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ویرایش:
نویسندگان: Andrew Yeh Ching Nee. Soh Khim Ong
سری: Springer Handbooks
ISBN (شابک) : 3030678210, 9783030678210
ناشر: Springer
سال نشر: 2023
تعداد صفحات: 918
[919]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 55 Mb
در صورت تبدیل فایل کتاب Springer Handbook of Augmented Reality به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب کتابچه راهنمای واقعیت افزوده Springer نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
کتاب راهنمای واقعیت افزوده Springer راهنمای جامع و معتبری برای فناوری واقعیت افزوده (AR)، کاربردهای متعدد آن، و تلاقی آن با فناوریهای نوظهور ارائه میکند. . این کتاب تاریخچه AR را از توسعه اولیه آن ردیابی می کند و در مورد اصول AR و علم مرتبط با آن بحث می کند.
این کتاب با ارائه توسعه AR در چند سال گذشته آغاز می شود. ، با ذکر پیشگامان کلیدی و نقاط عطف مهم. سپس به اصول و اصول AR، مانند فتوگرامتری، اپتیک، ردیابی حرکت و اشیاء، و ثبت بر اساس نشانگر و بدون نشانگر می رود. این کتاب قبل از ارائه برنامه های کاربردی AR، هم ابزارهای نرم افزاری و هم تکنیک ها و سخت افزارهای مرتبط با AR را مورد بحث قرار می دهد. این شامل برنامه های کاربردی کاربر نهایی مانند آموزش و میراث فرهنگی و برنامه های کاربردی حرفه ای در زمینه های مهندسی، پزشکی و معماری و غیره می شود. این کتاب با همگرایی AR با سایر فناوریهای نوظهور، مانند اینترنت صنعتی اشیاء و دوقلوهای دیجیتال، به پایان میرسد.
این کتاب یک مرجع جامع در مورد فناوری AR ارائه میکند. از منظر دانشگاهی، صنعتی و تجاری، آن را به منبعی ارزشمند برای مخاطبان با پیشینههای مختلف تبدیل میکند.The Springer Handbook of Augmented Reality presents a comprehensive and authoritative guide to augmented reality (AR) technology, its numerous applications, and its intersection with emerging technologies. This book traces the history of AR from its early development, discussing the fundamentals of AR and its associated science.
The handbook begins by presenting the development of AR over the last few years, mentioning the key pioneers and important milestones. It then moves to the fundamentals and principles of AR, such as photogrammetry, optics, motion and objects tracking, and marker-based and marker-less registration. The book discusses both software toolkits and techniques and hardware related to AR, before presenting the applications of AR. This includes both end-user applications like education and cultural heritage, and professional applications within engineering fields, medicine and architecture, amongst others. The book concludes with the convergence of AR with other emerging technologies, such as Industrial Internet of Things and Digital Twins.
The handbook presents a comprehensive reference on AR technology from an academic, industrial and commercial perspective, making it an invaluable resource for audiences from a variety of backgrounds.Foreword Foreword Foreword Preface Contents About the Editors Contributors Part I Historical Developments 1 Fundamentals of All the Realities: Virtual, Augmented, Mediated, Multimediated, and Beyond 1.1 What Is (Augmented) Reality? 1.2 Historical Background and Context 1.2.1 A Confusing Mess of Different Realities: Virtual, Augmented, Mixed, and X-Reality 1.2.2 Mediated Reality (XY-Reality) 1.2.3 Deliberately Mediated Reality 1.2.4 Unintentionally Mediated Reality 1.2.5 The Mediated Reality (X,Y) Continuum 1.3 Multimediated Reality 1.3.1 Technologies for Sensory Attenuation 1.3.2 Multimedia in Photographic Darkrooms 1.3.3 Multimediated Reality Darkroom 1.3.4 Comparison with Existing Measuring Instruments 1.4 Multimediated Reality Is Multiscale, Multimodal, Multisensory, Multiveillant, and Multidimensional 1.4.1 Multisensory Synthetic Synesthesia 1.4.2 Multidimensional Multimediated Reality 