Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR
By Feng Zhou, Henry Been Lirn Duh, Mark Billinghurst. 2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality, 2008
1,188 citations recorded by the source corpus.
Although Augmented Reality technology was first developed over forty years ago, there has been little survey work giving an overview of recent research in the field. This paper reviews the ten-year development of the work presented at the ISMAR conference and its predecessors with a particular focus on tracking, interaction and display research. It provides a roadmap for future augmented reality research which will be of great value to this relatively young field, and also for helping researchers decide which topics should be explored when they are beginning their own studies in the area.
Subfields: Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/d1baa7bf1dd81422c86954447b8ad570539f93be
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Borko Furht
- Julie Carmigniani
- Ying-Chieh Liu
- Su-Ju Lu
- Henry Been Lirn Duh
- Ronald Poelman
- D. V. Krevelen
- Brian D. Hall
In Human-Computer Interaction
- Borko Furht
- Julie Carmigniani
- Ying-Chieh Liu
- Su-Ju Lu
- Henry Been Lirn Duh
- Ronald Poelman
- D. V. Krevelen
- Mark Billinghurst
Citations in the corpus
- What is XR? Towards a Framework for Augmented and Virtual Reality (2022, background): “…of AR literature reveals hundreds of articles exploring this topic focusing on diverse topics like the development of the underlying technology (Zhou et al., 2008), the impact on social interaction (Miller et al., 2019), and leveraging this technology in differentiated application areas,…”
- Applying Deep Learning in Augmented Reality Tracking (2016, background): “Many algorithms have been proposed [6, 2, 7] that detect the target in the given image and track it in the consecutive images.”
- Three-dimensional display technologies of recent interest: principles, status, and issues [Invited]. (2011, background): “Recently, augmented reality technology became an actively investigated research field that is to combine virtual and real physiological experiences [98,99].”
- Revisiting Trends in Augmented Reality Research: A Review of the 2nd Decade of ISMAR (2008–2017) (2018, methodology): “In 2008, authors Zhou, Duh, and Billinghurst published an article summarizing the previous ten years of Augmented Reality (AR) research presented at the International Symposium on Mixed and Augmented Reality (ISMAR), the leading academic conference for AR [152].”
- What is Mixed Reality? (2019, methodology): “These were selected since there are already systematic MR reviews focused on ISMAR [16, 91] and we intended to build the bridge to premier HCI venues.”
- A systematic review of augmented reality applications in maintenance (2018, background): “HMD are very promising for AR due to their mobility and the capability of overlaying the computer-generated information in front of the eye.”
- A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage (2018, background): “A hybrid interface integrates a variety of different, but complementary, interfaces and a range of interaction devices (Zhou et al. 2008).”
- Serious games for health (2013, background): “Game objective, in the case of serious games, is mainly focused on education, training and informing in an effective and incisive manner [40,52,94,128].”
- A comprehensive survey of augmented reality assembly research (2016, background): “AR enriches the way that users experience the real world by embedding virtual objects to coexist and interact with real objects in the real world [2].”
- Integrating augmented reality technology to enhance children’s learning in marine education (2015, positive): “Using computer technologies and digital displays, AR lets users see and experience digital content and information overlapping reality applications, where virtual reality objects can be combined with real world environment (Zhou, Duh, and Billinghurst 2008).”
- Human–robot interaction in industrial collaborative robotics: a literature review of the decade 2008–2017 (2019, background): “Augmented reality ( AR ) is a set of techniques which refers to embedding additional computer-generated information into real-world environments [152,157] and into the user current surroundings view [158].”
- A Survey on Mobile Augmented Reality With 5G Mobile Edge Computing: Architectures, Applications, and Technical Aspects (2021, methodology): “…multiple surveys on AR focused on various aspects such as applications of AR and the limitations regarding human factors [22], tracking, interaction, display, rendering, calibration and registration research during 1997 - 2008 [7], the impact of different mobile and wireless technologies [21].”