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Popular strategies and methods for using augmented reality

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Języki publikacji
EN
Abstrakty
EN
Augmented reality (AR) is a modern technology which integrates 3D virtual objects into the real environment in real time. It can be used for many purposes, which should improve different processes in daily life. The paper will analyze the areas in which this technology is currently used. First, the history of the development of augmented reality will be recalled. Then, this technology will be compared to virtual reality because these terms are often incorrectly used interchangeably. This paper describes the tools and popular platform solutions related to augmented reality. The most common problems related to the use of this technology will be discussed, including popular approaches concerning optical and video combining methods. The existing applications and their potential in solving everyday problems will be analyzed. Finally, the perspectives for the development of augmented reality and its possibilities in the future will be discussed. This paper provides a starting point for using and learning about augmented reality for everyone.
Rocznik
Tom
Strony
193--202
Opis fizyczny
Bibliogr. 11 poz.
Twórcy
  • University of Science and Technology, Wroclaw
  • University of Science and Technology, Wroclaw
Bibliografia
  • 1. Bradski, G.R. (1998). Computer Vision Face Tracking for Use a Perceptual User Interface. Intel Technology Journal.
  • 2. Caudell, T.P., Mizell, D.W. (1992). Augmented Reality: an Application of Heads-up DisPlay Technology to Manual Manufacturing Processes. Proceedings of the Twenty-Fifth Hawaii International Conference on System Sciences, vol. 2, p. 659.
  • 3. Hartley, R.I., Zisserman, A. (2000). Multiple View Geometry in Computer Vision. Cambridge University Press.
  • 4. Hirzer, M. (2008). Marker detection for augmented reality applications. Graz University of Technology.
  • 5. Lee, K. (2012). Augmented Reality in Education and Training. TechTrends: Linking Research and Practice to Improve Learning, 56, 2, 13.
  • 6. Mann, S., Fung, J., Aimone, Ch. (2005). Designing EyeTap Digital Eyeglasses for Continuous Lifelong Capture and Sharing of Personal Experiences. Alt.Chi, Proc. CHI.
  • 7. Peddie, J. (2017). Software Tools and Technologies. Augmented Reality. Heidelberg: Springer.
  • 8. Siltanen, S. (2012). Theory and applications of marker-based augmented reality. Kuopio: VTT.
  • 9. Siltanen, S., Hyväkkä, J. (2006). Implementing a natural user interface for camera phones using visual tags. 7th Australasian User Interface Conference, 50, 113. ACS.
  • 10. Strasdat, H., Montiel, J.M., Davison, A.J. (2012). Visual SLAM: Why Filter? Image And Vision Computing, 30, 65-77.
  • 11. Augmented Reality Blog Homepage, http://www.augment.com/blog, 05.05.2018.
Uwagi
Opracowanie rekordu ze środków MNiSW, umowa Nr 461252 w ramach programu "Społeczna odpowiedzialność nauki" - moduł: Popularyzacja nauki i promocja sportu (2020).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-9effe84c-ac8f-4233-b8b3-e9f8dd92ed18
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