Case studies of see-through augmentation in mixed reality project

Case studies of see-through augmentation in mixed reality project
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混合现实项目中透视增强的案例研究

DOI:
10.1201/9781439863992-8
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发表时间:
1999
期刊:
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影响因子:
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通讯作者:
H. Tamura
H. Tamura
中科院分区:
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文献类型:
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作者:
K. Satoh;Toshikazu Ohshima;Hiroyuki Yamamoto;H. Tamura

文献摘要

被引文献

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本文介绍了两个使用透明头显的增强现实(AR)系统的案例研究。另一种情况是称为ARHockey的协作式AR系统,它需要实时交互操作、中等注册精度和相对较小的注册区域。玩家可以在共享的物理游戏场地中用物理木槌击打虚拟冰球。另一个案例研究是MR客厅,参与者可以直观地模拟虚拟家具和物品在物理上半设备的客厅中的位置。在这种情况下,由于视觉仿真的要求,配准更为关键。描述了两个系统的系统配置和实现配准算法的细节。
This paper introduces two case studies of augmented reality (AR) system, which use see-through HMDs. The rst case is a collaborative AR system called ARHockey that requires real-time interactive operations, moderate registration accuracy, and a relatively small registration area. The players can hit a virtual puck with physical mallets in a shared physical game eld. The other case study is the MR Living Room where participants can visually simulate the location of virtual furniture and articles in the physically half-equipped living room. The registration is more crucial in this case because of the requirement of visual simulation. As well as the system congurations of both systems, the details of registration algorithms implemented are described.