ITC571 - Augmented Reality: Technology, Applications, and Ethics
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Literature Review
AI Summary
This document provides a comprehensive review of augmented reality (AR) technology, beginning with an introduction and overview of AR. It discusses various applications of AR, including its use in displays, medical procedures, military applications, and sports. The review highlights the challenges and issues associated with AR technology, such as display limitations, rendering problems, and potential for eye strain. Proposed solutions focus on developing more efficient, accurate, and portable AR systems with enhanced tracking and display capabilities. The document also addresses ethical concerns related to data privacy, potential misuse of information, and safety issues arising from AR applications, emphasizing the need for ethical guidelines and user awareness. The review concludes by underscoring the transformative potential of AR while advocating for responsible development and implementation.

Running head: AUGMENTED REALITY
AUGMENTED REALITY
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Author Note
AUGMENTED REALITY
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1AUGMENTED REALITY
Abstract
The article has been divided into several sections. An introduction has been provided. A brief
understanding of the mentioned technology has been provided. The relevant applications of
the technology has been provided as well. The issues that are associated with the technology
has been proposed and the ways to address them has been evaluated as well. Lastly, the
ethical concerns has been mentioned along with suitable conclusion.
Abstract
The article has been divided into several sections. An introduction has been provided. A brief
understanding of the mentioned technology has been provided. The relevant applications of
the technology has been provided as well. The issues that are associated with the technology
has been proposed and the ways to address them has been evaluated as well. Lastly, the
ethical concerns has been mentioned along with suitable conclusion.

2AUGMENTED REALITY
Table of Contents
Introduction................................................................................................................................3
Research Issues..........................................................................................................................3
About technology.......................................................................................................................4
Application of technology..........................................................................................................5
Proposed solution.......................................................................................................................6
Ethical issues..............................................................................................................................8
Conclusion..................................................................................................................................9
References................................................................................................................................10
Table of Contents
Introduction................................................................................................................................3
Research Issues..........................................................................................................................3
About technology.......................................................................................................................4
Application of technology..........................................................................................................5
Proposed solution.......................................................................................................................6
Ethical issues..............................................................................................................................8
Conclusion..................................................................................................................................9
References................................................................................................................................10
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Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001).
Recent advances in augmented reality. IEEE computer graphics and applications, 21(6),
34-47.
Introduction
In the mentioned article, the authors have discussed the concepts of augmented
technology. The authors have provided a brief history of the technology. In the next section,
the importance of enabling technologies have been mentioned to increase the use of AR
environments. The authors have stressed on various applications of AR in displays such as
LCD displays, virtual retina display, projected displays and normal glasses. The issues and
challenges faced by the AR displays have been mentioned in the subsequent sections. In the
next section, the authors have stressed on the approaches on new tracking sensors related to
AR technology. Hybrid tracking technologies which involves environment sensing and
outdoor environments have been mentioned.
The issues related to the new approaches such as low latency has been proposed. The
authors have evaluated the different visualization and interfaces that re related to this
technology. The challenges relate to visualization has been widely evaluated by the authors in
the next section of the article. The new applications related to the technology has been
mentioned such as mobile applications. The use of augmented reality in sports has been
stressed specifically by the authors. The various limitations related to social, user interface
and technology of the AR has been mentioned in the following section of the article.
Research Issues
In the mentioned article, the authors have highlighted the issues that are faced by
augmented reality technology. Some of them are related to the display system of the
technology. As mentioned, the technology can be used by virtual retina displays and
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001).
Recent advances in augmented reality. IEEE computer graphics and applications, 21(6),
34-47.
Introduction
In the mentioned article, the authors have discussed the concepts of augmented
technology. The authors have provided a brief history of the technology. In the next section,
the importance of enabling technologies have been mentioned to increase the use of AR
environments. The authors have stressed on various applications of AR in displays such as
LCD displays, virtual retina display, projected displays and normal glasses. The issues and
challenges faced by the AR displays have been mentioned in the subsequent sections. In the
next section, the authors have stressed on the approaches on new tracking sensors related to
AR technology. Hybrid tracking technologies which involves environment sensing and
outdoor environments have been mentioned.
