This paper presents a first person outdoor/indoor augmented reality application ARQuake that we have developed. ARQuake is an extension of the desktop game Quake, and as such we are investigating how to convert a desktop first person application into an outdoor/indoor mobile augmented reality application. We present an architecture for a low cost, moderately accurate six degrees of freedom tracking system based on GPS, digital compass, and fiducial vision-based tracking. Usability issues such as monster selection, colour, input devices, and multi-person collaboration are discussed.
To date augmented realities are typically operated in only a small de ned area, in the order of a large room. This paper reports on our investigation into expanding augmented realities to outdoor environments. The project entails providing visual navigation aids to users. A w earable computer system with a see-through display, digital compass, and a di erential GPS are used to provide visual cues while performing a standard orienteering task. This paper reports the outcomes of a set of trials using an o the shelf wearable computer, equipped with a custom built navigation software package, \map-in-the-hat."
This paper presents a series of new augmented reality user interaction techniques to support the capture and creation of 3D geometry of large outdoor structures, part of an overall concept we have named construction at a distance. We use information about the user's physical presence, along with hand and head gestures, to allow the user to capture and create the geometry of objects that are orders of magnitude larger than themselves, with no prior information or assistance. Using augmented reality and these new techniques, users can enter geometry and verify its accuracy in real time. This paper includes a number of examples showing objects that have been modelled in the physical world, demonstrating the usefulness of the techniques.
This paper presents a new interaction metaphor we have termed "god-like interaction". This is a metaphor for improved communication of situational and navigational information between
1INTRODUCTION When performing specialised operations such as search and rescue, there are people located at indoor control rooms who typically oversee and manage the situation with a high-level understanding of the situation. People working out in the field act as sensors and have a more local understanding of the situation but may not be aware of the bigger picture as it develops. Currently, communication between participants is typically achieved using basic verbal communication via radio. With a large number of people in the field, managing this communication is quite complex, and tools to make this more effective are always desired. With the availability of outdoor augmented reality (AR) systems and indoor tabletop projector display systems, how can we combine these technologies to improve collaboration between indoor and outdoor users? AR systems are mainly focussed on presenting information to a single user, and to be used as a tool for collaboration, appropriate interaction metaphors and user interfaces need to be developed.In this paper, we propose a new interaction metaphor god-like interaction that facilitates improved communication of situational and navigational information between indoor users equipped with tabletop displays, and outdoor users equipped with mobile AR systems. We have based our interactions on the capabilities of mythical god-like characters portrayed in popular culture such as the computer game Populous, where a god-like creature controls a miniature isometric view of the world, and the mini-series The Stand, in which the hand of god comes out of the sky to interact with the environment. With our new AR metaphor, indoor users work with a tabletop display that is a miniature virtual representation of the outdoor world with the same top-down perspective a god-like character would possess. Indoor users use their god-like powers to point to objects in the tabletop world, and place physical props on the table to create new life-sized objects to be experienced by AR users outdoors. Outdoor users see these changes in real-time and experience these interactions as though they are
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