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"living-room": interactive, space-oriented augmented reality

Published: 10 October 2004 Publication History

Abstract

living-room is an augmented reality (AR) installation developed to study interactive, space-oriented AR-scenarios. The installation consists of the living-room box, a room that is three by three meters, as well as hardware and software components to record the user's view and enhance it synthetically. Four scenarios have been realized and analyzed regarding the aspects 'Real and Virtual', 'Interaction' and 'Scenography'. A survey with visitors has been conducted and plans for the next phase of the project developed. living-room is a new kind of media and our focus is to develop design principles for this environment and to identify its "essential properties" [7].

References

[1]
online, ARToolKit, http://www.hitl.washington.edu/ARToolKit/ <http://www.hitl.washington.edu/artoolkit/>, (visited April 2004).
[2]
online, InterSence PCTracker, <http://www.isense.com/products/prec/is900/PCTracker.pdf> (visited April 2004).
[3]
Billinghurst, M., Kato H., and Poupyrev, I. The Magic-Book - Moving Seamlessly between Reality and Virtuality. In IEEE Computer Graphics and Applications, vol. 21, no. 3, 2001, 2--4.
[4]
Bolter, D. J., and Gromala, D., Windows and Mirrors - Interaction Design, Digital Art, And the Myth of Transparency, MIT Press, Cambridge, MA, USA, 2003
[5]
Iguchi, K., and Saso, T. Little Red MR, In CODE - The Language of our Time, Ars Electronica 2003, Hatje Cantz Verlag, Germany, 2003, 418--421.
[6]
Lepetit V., Pilet J., and Fua P., Point Matching as a Classification Problem for Fast and Robust Object Pose Estimation. In Conference on Computer Vision and Pattern Recognition, Washington, DC, June 2004.
[7]
Murray, J., Hamlet on the Holodeck - The Future of Narrative in Cyberspace, The Free Press, New York, USA, 1997.
[8]
Salen, K, and Zimmerman, E., Rules of Play - Game Design Fundamentals, MIT Press, Cambridge, MA, USA, 2003.

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  • (2019)Is Any Room Really OK? The Effect of Room Size and Furniture on Presence, Narrative Engagement, and Usability During a Space-Adaptive Augmented Reality Game2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR.2019.00-11(135-144)Online publication date: Oct-2019
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cover image ACM Conferences
MULTIMEDIA '04: Proceedings of the 12th annual ACM international conference on Multimedia
October 2004
1028 pages
ISBN:1581138938
DOI:10.1145/1027527
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 10 October 2004

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Author Tags

  1. art installation
  2. augmented reality
  3. design research

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Cited By

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  • (2023)The Effects of Spatial Complexity on Narrative Experience in Space-Adaptive AR StorytellingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.320193429:12(5137-5148)Online publication date: Dec-2023
  • (2021)A User-Oriented Approach to Space-Adaptive AugmentationProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445675(1-13)Online publication date: 6-May-2021
  • (2019)Is Any Room Really OK? The Effect of Room Size and Furniture on Presence, Narrative Engagement, and Usability During a Space-Adaptive Augmented Reality Game2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR.2019.00-11(135-144)Online publication date: Oct-2019
  • (2017)DreamScopeProceedings of the 8th International Conference on Digital Arts10.1145/3106548.3106601(67-75)Online publication date: 6-Sep-2017
  • (2015)Mixed-methods researchUniversal Access in the Information Society10.1007/s10209-014-0361-414:3(311-332)Online publication date: 1-Aug-2015
  • (2014)Evaluation and assessment of professional skills in the Final Year Project2014 IEEE Frontiers in Education Conference (FIE) Proceedings10.1109/FIE.2014.7044378(1-8)Online publication date: Oct-2014
  • (2014)Academic performance assessment using Augmented Reality in engineering degree course2014 IEEE Frontiers in Education Conference (FIE) Proceedings10.1109/FIE.2014.7044238(1-7)Online publication date: Oct-2014
  • (2013)Augmented reality uses in educational research projectsProceedings of the First International Conference on Technological Ecosystem for Enhancing Multiculturality10.1145/2536536.2536599(411-415)Online publication date: 14-Nov-2013
  • (2013)Augmented Reality Interactive System to Support Space Planning ActivitiesVirtual, Augmented and Mixed Reality. Systems and Applications10.1007/978-3-642-39420-1_31(291-300)Online publication date: 2013
  • (2013)Construction Processes Using Mobile Augmented Reality: A Study Case in Building Engineering DegreeAdvances in Information Systems and Technologies10.1007/978-3-642-36981-0_100(1053-1062)Online publication date: 2013
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