The issues related to the new approaches such as low latency has been proposed. The
authors have evaluated the different visualization and interfaces that re related to this
technology. The challenges relate to visualization has been widely evaluated by the authors in
the next section of the article. The new applications related to the technology has been
mentioned such as mobile applications. The use of augmented reality in sports has been
stressed specifically by the authors. The various limitations related to social, user interface
and technology of the AR has been mentioned in the following section of the article.
Research Issues
In the mentioned article, the authors have highlighted the issues that are faced by
augmented reality technology. Some of them are related to the display system of the
technology. As mentioned, the technology can be used by virtual retina displays and
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4AUGMENTED REALITY
sunglasses. The issues with these applications are that the displays are often clunky and
cumbersome to use. Sometimes they do not have the proper field of view, resolution and
brightness to provide a seamless AR experience. Moreover, the problems related to the
mounting of cameras with the eye position also brings up some issues. The issues lead t
parallax error (Chen & Eliazar, 2014). The view of a person using an AR is significantly
different from the view of a normal person. The system should align with the eye angle to
deliver the technology efficiently.
Pixel issues are another issue that tarnishes the experience of AR. These issues are
often related to problems between the optical combiner.
The visualizations are often marred with errors. With the changing physical world,
the system should be able to comprehend a virtual object with the real one. Excess
information can slow down the rendering which can cause improper estimations of the object
properties (Bacca et al., 2014). The rendering can also cause problems in creating realistic
images with the physical environment. Eye strain and fatigue are other concerns.
About technology
Augmented technology or AR is the innovation that extends our physical world
including layers of digital data. Instead of Virtual Reality (VR), AR does not make the entire
simulated situations to the real items interchange with virtual one. AR shows up in coordinate
perspective of a current domain and includes graphics, videos and games to it (Barfield,
2015).
In the article, several uses of AR has been mentioned such as head mounted displays,
mobile phones, glasses and screens. Cameras are used for checking the environment and with
this data it finds physical items and produces 3D models. It might be specialized cameras like
Microsoft Holo lens or normal cell phone cameras to take videos (Margolis, Ackerman &
sunglasses. The issues with these applications are that the displays are often clunky and
cumbersome to use. Sometimes they do not have the proper field of view, resolution and
brightness to provide a seamless AR experience. Moreover, the problems related to the
mounting of cameras with the eye position also brings up some issues. The issues lead t
parallax error (Chen & Eliazar, 2014). The view of a person using an AR is significantly
different from the view of a normal person. The system should align with the eye angle to
deliver the technology efficiently.
Pixel issues are another issue that tarnishes the experience of AR. These issues are
often related to problems between the optical combiner.
The visualizations are often marred with errors. With the changing physical world,
the system should be able to comprehend a virtual object with the real one. Excess
information can slow down the rendering which can cause improper estimations of the object
properties (Bacca et al., 2014). The rendering can also cause problems in creating realistic
images with the physical environment. Eye strain and fatigue are other concerns.
About technology
Augmented technology or AR is the innovation that extends our physical world
including layers of digital data. Instead of Virtual Reality (VR), AR does not make the entire
simulated situations to the real items interchange with virtual one. AR shows up in coordinate
perspective of a current domain and includes graphics, videos and games to it (Barfield,
2015).
In the article, several uses of AR has been mentioned such as head mounted displays,
mobile phones, glasses and screens. Cameras are used for checking the environment and with
this data it finds physical items and produces 3D models. It might be specialized cameras like
Microsoft Holo lens or normal cell phone cameras to take videos (Margolis, Ackerman &

5AUGMENTED REALITY
Martin, 2014). Some AR gadgets have mirrors to help human eyes to see virtual pictures.
Some have a bended mirrors and some have a twofold sided mirror to reflect light to a
camera and to a client's eye. The objective of such reflection ways is to play out an
appropriate picture planning.
Numerous advanced gadgets can use AR. From cell phones and tablets to devices like
Google Glass or handheld gadgets, and these advances keep on evolving. For handling and
projection, AR gadgets and equipment have necessities, for example cameras, accelerometer,
advanced compass, GPS and CPU (Bronder et al., 2015).
AR may supplement our regular activities in several methods. For example, the most
mainstream utilizations of AR is gaming (Azuma et al., 2001). New AR games give much
better encounters to players, some even advance a more dynamic active lifestyle
AR has a wide range of execution models and applications, however its essential goal
is to give a rich varying media encounter (Carmigniani et al., 2013). It works by utilizing
electronic reenactment and methods, for example, picture acknowledgment, movement, head-
mounted and hand-held gadgets and fueled show conditions to replace the physical
surroundings and images with a virtual display.
