Also see The AR Toolkit Publication List! (Some of those papers are listed here.)
Abstract: In vision-based augmented reality systems, the relationship between the real and virtual worlds needs to be estimated to perform the registration of the virtual objects. This paper suggests a registration method which increases the registration depth of video see-through augmented reality systems using binocular cameras. The method uses both monocular and stereoscopic vision-based techniques in order to perform the registration. Also, the registration method can be combined with a facultative...
Steve Vallerand, Masayuki Kanbara, Naokazu Yokoya Citeseer link
MagicMouse: an Inexpensive 6-Degree-of-Freedom Mouse. (2003)
An inexpensive computer input device was developed that allows the user to operate within both 2D and 3D environments by simply moving and rotating their fist. Position and rotation around the X, Y and Z-axes are supported, allowing full six degree of freedom input. This is achieved by having the user wear a glove, to which is attached a square marker. Translation and rotation of the hand is tracked by a camera attached to the computer, using the ARToolKit software library. Extraction, calibration, normalisation and mapping of the data converts hand motion into meaningful operations within 2D and 3D environments. Four input scenarios are described, showing that the mapping of the position and rotation data to 2D or 3D operations depends heavily on the desired task. tethered to the machine and are expensive. This paper offers a cheap, intuitive, 6 DOF alternative using a black cardboard square, a standard USB video camera and some computer vision software (ARTOOLKIT 2002).
E. Woods, P. Mason, M. Billinghurst. MagicMouse: an Inexpensive 6-Degree-of-Freedom Mouse. Proceedings of Graphite 2003, Feb 11th-13th, 2003, Melbourne (210kb pdf)
ARQuake: The Outdoor Augmented Reality Gaming System (2002)
Abstract: KE: In Communications of the ACM, Vol 45 No 1 January, 2002 - Copyright (C) 2001 ACM Please visit http://www.tinmith.net for more information The aim of the ARQuake project was to construct a first-person-perspective game with the following attributes: . The game is played in the physical world, with the user able to freely move about the world. . The view is determined solely by the orientation and position of the user's head. . The game is experienced as augmented reality using..
W. Piekarski and B. Thomas, "ARQuake: the Outdoor Augmented Reality Gaming System," Comm. ACM, vol. 45, no. 1, Jan. 2002, pp. 36--38. Citeseer link
Collaborative Augmented Reality (2002)
Abstract: Science fiction has foreshadowed many of the great technical advances in... In this article we discuss some of the limitations of current collaborative interfaces and then describe collaborative Augmented Reality interfaces and the lessons that can be learnt from them.
Billinghurst, M., Kato, H.: Collaborative Augmented Reality, Communication of the ACM Vol.45, No.7, 64-70 (2002) Citeseer link
The Use of Dense Stereo Range Data in Augmented Reality (2002)
This paper describes an augmented reality system that incorporates a real-time dense stereo vision system. Analysis of range and intensity data is used to perform two functions: 1) 3D detection and tracking of the user's fingertip or a pen to provide natural 3D pointing gestures, and 2) computation of the 3D position and orientation of the user's viewpoint without the need for fiducial marks calibration procedures, or manual initialization. The paper describes the stereo depth camera, the algorithms developed for pointer tracking and camera pose tracking, and demonstrates their use within an application in the field of oil and gas exploration. AR system presented here uses a Tyzx stereo vision system, which is described in more detail in Section 3. The rest of the paper describes the pointer tracking and pose tracking algorithms, followed by a target application in the field of oil and gas exploration. Finally we discuss directions for future work and our conclusions.
G. Gordan, M. Billinghurst, M. Bell, J. Woodfill, B. Kowalik, A. Erendi, J. Tilander. (2002), The Use of Dense Stereo Range Data in Augmented Reality. In Proceedings of the IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR 2002) 30 Sept. - 1 Oct., 2002, Darmstadt, Germany, IEEE Press, Los Alamitos, CA, pp. 14-23. (450kb pdf)
Recent Advances in Augmented Reality (2001)
Abstract: Introduction The field of Augmented Reality (AR) has existed for just over one decade, but the growth and progress in the past few years has been remarkable. In 1997, the first author published a survey [3] (based on a 1995 SIGGRAPH course lecture) that defined the field, described many problems, and summarized the developments up to that point. Since then, the field has grown rapidly. In the late 1990s, several conferences specializing in this area were started, including the International...
R. Azuma, Y. Baillot, R. Behringer, S. Feiner, S. Julier, and B. MacIntyre. Recent Advances in Augmented Reality. IEEE Comp. Graph. & App, vol. 21, no. 6 (Nov/Dec 2001), pp. 34-47. Citeseer link
A Survey of Augmented Reality (1995)
Abstract: This paper surveys the current state-of-the-art in Augmented Reality. It describes work performed at many different sites and explains the issues and problems encountered when building Augmented Reality systems. It summarizes the tradeoffs and approaches taken so far to overcome these problems and speculates on future directions that deserve exploration. This paper does not present new research results. The contribution comes from consolidating existing information from many sources and...
Azuma, R. T. A survey of augmented reality. In Computer Graphics (SIGGRAPH '95 Proceedings, Course Notes #9: Developing Advanced Virtual Reality Applications) (Aug. 1995), pp. 1--38. Citeseer link