The MagicBook - Moving Seamlessly between Reality and Virtuality
By Mark Billinghurst, Hirokazu Kato, Ivan Poupyrev. IEEE Computer Graphics and Applications, 2001
766 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/f1f2f713efeb68bacea1b5ba2deb8739e668171d
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
- É. Marchand
- Derek Bradley
- B. MacIntyre
- Sevda Küçük
- Matt Bower
- François Chaumette
- Andrew Ian Comport
- Iulian Radu
In Human-Computer Interaction
- Derek Bradley
- Sevda Küçük
- É. Marchand
- Matt Bower
- François Chaumette
- Andrew Ian Comport
- Iulian Radu
- Ronald Poelman
Citations in the corpus
- A psychological perspective on augmented reality in the mathematics classroom (2013, background): “…hand, if students collaborate in a virtual world (such as in a virtual-reality environment), then more people can collaborate around the same educational content; however, in such virtual environments communication through non-verbal cues is cumbersome or nonexistent (Billinghurst et al., 2001).”
- A Survey of Augmented Reality Technologies, Applications and Limitations (2010, methodology): “Examples of collaborative AR systems using see-through displays include both those that use see-through hand-held displays (such as Transvision Rekimoto [135] and MagicBook [32]) and see-through head-worn displays (such as Emmie [38], and StudierStube [152], MR2 [154] and ARTHUR [36]).”
- Augmented reality in Education — Cases, places, and potentials (2013, methodology): “The basic hardware requirements of an Augmented Reality system include (Azuma, 1997; Billinghurst et al., 2001):”
- Adaptive Thresholding using the Integral Image (2007, methodology): “For example, it is often one of the first steps in marker-based augmented reality systems [Billinghurst et al. 2001; Bradley and Roth 2004; Fiala 2005], and it has been used in high dynamic range photography [Ward 2003].”
- 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.”
- Learning anatomy via mobile augmented reality: Effects on achievement and cognitive load (2016, methodology): “When AR displays are used, they see multimedia materials such as 3D virtual models or videos (Billinghurst et al., 2001; Ferrer-Torregrosa et al., 2015).”
- Project Jacquard: Interactive Digital Textiles at Scale (2016, unknown): “Wearable and ubiquitous computing [7, 41, 43, 44], Internet-of-Things [46, 47, 45], augmented reality [48, 49] and other advanced technologies aim to seamlessly merge the everyday physical world and digital computing.”