Application of technology
Though AR has been around for quite a long time, it wasn't until iOS and android cell
phones came included with camera, GPS and AR ability that expanded reality made its mark
with the general population. AR is innovation that consolidates virtual reality with this
present reality as live video that is carefully improved with graphics created by computers
(Webster et al., 2014). AR can be experienced through headsets that individuals wear on cell
phones.
Martin, 2014). Some AR gadgets have mirrors to help human eyes to see virtual pictures.
Some have a bended mirrors and some have a twofold sided mirror to reflect light to a
camera and to a client's eye. The objective of such reflection ways is to play out an
appropriate picture planning.
Numerous advanced gadgets can use AR. From cell phones and tablets to devices like
Google Glass or handheld gadgets, and these advances keep on evolving. For handling and
projection, AR gadgets and equipment have necessities, for example cameras, accelerometer,
advanced compass, GPS and CPU (Bronder et al., 2015).
AR may supplement our regular activities in several methods. For example, the most
mainstream utilizations of AR is gaming (Azuma et al., 2001). New AR games give much
better encounters to players, some even advance a more dynamic active lifestyle
AR has a wide range of execution models and applications, however its essential goal
is to give a rich varying media encounter (Carmigniani et al., 2013). It works by utilizing
electronic reenactment and methods, for example, picture acknowledgment, movement, head-
mounted and hand-held gadgets and fueled show conditions to replace the physical
surroundings and images with a virtual display.
Application of technology
Though AR has been around for quite a long time, it wasn't until iOS and android cell
phones came included with camera, GPS and AR ability that expanded reality made its mark
with the general population. AR is innovation that consolidates virtual reality with this
present reality as live video that is carefully improved with graphics created by computers
(Webster et al., 2014). AR can be experienced through headsets that individuals wear on cell
phones.
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As per the mentioned article, AR has immense applications in the medical industry.
Tough healthcare processes could be hugely assisted utilizing AR innovation. This concept is
used by Boston based Cambridge Consultants who are now building up a framework to do
that. Medical procedure can be hazardous, and even specialists can commit errors. Be that as
it may, Cambridge Consultants have discovered a potential arrangement by joining CT and
MRI sweeps to develop a 3D picture of a patient's body. The picture is then anticipated onto
the patient themselves when the specialist puts on an AR headset. In future, it could be used
with alert systems to advice specialists when they get close to a critical organ. AR could be
unbelievably useful less experienced specialists and new trainees.
It has been being used by the military for quite a while now and they have improved
after some time. The Heads-Up-Display is one of the numerous utilizations where AR has
been executed. HUD is usually utilized for the pilots. HUD comprises of a straightforward
show that spotlights on transmitting vital subtle elements to the pilot without diverting his
concentration from the flight (FitzGerald et al., 2013).
The Head-Mounted-Display is made for the ground troops. It helps to track enemies
who are in the line of sight. Utilizing HMD, the crucial details can be replicated for training
purposes.
AR has changed the way that sports are viewed nowadays and in the future, it is going
to develop even further. A current case of AR changing games is the yellow line that we see
on our TV sets while watching football and different recreations (Bilbrey, King & Pance,
2013). AR has additionally been executed in cricket for following the ball when the player
tosses it.
As per the mentioned article, AR has immense applications in the medical industry.
Tough healthcare processes could be hugely assisted utilizing AR innovation. This concept is
used by Boston based Cambridge Consultants who are now building up a framework to do
that. Medical procedure can be hazardous, and even specialists can commit errors. Be that as
it may, Cambridge Consultants have discovered a potential arrangement by joining CT and
MRI sweeps to develop a 3D picture of a patient's body. The picture is then anticipated onto
the patient themselves when the specialist puts on an AR headset. In future, it could be used
with alert systems to advice specialists when they get close to a critical organ. AR could be
unbelievably useful less experienced specialists and new trainees.
It has been being used by the military for quite a while now and they have improved
after some time. The Heads-Up-Display is one of the numerous utilizations where AR has
been executed. HUD is usually utilized for the pilots. HUD comprises of a straightforward
show that spotlights on transmitting vital subtle elements to the pilot without diverting his
concentration from the flight (FitzGerald et al., 2013).