1.5 Multimediated Reality Continuum 1.5.1 Multimediated Reality is ``*R'' (All R) 1.6 Other Forms of Phenomenological Augmented Reality 1.6.1 History of the SWIM 1.6.2 SWIM Principle of Operation 1.6.3 Visualizing Radio Waves with SWIM and Software-Defined Radio 1.6.4 Electric Machines and SWIM 1.7 Summary and Conclusions References 2 History of Augmented Reality 2.1 AR Basics: Operational Definition and Enabling Technologies 2.2 AR Enabling Technologies 2.2.1 Positional Tracking for AR 2.2.2 Co-registration and Rendering of Visual Contents 2.2.3 Visualization 2.3 The Past of AR 2.4 Current AR Technologies and Applications 2.4.1 Main Application Fields 2.5 Emerging Trends and Open Challenges for AR 2.6 Conclusions References Part II Principles and Fundamentals, Software Techniques, and Developments 3 Principles of Object Tracking and Mapping 3.1 Pose Estimation and Tracking Fundamentals 3.1.1 Notation: Problem Formulation Coordinate System Transformations 6DoF Pose of Rigid Bodies 3.1.2 Cameras Perspective Camera Model Intrinsic Parameters Image Distortion Extrinsic Parameters From World to Pixel Coordinates Camera Calibration Spherical Camera Model Rolling Shutter Effects 3.1.3 Inertial Sensors Gyroscopes Accelerometers Inertial Navigation 3.1.4 Depth Sensors 3.1.5 Geospatial Navigation Sensors 3.2 Computer Vision Techniques 3.2.1 Feature Matching 3.2.2 Feature Tracking Optical Flow Estimation 3.2.3 Pose Estimation from Feature Correspondences The DLT Algorithm Homography Pose Estimation Nonlinear Optimization Random Sample Consensus 3.2.4 The Epipolar Constraint 3.2.5 Line Tracking 3.2.6 Direct Image Alignment 3.2.7 Structure from Motion Triangulation Bundle Adjustment 3.2.8 Depth Image Tracking/ICP 3.2.9 Deep Learning in Computer Vision Convolutional Neural Networks Network Training Deep Learning in Tracking and Mapping 3.3 Model-Based Tracking 3.3.1 Marker Trackers 3.3.2 3D Model Trackers Object Model Acquisition Feature Trackers Edge Trackers Direct Trackers Deep Learning-Based Trackers Hybrid Trackers Tracking by Detection/Pose Initialization 3.3.3 Nonrigid and Articulated Objects 3.4 SLAM 3.4.1 Visual SLAM SLAM Architecture/Main Components Keypoint-Based SLAM Direct SLAM 3.4.2 Visual-Inertial SLAM 3.4.3 RGB-D SLAM 3.4.4 Deep Learning for SLAM Towards Semantic SLAM 3.5 Conclusion References 4 3D Object and Hand Pose Estimation 4.1 3D Object and Hand Pose Estimation for Augmented Reality 4.2 Formalization 4.3 Challenges of 3D Pose Estimation Using Computer Vision 4.4 Early Approaches to 3D Pose Estimation and Their Limits 4.5 Machine Learning and Deep Learning 4.6 Datasets 4.6.1 Datasets for Object Pose Estimation 4.6.2 Datasets for Hand Pose Estimation 4.6.3 Datasets for Object and Hand Pose Estimation 4.6.4 Metrics 4.7 Modern Approaches to 3D Object Pose Estimation 4.7.1 BB8 4.7.2 SSD-6D 4.7.3 YOLO-6D 4.7.4 PoseCNN 4.7.5 DeepIM 4.7.6 Augmented Autoencoders 4.7.7 Robustness to Partial Occlusions: Oberweger's Method, Segmentation-Driven MeThod, PVNet 4.7.8 DPOD and Pix2Pose 4.7.9 Discussion 4.8 3D Pose Estimation for Object Categories 4.9 3D Hand Pose Estimation from Depth Maps 4.9.1 DeepPrior++ 4.9.2 V2V-PoseNet 4.9.3 A2J 4.9.4 Discussion 4.10 3D Hand Pose Estimation from an RGB Image 4.10.1 Zimmerman's Method 4.10.2 Iqbal's Method 4.10.3 GANerated Hands 4.10.4 3D Hand Shape and Pose Estimation: Ge's and Boukhayma's Methods 4.10.5 Implementation in MediaPipe 4.10.6 Manipulating Virtual Objects 4.11 3D Object+Hand Pose Estimation 4.11.1 ObMan and HOPS-Net 4.11.2 H+O 4.11.3 HOnnotate 4.12 The Future of 3D Object and Hand Pose Estimation References 5 Mixed Reality Interaction Techniques 5.1 Introduction 5.2 