Augmented-Reality Survey: from Concept to Application <s> Software framework <s> We investigate the combination of Augmented Reality (AR) with Intelligent Tutoring Systems (ITS) to assist with training for manual assembly tasks. Our approach combines AR graphics with adaptive guidance from the ITS to provide a more effective learning experience. We have developed a modular software framework for intelligent AR training systems, and a prototype based on this framework that teaches novice users how to assemble a computer motherboard. An evaluation found that our intelligent AR system improved test scores by 25 % and that task performance was 30 % faster compared to the same AR training system without intelligent support. We conclude that using an intelligent AR tutor can significantly improve learning compared to more traditional AR training. <s> BIB001 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> This is the preprint version of our paper on Personal and Ubiquitous Computing. There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and augmented reality games on vision-based wearable device, a touch-less motion interaction technology is designed and evaluated in this work. Users interact with the augmented reality games with dynamic hands/feet gestures in front of the camera, which triggers the interaction event to interact with the virtual object in the scene. Three primitive augmented reality games with eleven dynamic gestures are developed based on the proposed touch-less interaction technology as proof. At last, a comparing evaluation is proposed to demonstrate the social acceptability and usability of the touch-less approach, running on a hybrid wearable framework or with Google Glass, as well as workload assessment, user's emotions and satisfaction. <s> BIB002 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> The purpose of this study was to investigate how an augmented reality learning environment system (UNED ARLE) can be used both by teachers and students to add virtual content into educational resources and how can it serve as a tool for acquiring knowledge, motivating and encouraging students. UNED ARLE is used to add contextualized virtual content (3D objects, animated 3D objects, videos, sound files and images) and the accompanying descriptions or narratives into printed material, thereby enriching existing content without any programming skills. This study recruited 44 students of advanced and intermediate cycles of vocational training and two teachers. It analyses UNED ARLE by examining the interaction between teachers and the system and by comparing the results of two groups of students. The study concludes that the students who used UNED ARLE show significantly better learning achievements compared to the traditional system. In regards to the teachers, the study shows that incorporating multimedia resources into augmented reality is directly influenced by their knowledge of this technology, due to the difficulty of developing new virtual objects. © 2015 Wiley Periodicals, Inc. Comput. Appl. Eng. Educ. Comput Appl Eng Educ 23:778–789, 2015; View this article online at wileyonlinelibrary.com/journal/cae; DOI 10.1002/cae.21650 <s> BIB003 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> Designing interactive surfaces for children with autism is not trivial, and even more if intended for long-term use. In this paper, we reflect on the experiences and lessons learned from a 5-months deployment study conducted in a LivingLab where 6 classrooms of children with autism used an interactive surface as a multisensory therapy. We describe a set of design insights emerged from these study, and present how they could be used as a design principle to develop novel alternatives of the deployed interactive surface. First we present the design and development of SpaceHunters, an interactive floor exergame supporting the practicing of eye-foot coordination exercises; and then, we describe BendableSound, a fabric-based interactive surface enabling the improvisation of rhythmical sounds in an open-ended manner. We close discussing directions for future work. <s> BIB004 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> In many complex tasks, a remote subject-matter expert may need to assist a local user to guide actions on objects in the local user's environment. However, effective spatial referencing and action demonstration in a remote physical environment can be challenging. We introduce two approaches that use Virtual Reality (VR) or Augmented Reality (AR) for the remote expert, and AR for the local user, each wearing a stereo head-worn display. Both approaches allow the expert to create and manipulate virtual replicas of physical objects in the local environment to refer to parts of those physical objects and to indicate actions on them. This can be especially useful for parts that are occluded or difficult to access. In one approach, the expert points in 3D to portions of virtual replicas to annotate them. In another approach, the expert demonstrates actions in 3D by manipulating virtual replicas, supported by constraints and annotations. We performed a user study of a 6DOF alignment task, a key operation in many physical task domains, comparing both approaches to an approach in which the expert uses a 2D tablet-based drawing system similar to ones developed for prior work on remote assistance. The study showed the 3D demonstration approach to be faster than the others. In addition, the 3D pointing approach was faster than the 2D tablet in the case of a highly trained expert. <s> BIB005 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> Augmented reality (AR) aims to render the world that users see and overlay information that reflects the real physical dynamics. The digital view could be potentially projected near the Point-of-Interest (POI) in a way that makes the virtual view attached to the POI even when the camera moves. Achieving smooth support for movements is a subject of extensive studies. One of the key problems is where the augmented information should be added to the field of vision in real time. Existing solutions either leverage GPS location for rendering outdoor AR views (hundreds of kilometers away) or rely on image markers for small-scale presentation (only for the marker region). To realize AR applications under various scales and dynamics, we propose a suite of algorithms for fine-grained AR view tracking to improve the accuracy of attitude and displacement estimation, reduce the drift, eliminate the marker, and lower the computation cost. Instead of requiring extremely high, accurate, absolute locations, we propose multimodal solutions according