The Head-Mounted-Display is made for the ground troops. It helps to track enemies
who are in the line of sight. Utilizing HMD, the crucial details can be replicated for training
purposes.
AR has changed the way that sports are viewed nowadays and in the future, it is going
to develop even further. A current case of AR changing games is the yellow line that we see
on our TV sets while watching football and different recreations (Bilbrey, King & Pance,
2013). AR has additionally been executed in cricket for following the ball when the player
tosses it.
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Proposed solution
The proposed solution to the mentioned issues are more less power consuming,
cheaper, lighter, accurate AR systems that will have enhanced tracking and display systems.
An environment sense especially exterior unpredictable environments need to be incorporated
in the technology. The displays need to be more consistent with appropriate lightings and
contrast levels. The devices that impart the technology need to be portable and should not be
clunky. The heavy backpack systems need to be abandoned and better utilization of batteries,
displays, sensors and PCs need to be involved in the system. Better utilization of data display
to the prospective users need to be assessed for the mentioned technology. Latency needs to
be adjusted and the power issues need to be evaluated. Depths need to be perceived
accurately and the technology should be able to handle high level tasks (Cirulis & Brigmanis,
2013). Appropriate representation of information, the amount of information to be provided
and the identification of proper information needs to be evaluated for the mentioned
technology. Sufficient capability for the system needs to be included so that the system can
merge the difference between the physical as well as the virtual world. The potential for
immediate risks with the technology should be considered by the developers. Concerns
regarding the use of private data need to be addressed so that the users can adopt the
technology commercially. Methods need to be implemented so that the technology can be
socially accepted by the users as a whole (Lv et al., 2015). Sensors need to be optimized for
more extraction of information in outdoor environments. The USB connectors with the AR
devices should be capable enough to last a rugged environment. More powerful processors
need to be incorporated in the device to give a seamless experience of both worlds to the
users.
The ethical concerns can be limited by providing the users with full understandable
and accessible disclosure. Information such as what the information is being tracked and how
Proposed solution
The proposed solution to the mentioned issues are more less power consuming,
cheaper, lighter, accurate AR systems that will have enhanced tracking and display systems.
An environment sense especially exterior unpredictable environments need to be incorporated
in the technology. The displays need to be more consistent with appropriate lightings and
contrast levels. The devices that impart the technology need to be portable and should not be
clunky. The heavy backpack systems need to be abandoned and better utilization of batteries,
displays, sensors and PCs need to be involved in the system. Better utilization of data display
to the prospective users need to be assessed for the mentioned technology. Latency needs to
be adjusted and the power issues need to be evaluated. Depths need to be perceived
accurately and the technology should be able to handle high level tasks (Cirulis & Brigmanis,
2013). Appropriate representation of information, the amount of information to be provided
and the identification of proper information needs to be evaluated for the mentioned
technology. Sufficient capability for the system needs to be included so that the system can
merge the difference between the physical as well as the virtual world. The potential for
immediate risks with the technology should be considered by the developers. Concerns
regarding the use of private data need to be addressed so that the users can adopt the
technology commercially. Methods need to be implemented so that the technology can be
socially accepted by the users as a whole (Lv et al., 2015). Sensors need to be optimized for
more extraction of information in outdoor environments. The USB connectors with the AR
devices should be capable enough to last a rugged environment. More powerful processors
need to be incorporated in the device to give a seamless experience of both worlds to the
users.
The ethical concerns can be limited by providing the users with full understandable
and accessible disclosure. Information such as what the information is being tracked and how

8AUGMENTED REALITY
is it being used by the end party should be mentioned. The potential for risks involved in
sharing specific information should be mentioned as well. The intention and capability of the
AR devices should be critically examined. The developers of AR technology should develop
which is in direct compliance with the ACM software engineering code. It is a good standard
for professionals to adhere to for ethical conduct.