Tangible and Surface-Based Interaction 5.3 Gesture-Based Interaction 5.4 Pen-Based Interaction 5.5 Gaze-Based Interaction 5.6 Haptic Interaction 5.7 Multimodal Interaction 5.8 Multi-Display Interaction 5.9 Interaction Using Keyboard and Mouse 5.10 Virtual Agents 5.11 Summary and Outlook References 6 Interaction with AI-Controlled Characters in AR Worlds 6.1 Populating AR Worlds with Virtual Creatures 6.1.1 AI Characters in AR Literature 6.2 Designing AI Characters for AI Worlds 6.2.1 Categorization of AI Characters Trainer, Trainee, and Coaches Subject of an Examination Assistants and Companions Enemies and Opponent 6.2.2 Architecture Base Components 6.2.3 Appearance Human-Human Communication Human-AI Communication Conclusions for AR Characters 6.2.4 Movement 6.2.5 Reasoning Decision Trees Finite State Machines Goal-Oriented Behavior Utility AI 6.3 Conclusion References 7 Privacy and Security Issues and Solutions for Mixed Reality Applications 7.1 The Mixed Reality Present 7.1.1 Overview on Mixed Reality Processing 7.1.2 Towards MR Mobility 7.2 Security and Privacy Risks with Mixed Reality 7.2.1 Risks with MR Data Processing 7.2.2 Mobility and Privacy 7.3 Protection Approaches for Mixed Reality 7.3.1 Input Protection 7.3.2 Output Protection 7.3.3 Protecting User Interactions 7.3.4 Device Protection 7.3.5 Open Research Challenges 7.3.6 Future Directions 7.4 Towards Everyday MR Services References Part III Hardware and Peripherals 8 The Optics of Augmented Reality Displays 8.1 Introduction to Augmented and Virtual Reality 8.2 A Brief History of AR Displays 8.3 The Basics of Visual Instrument Design 8.3.1 The Human Visual System 8.3.2 Optical Design Properties for AR Displays 8.4 Optical Components of an AR Display 8.4.1 Microdisplays as the Light Engine 8.4.2 Radiometric Brightness Analysis for AR Displays to Guide Microdisplay Specifications 8.4.3 A Brief Foray into Laser Scanning 8.4.4 Imaging Optics and Combiners 8.5 Optical Architectures and How They Work 8.6 Areas for Improvement 8.7 Components and Techniques for AR Displays of the Future 8.7.1 Pupil-Steering and Eye-Tracking 8.7.2 Freeform Optics 8.7.3 Metasurfaces 8.8 Conclusion References 9 Tracking Systems for Augmented Reality 9.1 Introduction 9.2 Multisensor Integration 9.3 Calibration Methods 9.3.1 Notations 9.3.2 Tip Tool Calibration 9.3.3 Tracking the Same Target 9.3.4 Hand–Eye Calibration 9.3.5 Absolute Orientation 9.4 Registration Methods 9.4.1 Iterative Closest Point 9.4.2 Point-Feature-Based Alignment 9.5 Inertial Measurement Unit Calibration 9.5.1 IMU Bias 9.5.2 Sensor Fusion 9.5.3 IMU–Camera Calibration 9.6 Projector–Camera Calibration 9.6.1 Pixel Mapping 9.6.2 Spatial Calibration 9.7 Optical See-Through Head-Mounted Display Calibration 9.7.1 Interaction-Based Methods 9.7.2 Interaction-Free Calibration 9.7.3 Eye Tracking 9.8 Evaluation Methods 9.8.1 Objective Measurements 9.8.2 Subjective Measurements 9.9 Tracking Systems for Sensor Integration 9.9.1 Mechanical Links 9.9.2 Electromagnetic Sensors 9.9.3 Inertial Measurement Units 9.9.4 Flex Sensors 9.9.5 Radio Signals 9.9.6 Camera-Based Motion Capture Systems Passive Markers Active Markers 9.9.7 Markerless Tracking Human Pose Tracking Facial Tracking Hand Tracking Thermal Tracking 9.9.8 Projection-Based Sensing Spatial Division Code Spatial Scanning 9.10 Applications 9.10.1 Medical Applications 9.10.2 Robotic Applications 9.10.3 Entertainment Applications 9.11 Conclusion References 10 Embodied Interaction on Constrained Interfaces for Augmented Reality 10.1 Resurgence of Wearable Computers 10.1.1 Interaction with Today's Wearable AR Headsets 10.1.2 Drawing a Parallel to Desktops and Smartphones 