Projector-Based Augmentation

Projector-Based Augmentation

Oliver Bimber (Bauhaus University, Germany)
Copyright: © 2007 |Pages: 26
DOI: 10.4018/978-1-59904-066-0.ch004
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Projector-based augmentation approaches hold the potential of combining the advantages of well-establishes spatial virtual reality and spatial augmented reality. Immersive, semi-immersive and augmented visualizations can be realized in everyday environments – without the need for special projection screens and dedicated display configurations. Limitations of mobile devices, such as low resolution and small field of view, focus constrains, and ergonomic issues can be overcome in many cases by the utilization of projection technology. Thus, applications that do not require mobility can benefit from efficient spatial augmentations. Examples range from edutainment in museums (such as storytelling projections onto natural stone walls in historical buildings) to architectural visualizations (such as augmentations of complex illumination simulations or modified surface materials in real building structures). This chapter describes projector-camera methods and multi-projector techniques that aim at correcting geometric aberrations, compensating local and global radiometric effects, and improving focus properties of images projected onto everyday surfaces.

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Table of Contents
Michael Haller, Mark Billinghurst, Bruce Thomas
Chapter 1
Pascal Fua, Vincent Lepetit
Mixed Reality applications require accurate knowledge of the relative positions of the camera and the scene. When either of them moves, this means... Sample PDF
Vision Based 3D Tracking and Pose Estimation for Mixed Reality
Chapter 2
Cindy M. Robertson, Enylton Machado Machado, Blair MacIntyre, Simon Julier
This chapter introduces spatially-adaptive augmented reality as an approach to dealing with the registration errors introduced by spatial... Sample PDF
Developing AR Systems in the Prescence of Spatial Uncertainty
Chapter 3
Kiyoshi Kiyokawa
This chapter introduces design and principles of head mounted displays (HMDs), as well as their state-of-the-art examples, for augmented reality... Sample PDF
An Introduction to Head Mounted Displays for Augmented Reality
Chapter 4
Oliver Bimber
Projector-based augmentation approaches hold the potential of combining the advantages of well-establishes spatial virtual reality and spatial... Sample PDF
Projector-Based Augmentation
Chapter 5
Anders Henrysson, Mark Ollila, Mark Billinghurst
Mobile phones are evolving into the ideal platform for Augmented Reality (AR). In this chapter we describe how augmented reality applications can be... Sample PDF
Mobile Phone Based Augmented Reality
Chapter 6
Blaine Bell, Steven Feiner
View management involves computing what a user sees within a 3D environment when it is projected onto a display screen. Doing this interactively to... Sample PDF
Representing and Processing Screen Space in Augmented Reality
Chapter 7
Florian Ledermann, Istvan Barakonyi, Dieter Schmalstieg
Augmented Reality (AR) application development is still lacking advanced authoring tools – even the simple presentation of information, which should... Sample PDF
Abstraction and Implementation Strategies for Augmented Reality Authoring
Chapter 8
Maribeth Gandy, Blair MacIntyre, Steven Dow, Jay David Bolter
In this chapter, we describe DART: The Designer’s Augmented Reality Toolkit an authoring environment for rapidly prototyping augmented reality... Sample PDF
Supporting Early Design Activities for AR Experiences
Chapter 9
Wayne Piekarski
This chapter presents a series of new augmented reality user interaction techniques to support the capture and creation of 3D geometry of large... Sample PDF
Real-Time 3D Design and Modelling of Outdoor Structures Using Mobile Augmented Reality Systems
Chapter 10
Charles E. Hughes, Christopher B. Stapleton, Matthew R. O’Connor
This chapter describes the evolution of a software system specifically designed to support the creation and delivery of Mixed Reality (MR)... Sample PDF
The Evolution of a Framework for Mixed Reality Experiences
Chapter 11
Christian Sandor, Gudrun Klinker
Ubiquitous augmented reality (UAR) is an emerging human-computer interaction technology, arising from the convergence of augmented reality and... Sample PDF
Lessons Learned in Designing Ubiquitous Augmented Reality User Interfaces
Chapter 12
Kiyoshi Kiyokawa
The main goal of this chapter is to give characteristics, evaluation methodologies, and research examples of collaborative augmented reality (AR)... Sample PDF
Human Communication in Collaborative Augmented Reality Systems
Chapter 13
Gun A. Lee, Gerard J. Kim, Mark Billinghurst
This chapter describes designing interaction methods for Tangible Augmented Reality (AR) applications. First, we describe the concept of a Tangible... Sample PDF
Interaction Design for Tangible Augmented Reality Applications
Chapter 14
Holger Regenbrecht
This chapter explains and illustrates the terminology and the different types of Industrial Augmented Reality (IAR) applications according to their... Sample PDF
Industrial Augmented Reallity Applications
Chapter 15
Ulrich Neumann, Suya You
An augmented reality fuses computer graphics onto images or direct views of a scene. In a new alternative augmentation approach a real scene is... Sample PDF
Creating Augmented Virtual Environments
Chapter 16
Christopher B. Stapleton, Charles E. Hughes
This chapter explores how Mixed Reality (MR) allows the magic of virtuality to escape the confines of the computer and enter our lives to... Sample PDF
Making Memories of a Lifetime
Chapter 17
Adrian David Cheok
In this chapter, we explore the applications of mixed reality technology for future social and physical entertainment systems. Throughout the case... Sample PDF
Social and Physical Interactive Paradigms for Mixed Reality Entertainment
Chapter 18
Bruce H. Thomas
Entertainment systems are one of the successful utilisations of augmented reality technologies to real world applications. This chapter provides my... Sample PDF
The Future of Augmented Reality Gaming
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