Archeoguide: first results of an augmented reality, mobile computing system in cultural heritage sites
By V. Vlahakis, John N. Karigiannis, M. Tsotros, Michael Gounaris, L. Almeida, Didier Stricker, Tim Gleue, I. Christou, R. Carlucci, N. Ioannidis. IEEE Conference on Visual Analytics Science and Technology, 2001
331 citations recorded by the source corpus.
Subfields: Aerospace Engineering, Computer Vision and Pattern Recognition, Geology
View Paper: https://www.semanticscholar.org/paper/9f620a68df639fda20482ed2f3435d62857de1aa
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In Computer Vision and Pattern Recognition
Citations in the corpus
- A Survey of Augmented Reality Technologies, Applications and Limitations (2010, background): “Aside from technical challenges, the user interface must also follow some guidelines as not to overload the user with information while also preventing the user to overly rely on the AR system such that important cues from the environment are missed [156].”
- A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage (2018, methodology): “…performed in the past decades, however, have shaped the definition of AR as a system that enhances our view of the real world by adding virtual and computer-generated information (Casella and Coelho 2013; Haydar et al. 2011; Liarokapis et al. 2005; Rolland and Fuchs 2000; Vlahakis et al. 2001).”
- Augmented reality technology in the manufacturing industry: A review of the last decade (2019, background): “Other applications are reported in the tourism sector: Vlahakis et al .”
- From interaction to trajectories: designing coherent journeys through user experiences (2009, background): “Interactive tours and museum installations have integrated digital media with physical artifacts and places [1, 2, 8, 28, 31], while mobile games [10], enhanced live action role play [18], and pervasive artistic performances [3, 4] have combined digital media with physical locations, props and live ”