10.1.3 The Constrained Interfaces on Wearable ARHeadsets 10.1.4 Rethinking on the Constrained AR Interfaces 10.1.5 Spotlights of the Chapter 10.1.6 Structure 10.2 Related Work 10.2.1 Freehand Pointing on Constrained Hardware 10.2.2 Text Entry on Constrained Screen Real Estate 10.2.3 Optimized Text Entry Layout Design 10.2.4 Summary 10.3 TiPoint 10.3.1 System Requirements 10.3.2 Interaction Overview 10.3.3 Interaction Approaches Freehand Mode Fast-Repetitive Mode 10.3.4 Mid-air Interaction Strategy for Small-Screen Display 10.3.5 Implementation 10.3.6 System-Wide Implementation 10.3.7 Application Scenarios 10.4 HIBEY 10.4.1 System Design Character Keys The Gesture of a Pointing Hand 10.4.2 Uncertainty on Keyboard-Less Environment Probabilistic Method for Handling Imprecision 10.4.3 Implementation and User Performance 10.4.4 Application Scenarios 10.5 TOFI 10.5.1 System Implementation 10.5.2 Optimization of the Keyboard Layout Maximizing the Goodness of Character Pair Maximizing the Familiarity with the QWERTY Layout Maximizing the Easiness of Force Keypad Interaction Maximizing the Comfort Level of the Finger Space Optimized Keyboard Layouts 10.5.3 User Performance 10.5.4 Application Scenarios 10.6 Take-Home Message for AR Interaction Techniques 10.6.1 Conclusions 10.6.2 Future Outlook: Toward the Miniature and Subtle Interfaces References 11 Networking and Cyber Foraging for Mobile Augmented Reality 11.1 Mobile Augmented Reality Requirements and Cyber-Foraging 11.1.1 Requirements of MAR Applications 11.1.2 Network Capabilities and MAR 11.1.3 Cyber-Foraging for AR 11.1.4 Arising Challenges 11.1.5 Performance Models 11.1.6 Highlights of This Chapter 11.2 Related Works 11.2.1 Mobile Augmented Reality 11.2.2 Generic Cyber-Foraging Systems 11.2.3 Cyber-Foraging for MAR 11.2.4 Network Protocols Audio and Video Protocols D2D Multimedia Protocols Improving General Performance 11.2.5 Discussions 11.3 Network Access 11.3.1 Wireless Networks HSPA+ (High Speed Packet Access) LTE (Long-Term Evolution) LTE Direct Wi-Fi Wi-Fi Direct and Wi-Fi Ad Hoc 11.3.2 Future Wireless Architectures and 5G: Promises and Challenges 11.3.3 Upload to Download Ratio on Asymmetric Links: A Delicate Balance History and Future of Access Networks Are Symmetric Links Really Necessary? 11.4 Infrastructure and Transport Protocol for MAR 11.4.1 Classful Traffic 11.4.2 Congestion Control, Fairness, and Graceful Degradation 11.4.3 Enforcing Low Latency with Loss Recovery 11.4.4 Multipath 11.4.5 Multi-Server and Distributed Computations 11.4.6 Security and Privacy 11.4.7 Implementation Notes 11.5 Improving Latency at the Application Layer 11.5.1 Mobile AR Pipeline 11.5.2 Commercial SDK Cloud Offloading Procedures 11.5.3 Commercial SDK End-To-End Latency Analysis 11.5.4 Discussion 11.6 Conclusion 11.6.1 Access Link 11.6.2 Network and Transport Layer 11.6.3 Application Layer 11.6.4 Future Challenges References Part IV Applications in Arts, Education, and Culture 12 Augmented Reality in Arts Education 12.1 Basic Concepts 12.1.1 Augmented Reality and Arts Education: What Intersection Point? 12.1.2 Arts Education Strategies in the Twenty-First Century 12.1.3 Augmented Reality in Art Teaching at a European Level: What Developments? 