to mobility levels without additional hardware requirement. Experimental results demonstrate significantly less error in projecting and tracking the AR view. These results are expected to make users excited to explore their surroundings with enriched content. <s> BIB006 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary education. The review of the relative literature was carried out in the period 2000 to early 2014 in ScienceDirect and ERIC. The outcomes of this review illustrated a set of studies that provide evidence of positive outcomes regarding student learning. These studies, which focused mainly on the natural sciences and took place within informal learning environments, used both qualitative and quantitative data collection methods. The earliest study that was conducted about this topic used personal digital assistants, while the more recent one used smart (mobile) phones and tablets. The services of augmented reality focused on markers/quick response codes, virtual it... <s> BIB007 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> The use of augmented reality (AR) becomes increasingly common in location based application development. A situation often encountered in AR applications is the -partial or full- occlusion of virtual objects by physical artifacts; if not appropriately handled, the visualization of occluded objects often misleads users’ perception. This paper presents a Geolocative Raycasting technique aiming at assisting developers of outdoors augmented reality applications into generating a realistic field of view for the users by integrating real time building recognition, so as to address the occlusion problem. <s> BIB008 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> The Argon project was started to explore the creation of Augmented Reality applications with web technology. We have found this approach to be particularly useful for community-based applications. The Argon web browser has gone through two versions, informed by the work of our students and collaborators on these kinds of applications. In this paper, we highlight a number of the applications we and others have created, what we learned from them, and how our experiences creating these applications informed the design of Argon2 and the requirements for the next version, Argon3. <s> BIB009 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> We present a neurogoggles system that offers truly immersive augmented and virtual reality with unique biofeedback based on brain and bodily signals. The system consists of a wearable head-mounted display that integrates two stereoscopic color cameras for video-through experience, a depth sensor for object tracking, an inertial sensor for head tracking and electrophysiological measurements for brain and bodily signals. The system is designed to ensure low-latency synchronization across all functional modules, which is a key element for multimodal real-time data analysis. We showcase this technology with an immersive experience combining multimodal data and artistic digital content using Kudan augmented reality engine. In this experience, the user is presented with an interactive world behind a brain image wall poster, which reacts to user's brain state. <s> BIB010 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> This paper proposes an augmented reality content authoring system that enables ordinary users who do not have programming capabilities to easily apply interactive features to virtual objects on a marker via gestures. The purpose of this system is to simplify augmented reality (AR) technology usage for ordinary users, especially parents and preschool children who are unfamiliar with AR technology. The system provides an immersive AR environment with a head-mounted display and recognizes users' gestures via an RGB-D camera. Users can freely create the AR content that they will be using without any special programming ability simply by connecting virtual objects stored in a database to the system. Following recognition of the marker via the system's RGB-D camera worn by the user, he/she can apply various interactive features to the marker-based AR content using simple gestures. Interactive features applied to AR content can enlarge, shrink, rotate, and transfer virtual objects with hand gestures. In addition to this gesture-interactive feature, the proposed system also allows for tangible interaction using markers. The AR content that the user edits is stored in a database, and is retrieved whenever the markers are recognized. The results of comparative experiments conducted indicate that the proposed system is easier to use and has a higher interaction satisfaction level than AR environments such as fixed-monitor and touch-based interaction on mobile screens. <s> BIB011 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> Advances in display and tracking technologies hold the promise of increasingly immersive augmented-reality experiences. Unfortunately, the on-demand generation of haptic experiences is lagging behind these advances in other feedback channels. We present Annexing Reality; a system that opportunistically annexes physical objects from a user's current physical environment to provide the best-available haptic sensation for virtual objects. It allows content creators to a priori specify haptic experiences that adapt to the user's current setting. The system continuously scans user's surrounding, selects physical objects that are similar to given virtual objects, and overlays the virtual models on to selected physical ones reducing the visual-haptic mismatch. We describe the developer's experience with the Annexing Reality system and the techniques utilized in realizing it. We also present results of a developer study that validates the usability and utility of our method of defining haptic experiences. <s> BIB012 </s> Augmented-Reality Survey: from Concept to Application <s> Software framework <s> As technology is exponentially regenerated and developed; new educational methods are needed to assure better educational outcomes. Recently schools have started integrating recent technology into the educational process in order to attract students and increase their engagement in the process. This paper will demonstrate how an augmented immersive reality mobile application can work to enrich the learning environment and attract the students to learn and explore subjects such as sciences, more specifically Chemistry. Augmented immersive reality allows students to learn in their own way and pace while encouraging them to explore and be creative as their `trial-and-error' mistakes will not impose any major consequences in the virtual world. A field study was conducted on grade 11 students to verify the benefits of using the developed application in education. <s> BIB013
