Augmented-Reality Survey: from Concept to Application <s> Hardware Platforms <s> A new welding helmet for the manual welding process has been developed. The welders working conditions are improved by augmenting the visual information before and during welding. The image is improved by providing a better view of the working area. An online quality assistant is available during welding, suggesting the correction of the guns position or pointing out welding errors, by analyzing the electrical welding parameters. An assembly advisor will suggest the assembly sequence, by displaying the type and the position of the following piece into the actual ensemble. In addition, an available online documentation of the welding process gives an opportunity to reduce the effort of post process quality assurance which often uses expensive X-ray investigations. <s> BIB001 </s> Augmented-Reality Survey: from Concept to Application <s> Hardware Platforms <s> There is an increasing interest in creating wearable device interaction technologies. Novel emerging user interface technologies (e.g. eye-ball tracking, speech recognition, gesture recognition, ECG, EEG and fusion of them) have the potential to significantly affect market share in PC, smartphones, tablets and latest wearable devices such as google glass. As a result, displacing these technologies in devices such as smart phones and wearable devices is challenging. Google glass has many impressive characteristics (i.e. voice actions, head wake up, wink detection), which are human-glass interface (HGI) technologies. Google glass won't meet the 'the occlusion problem' and 'the fat finger problem' any more, which are the problems of direct-touch finger input on touch screen. However, google glass only provides a touchpad that includes haptics with simple 'tapping and sliding your finger' gestures which is a one-dimensional interaction in fact, instead of the traditional two-dimensional interaction based on the complete touch screen of smartphone. The one-dimensional 'swipe the touchpad' interaction with a row of 'Cards' which replace traditional two-dimensional icon menu limits the intuitive and flexibility of HGI. Therefore, there is a growing interest in implementing 3D gesture recognition vision systems in which optical sensors capture real-time video of the user and ubiquitous algorithms are then used to determine what the user's gestures are, without the user having to hold any device. We will demonstrate a hand-free motion interaction application based on computer vision technology on google glass. Presented application allows user to perform touch-less interaction by hand or foot gesture in front of the camera of google glass. Based on the same core ubiquitous gestures recognition algorithm as used in this demonstration, a hybrid wearable smartphone system based on mixed hardware and software has been presented in our previous work [Lv 2013][Lu et al. 2013][Lv et al. 2013], which can support either hand or foot interaction with today' smartphone. <s> BIB002 </s> Augmented-Reality Survey: from Concept to Application <s> Hardware Platforms <s> Augmented reality fitting rooms enrich customers’ experience and expedite the shopping procedure. This paper presents an Augmented Reality (AR) mirror which provides motion-based interaction to the users and suggests various outfits. The proposed system can be easily installed inside or at the window of a retail shop, enabling the users to stand in front of it and see themselves wearing clothes that the system suggests while they are able to naturally interact with the system remotely, using gestures, in order to like or dislike the recommended outfit. The users can also choose to post photos wearing the proposed clothes on their social media accounts, as well as to buy the clothes either directly from the store or on-line. <s> BIB003
A key issue of the AR systems is the extent of the efficiency regarding the integration of the SW and HW platforms with the real world. The recent HW platforms for AR include the following devices: 1) computers with a webcam, 2) smartphones, 3) HMDs, 4) glasses, and 5) haptic devices. The personal computer with a webcam is the most widely used platform for AR. Because of the fixed nature of the computer, a marker is placed within the view of the webcam, which shows a live feed. The touch-sensitive screen of the Shiseido Makeup Mirror  , which is a proper example of the PC-based AR platform, means that the users can choose from selections of eye colors, lip colors, and blushers. The kiosk, another PC-based AR platform, is simply a physical station at which customers can use AR information to find out more about the items they have brought with them. One example of the kiosk platform is the Lego Store kiosk  that displays completed Lego sets depending on the Lego box of the customer. The kiosk type is also used at trade shows and conventions to provide the attendees with a richer experience. The digital signs and window displays that are also used are basically large static markers that users interact with via the PC platform. The AR SandBox  project involved the development of a real-time integrated-AR system for the physical creation of topography models that are then scanned into a computer in real time; with the use of a projector, the scans of the models are then used as the background for a variety of graphical effects and simulations. The use of smartphones or tablets to access AR content is arguably the most-common method of today. The two usage categories for the smartphone are as follows: ubiquitous and constantly-held. The Wikitude World Browser  , one of the AR tools that is the easiest to use, is a representative case of the ubiquitous category; here, the information is displayed continuously with real-world images based on the Web plug-in. The Microsoft omniTouch  , a representative constantly-held example, consists of a wearable computer, a depth-sensing camera, and a projection system for interactions on everyday surfaces. The HMD comprises a display that is paired with a headset, and the information/images are placed on top of the user's view with six degrees of freedom (6 DOF), and the view is augmented according to the user's head movement in any direction/angle. The SKULLY Helmet BIB001 is the first helmet to feature a built-in 180° Blindspot Camera and a Heads-Up Display for an unparalleled situational awareness and safety. The Microsoft HoloLens  that allows users to seamlessly visualize 3D models in real life is a self-contained, holographic computer, whereby users can engage and interact with digital content and holograms, respectively, in the real world. The HoloLens consists of multiple sensors, advanced optics, and a custom holographic-processing unit. The DAQRI smart helmet BIB001 enhances the human abilities across industries by seamlessly connecting its user to the work environment. While the AR-glasses technology is still uncommon, it represents another rising AR platform. It is likely that AR-enabled glasses will become as common as iPads and smartphones, giving the wearer the option of a continuous AR feed that is based on individual needs and preferences. The Google Glass BIB002 display is the most-famous AR-glasses product, while similar products like those made by Vuzix  do exist and are available for purchase. Over time, the technology will be improved and the prices will be reduced. The focus of Meta  is that which is absent from the focus of Google Glass. For Meta, the AR is overlain on top of the user's reality. The user gestures are identified by Meta so that the users can freely manipulate 3D objects that assume clay-like qualities. Meta users are also provided with an unlimited number of screens, as video content can be played on a piece of paper. Icis [56] looks like a set of normal glasses as a visibly large component such as a camera is absent. The Atheer One [57] smart glasses promote natural interaction, as the users can use hand gestures to control it; it consists of two displays for each eye, which are almost the equivalent of the placement of a 26-inch landscape-oriented tablet immediately in front of the user's face. The contact lenses [58] that provide images directly onto the human eye, for which near-to-eye pictures are combined with distant objects in the same view and an antenna is included for wireless communication, are in-development/military use. And lastly, for the in-development virtual retina display  , objects are projected directly onto the retina of the viewer so that the UI/AR appears to be floating in front of the eye. The haptic AR enables the user to experience a real environment that is augmented with synthetic haptic interactions. The AR of the game pads of the Nintendo Wii U/PS4/Xbox BIB003 provide the user with tactile feedback in real time. When an HMD is combined with the PHANTOM Stylus [61] , the user can touch and feel the objects that are visualized in front him/her. When the VHB (virtual haptic back) system  is combined with the PHANTOM Stylus, a surgeon can see the human organs and whole body parts during surgery, while tactile feedback is provided to the surgeon's fingers during the cutting, removal, and device-moving processes regarding the body/organs. Lastly, Maestro AR [63] is a robotic-surgery simulation technology that provides 3D virtual instruments for the anatomical interactions in a 3D-video environment.