Ethical issues
The ethical issues related to the mentioned technology has been evaluated in the
following section. The gathering of personal data produces some concerns ethically. With
applications requesting to access information, moral concerns are raised about how that data
is utilized, how it is ensured, and who uses the information. When data is available to others,
they can make suspicions about the clients without the other person unable to defend himself
from those allegations (Di Serio, Ibáñez & Kloos, 2013). This results in a critical ethical
dilemma that are addressed by the designers by creating a methodology of addressing these
types of ethical issues in the future. The application of AR data from GPS to other
information mined data, when joined with the facial recognition will result in a combined
world which is both offline and online (Craig, 2013). Artificial intelligence facial recognition
softwares are being built that will examine a person’s face and then analyses the information
online by comparing it to every known databases. When applications like this become
accessible, issues for how that data will be utilized must be addressed. Sometime if a person
who we meet randomly wants tocoect information on us, it is entirely possible to mine the
data without his or her private authorization and use it against them due to their unawareness
(Mallinson & Marks, 2013). There are genuine moral concerns in regards to wellbeing for
individuals who utilize AR applications and for people around them. This holds particularly
valid for AR navigation and games as they require person’s consideration and core interest
(Billinghurst, Clark & Lee, 2015). People have restricted ability to center around various
is it being used by the end party should be mentioned. The potential for risks involved in
sharing specific information should be mentioned as well. The intention and capability of the
AR devices should be critically examined. The developers of AR technology should develop
which is in direct compliance with the ACM software engineering code. It is a good standard
for professionals to adhere to for ethical conduct.
Ethical issues
The ethical issues related to the mentioned technology has been evaluated in the
following section. The gathering of personal data produces some concerns ethically. With
applications requesting to access information, moral concerns are raised about how that data
is utilized, how it is ensured, and who uses the information. When data is available to others,
they can make suspicions about the clients without the other person unable to defend himself
from those allegations (Di Serio, Ibáñez & Kloos, 2013). This results in a critical ethical
dilemma that are addressed by the designers by creating a methodology of addressing these
types of ethical issues in the future. The application of AR data from GPS to other
information mined data, when joined with the facial recognition will result in a combined
world which is both offline and online (Craig, 2013). Artificial intelligence facial recognition
softwares are being built that will examine a person’s face and then analyses the information
online by comparing it to every known databases. When applications like this become
accessible, issues for how that data will be utilized must be addressed. Sometime if a person
who we meet randomly wants tocoect information on us, it is entirely possible to mine the
data without his or her private authorization and use it against them due to their unawareness
(Mallinson & Marks, 2013). There are genuine moral concerns in regards to wellbeing for
individuals who utilize AR applications and for people around them. This holds particularly
valid for AR navigation and games as they require person’s consideration and core interest
(Billinghurst, Clark & Lee, 2015). People have restricted ability to center around various
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9AUGMENTED REALITY
exercises. This is because of the mind's restricted ability to process different activities and to
dealing with the stimulus and other activities.
Conclusion
To conclude, it can be stated that the clear introduction of the mentioned technology
has been assessed in the annotated bibliography. In the article, the applications of the
technology has been mentioned. The issues related to the AR technology has been mentioned
which is mentioned specifically in the provided article. The different ethical issues related to
the technology has been assessed. The authors have also discussed the limitations of the
technology and has proposed solutions for addressing those issues. The applications of the
technology has been widely assessed from the gaming point of view. The uses of AR in the
sports media has been discussed as well. The privacy issues and other challenges that this
technology faces from future growth has been mentioned and discussed effectively. The
technology has been assessed critically and the issues it faces has been evaluated
conclusively.
exercises. This is because of the mind's restricted ability to process different activities and to
dealing with the stimulus and other activities.
Conclusion
To conclude, it can be stated that the clear introduction of the mentioned technology
has been assessed in the annotated bibliography. In the article, the applications of the
technology has been mentioned. The issues related to the AR technology has been mentioned
which is mentioned specifically in the provided article. The different ethical issues related to
the technology has been assessed. The authors have also discussed the limitations of the
technology and has proposed solutions for addressing those issues. The applications of the
technology has been widely assessed from the gaming point of view. The uses of AR in the
sports media has been discussed as well. The privacy issues and other challenges that this
technology faces from future growth has been mentioned and discussed effectively. The
technology has been assessed critically and the issues it faces has been evaluated
conclusively.
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10AUGMENTED REALITY
References
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent
advances in augmented reality. IEEE computer graphics and applications, 21(6), 34-
47.
Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2014). Augmented reality trends in
education: a systematic review of research and applications. Journal of Educational
Technology & Society, 17(4), 133.
Barfield, W. (Ed.). (2015). Fundamentals of wearable computers and augmented reality. CRC
Press.