A variety of SW platforms are also described for the AR-HW platforms, including the computer, smartphone, and Web-based systems. Because most of the recent SW frameworks support multiple platforms, a few HW dependencies are relevant in the selection of the AR-SW framework Among the SW platforms, the most-famous commercial SW-development kits (SDKs) are Metaio, Vuforia, and ARToolkit. Metaio SDK  is an SW framework that consists of Mobile SDK, PC SDK, Web SDK, Design, Creator, Engineer, and the Junaio  browser plugin. The vision of the Metaio framework is the easy integration of the virtual into the real world. The Metaio Creator  , for example, is a drag-and-drop AR-SW product that allows the user to create a complete AR scenario. The Vuforia SDK  is for the creation of the AR applications for mobile devices. Vuforia supports the recognition of complex objects, user-defined images, cylinders, text, boxes, and frame markers with cloud data. The features of Vuforia comprise an extremely varied range of marker types including the support for the Microsoft HoloLens. ARToolKit  is another SDK for the building of AR applications for which square marker patterns, which are traced by a single-camera position/orientation, are used. ARToolkit provides support for three general tracker categories for which natural-feature tracking, traditional-template square markers, and 2D-barcode markers are included. This SDK supports multi-camera support, the Windows Phone, and robust marker tracking over a range of distances. The Wikitude SDK  includes image recognition and tracking, support for 3D-model rendering with video overlaying, and the provision of location-based AR. For this SDK, the geo-based and image-recognition capabilities are combined to provide a hybrid-tracking function, and because it is built heavily on Web technologies, it can be used to write cross-platform AR experiences. The Kudan BIB010 is a unique AR SDK that comprises an over every other AR SDK. It can support very robust single-camera SLAM which enable flexible tracking behavior for targets. A variety of application-level or special-purpose AR libraries have been suggested. In general, these libraries use open-source libraries including those of ARToolKit and OPEN-CV, which are compatible at an application-level environment or the Web level. For the NyARToolKit BIB011 project, a vision-based AR library that is based on that of ARToolKit is being developed. An ARToolKit-compatible library that runs on a managed environment such as Java/C#. OSGART BIB001 is a library that simplifies the development of AR applications by combining the ARToolKit tracking library with OpenSceneGraph. But rather than acting just as a simple form of the "node-webkit" app runtime, it offers a high-level integration of the video-input, spatial-registration, and photometric-registration functionalities. OpenCV-AR BIB002 is an SW library that is used for AR development; its target is Linux, but it can also work on the Windows platform. ArUco BIB003 , a minimal C++ library for AR-marker detection that is exclusively based on OpenCV, was developed at the University of Cordoba. The ATOMIC Authoring Tool BIB012 is an authoring tool for the creation of AR applications. It supports an authoring-tool SW for AR applications that can be used as a front end for the ARToolKit library. JavaCV  is a Java/Android interface for OpenCV licenses. ARSights  is a project of Inglobe Technologies, which specializes in the development of AR applications, and is based on Inglobe's AR platform that facilitates a simple method for the integration of digital content in the real world; its AR functionalities are also extendable to Google Earth (GE). CCV BIB004 is another cross-platform blob-tracking solution for which computer vision is used; here, a video-input stream is used, and tracking data and events that can be used in the building of multi-touch applications are generated. The Designers Augmented Reality Toolkit (DART)  is an authoring tool that can support the rapid design and implementation of AR experiences and applications. Designed to facilitate the overall development process, DART is built on top of Macromedia Director, thereby providing AR authoring to a wide range of designers. Goblin XNA BIB005 is 3D-interaction research platform that is specialized for the gaming field; written in C# and based on the Microsoft XNA platform, the platform's focus is the core 3D user-interface functionality for which the existing functionalities of the DirectX 3D-game engines and 3D-development environments are used. The DWARF  framework is based on the concept of distributed-service collaboration; here, the services are interdependent and expose the user's requirements. Layar  is a another popular application-level AR SDK for which the Layar Reality Browser that enhances real-world objects in the Web environment has been created. The Layar functionalities include postcards with interactive content such as video messages, Web and social links, and photo shows. mixare, the mix Augmented Reality Engine BIB006 , is an open-source (GPLv3) AR engine for mobile devices that works as an autonomous application for the development of mobile applications. Catchoom BIB007 is an iOS and Android SDK that renders AR experiences with plugins for the Cordova and Unity 3D engines. Gravity Jack  specializes in the development of AR applications for customer products or services, enabling the creation of AR mobile and social games and the writing of custom AR applications for multi-platforms; it can also create facial-recognition apps and allow AR overlays. DroidAR BIB003 is an open-source AR framework for Android that has the location-based and marker-based AR functionalities. BeyondAR BIB008 is an geo-localization-based open-source AR framework for Android. FLARToolKit BIB003 , which is free to use for non-commercial applications under the GPL license, can recognize the marker from an input image and calculate its orientation and position in the 3D world. SLARToolkit BIB003 is a flexible AR library for Silverlight and the Windows Phone, the aim of which is the construction of real-time AR applications with Silverlight. Argon BIB009 , an AR browser developed by Georgia Tech, supports a mix of KML and HTML/JavaScript/CSS in its facilitation of the development of AR applications, whereby any Web content can be converted into AR content. GeoAR BIB013 is an open-source browser for Android that is specialized for location-based AR and a flexible data-source framework.