Augmented reality techniques in games

As a consequence of technical difficulties such as unreliable tracking, many AR applications get stuck in the "how to implement" phase rather than progressing to the "what to show" phase driven by information visualization needs rather than basic technology. In contrast, most of today's computer games are set in a fairly realistic 3D environment, and unlike many AR applications, game interfaces undergo extensive usability testing. This creates the interesting situation that games can be perfect simulators of AR applications, because they are able to show perfectly registered "simulated AR" overlays on top of a real-time environment. This work examines how some visualization and interaction techniques used in games can be useful for real AR applications.

[1]  Steven K. Feiner,et al.  View management for virtual and augmented reality , 2001, UIST '01.

[2]  Ivan Poupyrev,et al.  3D User Interfaces: Theory and Practice , 2004 .

[3]  Andrew S. Forsberg,et al.  Image plane interaction techniques in 3D immersive environments , 1997, SI3D.

[4]  Tobias Höllerer,et al.  Resolving multiple occluded layers in augmented reality , 2003, The Second IEEE and ACM International Symposium on Mixed and Augmented Reality, 2003. Proceedings..

[5]  Steven K. Feiner,et al.  Information filtering for mobile augmented reality , 2000, Proceedings IEEE and ACM International Symposium on Augmented Reality (ISAR 2000).

[6]  Yuichi Ohta,et al.  Outdoor see-through vision utilizing surveillance cameras , 2004, Third IEEE and ACM International Symposium on Mixed and Augmented Reality.