12.2 Augmented Reality for Meeting and Making Art 12.2.1 Augmented Reality for Knowledge of Arts Augmented Reality-Based Art Learning in Museums Augmented Reality-Based Art Learning in Archaeological and Art Sites 12.2.2 Augmented Reality-Based Learning and Creative Expression 12.3 Digital Environments and Augmented Reality 12.3.1 Augmented Reality as Third Space 12.3.2 Augmented Reality for Creating Digital Artefacts 12.4 The Language of Images and Augmented Reality 12.4.1 The Audio-Visual Language The Language of the Texts The Language of Filming The Language of Lighting The Language of the Setting The Language of Characterization 12.4.2 Body Language The Language of Editing The Language of Sound The Language of Music The Language of Graphics 12.4.3 Educational Experiences Images and Learning Digital Images and Media Education 12.4.4 Augmented Reality and Educational Experiences with Arts 12.4.5 Augmented Reality: Art for the Sake of Art 12.5 Digital Competences and Augmented Reality 12.5.1 Augmented Reality and Digital Innovation 12.5.2 Augmented Reality and Digital Competences of Museum Educators References 13 Augmented Reality's Application in Education and Training 13.1 Development of Augmented Reality 13.2 Defining Augmented Reality 13.3 Pedagogical Framing of Augmented Reality 13.3.1 Location 13.3.2 Task 13.3.3 Role 13.4 Limitations 13.4.1 Technical Issues 13.4.2 Location Detection 13.4.3 Usability 13.4.4 Pedagogy 13.4.5 Health and Safety 13.5 Future Directions for Educational Use of Augmented Reality References 14 Augmented Reality in Sports and Physical Education 14.1 Introduction 14.2 Status Quo of PE 14.3 Application of IT in PE 14.4 Design of an AR-Assisted Learning System for PE 14.5 Research Methods and Verification 14.6 Learning Outcomes of AR-Assisted Learning 14.7 Motor Skill Acquisition by Using AR-PEclass 14.8 Learning Motivation Stimulated by AR-PEclass 14.9 Conclusion References 15 Potentiating Learning Through Augmented Reality and Serious Games 15.1 Introduction 15.2 Augmented Reality in Pedagogical Contexts 15.3 Serious Games in Pedagogical Contexts 15.3.1 Educational Learning Approaches 15.3.2 Design of Serious Games for Education 15.3.3 Types of Serious Games Models 15.3.4 Serious Games and User Experiences 15.4 Serious Games and Augmented Reality 15.5 Case Studies 15.5.1 Visualizing Platonic Solids in Augmented Reality Motivation Technology and Specifications Pilot Study Observations Discussion Remarks 15.5.2 CodeCubes Motivation Technical Development Pilot Study Procedure Discussion and Results Study Limitations Remarks 15.5.3 FootMath Motivation Technical Development Exploring FootMath Pilot Study Procedure Discussion and Results Remarks 15.6 Closing Remarks 15.7 Conclusions References 16 Augmented Reality for Cultural Heritage 16.1 Virtual Technologies for Cultural Heritage Legibility 16.2 State of the Art on AR in CH Contexts 16.2.1 Historical Background 16.2.2 Usage of AR Between Real and Virtual 16.3 Relevant Case Studies in CH: Different Approaches to AR 16.3.1 A Selection of Case Studies Olympia, 2000 Drawings on Glass at Carnuntum (Austria), 2011 Jumieges 3D, Normandy (France), 2013 ViaggiArte: Fontanelle Cemetery, Naples (Italy), 2019 CEMEC: The Box of Stories, EU Project, 2015–2019 The Santa Maria Antiqua Videomapping, Rome (Italy), 2015 The Revealing Flashlight, EU Project, 2013 iMARECULTURE, EU Project, 2016–2020 ARETE, EU Project, 2019–2023 16.3.2 Analytical-Comparative Summary of Use Cases 16.4 Technical Limitations and Challenges of AR for CH 16.5 Multisensorial AR Experiences 16.6 Efficacy and Effectiveness of AR 16.6.1 The Importance of User Experience Design for AR Systems 16.6.2 Efficacy and Effectiveness of AR Systems in Relation to the Context of Use 16.7 Directions and Future Perspectives References 17 Augmented Reality in Holocaust Museums and Memorials 17.1 Introduction 17.2 Traditional Education of the Holocaust 17.2.1 Ethical Considerations for Education of the Holocaust 17.3 Multimedia Content for Holocaust Education 17.4 Augmented Reality for Holocaust Education 17.5 Ethics of Developing