Bilbrey, B., King, N. V., & Pance, A. (2013). U.S. Patent No. 8,400,548. Washington, DC:
U.S. Patent and Trademark Office.
Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations
and Trends® in Human–Computer Interaction, 8(2-3), 73-272.
Bronder, M. L., Dougherty, M. A., Green, A., Bertolami, J., & Craig, R. M. (2015). U.S.
Patent No. 9,024,972. Washington, DC: U.S. Patent and Trademark Office.
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2013).
Augmented reality technologies, systems and applications. Multimedia tools and
applications, 51(1), 341-377.
Chen, S. L., & Eliazar, A. (2014). U.S. Patent No. 8,860,760. Washington, DC: U.S. Patent
and Trademark Office.
Cirulis, A., & Brigmanis, K. B. (2013). 3D outdoor augmented reality for architecture and
urban planning. Procedia Computer Science, 25, 71-79.
References
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent
advances in augmented reality. IEEE computer graphics and applications, 21(6), 34-
47.
Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2014). Augmented reality trends in
education: a systematic review of research and applications. Journal of Educational
Technology & Society, 17(4), 133.
Barfield, W. (Ed.). (2015). Fundamentals of wearable computers and augmented reality. CRC
Press.
Bilbrey, B., King, N. V., & Pance, A. (2013). U.S. Patent No. 8,400,548. Washington, DC:
U.S. Patent and Trademark Office.
Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations
and Trends® in Human–Computer Interaction, 8(2-3), 73-272.
Bronder, M. L., Dougherty, M. A., Green, A., Bertolami, J., & Craig, R. M. (2015). U.S.
Patent No. 9,024,972. Washington, DC: U.S. Patent and Trademark Office.
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2013).
Augmented reality technologies, systems and applications. Multimedia tools and
applications, 51(1), 341-377.
Chen, S. L., & Eliazar, A. (2014). U.S. Patent No. 8,860,760. Washington, DC: U.S. Patent
and Trademark Office.
Cirulis, A., & Brigmanis, K. B. (2013). 3D outdoor augmented reality for architecture and
urban planning. Procedia Computer Science, 25, 71-79.

11AUGMENTED REALITY
Craig, A. B. (2013). Understanding augmented reality: Concepts and applications. Newnes.
Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on
students' motivation for a visual art course. Computers & Education, 68, 586-596.
FitzGerald, E., Ferguson, R., Adams, A., Gaved, M., Mor, Y., & Thomas, R. (2013).
Augmented reality and mobile learning: the state of the art. International Journal of
Mobile and blended learning, 5(4), 43-58.
Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015). Touch-less interactive
augmented reality game on vision-based wearable device. Personal and Ubiquitous
Computing, 19(3-4), 551-567.
Mallinson, D. S., & Marks, R. L. (2013). U.S. Patent No. 8,547,401. Washington, DC: U.S.
Patent and Trademark Office.
Margolis, J., Ackerman, N., & Martin, S. (2014). U.S. Patent Application No. 13/712,493.
Webster, A., Feiner, S., MacIntyre, B., Massie, W., & Krueger, T. (2014, June). Augmented
reality in architectural construction, inspection and renovation. In Proc. ASCE Third
Congress on Computing in Civil Engineering (pp. 913-919).
Craig, A. B. (2013). Understanding augmented reality: Concepts and applications. Newnes.
Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on
students' motivation for a visual art course. Computers & Education, 68, 586-596.
FitzGerald, E., Ferguson, R., Adams, A., Gaved, M., Mor, Y., & Thomas, R. (2013).
Augmented reality and mobile learning: the state of the art. International Journal of
Mobile and blended learning, 5(4), 43-58.
Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015). Touch-less interactive
augmented reality game on vision-based wearable device. Personal and Ubiquitous
Computing, 19(3-4), 551-567.
Mallinson, D. S., & Marks, R. L. (2013). U.S. Patent No. 8,547,401. Washington, DC: U.S.
Patent and Trademark Office.
Margolis, J., Ackerman, N., & Martin, S. (2014). U.S. Patent Application No. 13/712,493.
Webster, A., Feiner, S., MacIntyre, B., Massie, W., & Krueger, T. (2014, June). Augmented
reality in architectural construction, inspection and renovation. In Proc. ASCE Third
Congress on Computing in Civil Engineering (pp. 913-919).
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