Virtual object manipulation on a table-top AR environment
By Hirokazu Kato, Mark Billinghurst, Ivan Poupyrev, K. Imamoto, K. Tachibana. Proceedings IEEE and ACM International Symposium on Augmented Reality (ISAR 2000), 2000
676 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/bb240b6b25044e251ec568611546c9954e0625a0
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- Adrian Clark
- Andrew D. Wilson
- Henry Been Lirn Duh
- Mark Billinghurst
- Borko Furht
- Feng Zhou
- Ross Bencina
- Julie Carmigniani
In Computer Vision and Pattern Recognition
- É. Marchand
- Mark Billinghurst
- Henry Been Lirn Duh
- Borko Furht
- Julie Carmigniani
- Gun A. Lee
- Adrian Clark
- François Chaumette
In Human-Computer Interaction
- Mark Billinghurst
- Borko Furht
- Julie Carmigniani
- Henry Been Lirn Duh
- Gun A. Lee
- Adrian Clark
- Feng Zhou
- É. Marchand
Citations in the corpus
- Augmented reality technologies, systems and applications (2010, neutral): “[36], which enables a person to select”
- PlayAnywhere: a compact interactive tabletop projection-vision system (2005, background): “2D visual codes are often used as tags to identify physical objects in augmented reality scenarios [7, 11, 22, 26].”
- A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage (2018, background): “…in the fields of Tangible User Interfaces (TUI), augmented reality, and Human Computer Interaction (HCI) aim to provide intuitive and natural interaction interfaces (Billinghurst et al. 2008; Hürst and Van Wezel 2013; Kang 2013; Kato et al. 2000; Liarokapis et al. 2005; Vlahakis et al. 2001).”
- reacTIVision: a computer-vision framework for table-based tangible interaction (2007, methodology): “After some initial experiments with publicly available marker systems such as ARToolkit [7], the first reacTable prototype made use of E.”
- Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR (2008, methodology): “This new interaction metaphor is known as Tangible Augmented Reality and since its introduction at ISAR 2000 has become one of the most frequently used AR input methods [43].”
- A Survey of Augmented Reality (2015, background): “(a) CyberCode [Rekimoto and Ayatsuka, 2000] (b) ARToolKit [Kato et al., 2000]”
- Real-time markerless tracking for augmented reality: the virtual visual servoing framework (2006, methodology): “The most common methods, suitable for AR applications, to compute the pose rely on indoor [3], [26], [39], [53], [55] and outdoor [43] fiducial markers.”
- Augmented Reality: An Overview (2011, methodology): “A classical example of the power of tangible user interfaces is the VOMAR application developed by Kato et al. [27], which enables a person to select and rearrange the furniture in an AR living room design application by using a real, physical paddle.”
- Recent Advances in Augmented Reality (2001, methodology): “In one example of such an interface, the user wields a real paddle to manipulate furniture models in a prototype interior design application [38].”