would expect in the physical world. Our user interface supports a more realistic interface than is possible in traditional desktop games. Our new techniques were implemented in an operational AR-RTS game that we have named ARBattleCommander.