Augmented Reality Apps for Holocaust Museums and Memorials 17.6 Visualization Methods for Digital Reconstruction 17.7 Potential Applications of Augmented Reality for Holocaust Education 17.8 Conclusion References 18 Augmented Reality into Live Theatrical Performance 18.1 Background 18.2 Augmented Reality in Theatrical Performance 18.2.1 ALICE Project Technical Components Technological Affordances in Performance Safety Considerations Sensor Considerations Data Considerations Considerations for Working with Performers 18.2.2 What the Moon Saw Agentic Affordances of AR in Theater for Young Audiences Storytelling Affordances of AR Considerations for Public Interaction Multiple Forms of Public Engagement Actors, Audience, and AR 18.3 Discussion 18.3.1 Potentials for Nonlinear Storytelling 18.3.2 Interfacing for Immersion 18.3.3 Accessibility 18.3.4 Future Directions 18.4 Conclusion References 19 How do Tourists Evaluate Augmented Reality Services? Segmentation, Awareness, Devices and Marketing Use Cases 19.1 Introduction 19.2 Holistic Augmented Reality Marketing in Tourism 19.2.1 Augmented Reality Marketing 19.2.2 Augmented Reality Marketing in Tourism: Use Cases AR in the Pre-Booking and Information-Gathering Stage On-Site AR Experiences 19.2.3 Augmented Reality Marketing in Tourism: Prior Research 19.3 The Role of Augmented Reality in Tourism: Research Questions 19.4 Study 19.4.1 Research Design and Methodology 19.5 Results 19.6 Discussion 19.6.1 General Conclusion Be Aware that Consumers are Not Aware AR is Just Getting Started Focus on Individual Tourist Needs References Part V Applications in Engineering and Science 20 Augmented Reality Uses and Applications in Aerospace and Aviation 20.1 History of Augmented Reality in Aerospace 20.2 Applications in Navigation and Guidance 20.2.1 Uses of AR in Manned Navigation and Guidance 20.2.2 Unmanned Navigation and Guidance 20.2.3 Air Traffic Management 20.3 Applications in Engineering, Manufacturing, and Maintenance 20.3.1 Engineering Design and Visualization 20.3.2 Manufacturing and Maintenance Support Remote and Tele-maintenance 20.4 Applications in Space Operations 20.5 Future Application Concepts 20.5.1 Airport Security 20.5.2 Crew Task Support 20.5.3 In-Flight Entertainment and Communication 20.5.4 Augmented Reality and Artificial Intelligence 20.5.5 Augmented Reality and Haptic Feedback 20.5.6 Augmented Reality Applications for COVID-19 Support 20.6 Concluding Remarks References 21 Augmented Reality for Building Maintenance and Operation 21.1 The Building Maintenance Instruction Manual 21.2 Augmented Reality and Facility Management 21.3 Systematic Literature Review 21.3.1 Existing Studies 21.3.2 Artifacts Categorization 21.4 Methodology 21.4.1 Identification of the Problem 21.4.2 Design and Development 21.4.3 Artifact Evaluation 21.4.4 Explicitness of Learning 21.4.5 Generalization to a Class of Problems 21.5 Design and Development 21.5.1 Artifact Design 21.5.2 Artifact Development 21.5.3 Artifact Publication 21.6 Evaluation and Findings 21.6.1 General Workload Measurement: NASA TLX Total Sample Characterization Workload and Factor Analysis 21.6.2 Workload Analysis Considering Perception Filters 21.7 Generalization 21.8 Conclusion 21.9 Data Availability References 22 An Augmented Reality Platform for Interactive Finite Element Analysis 22.1 Introduction 22.1.1 Brief Overview of FEA 22.1.2 Augmented Reality 22.1.3 Research Motivations and Objectives 22.2 Research Background 22.2.1 Interactive FEA in VR 22.2.2 Numerical Simulation and Scientific Visualization in AR 22.2.3 Real-Time Finite Element Modeling 22.2.4 Discussion 22.2.5 Summary 22.3 FEA-AR Integrated System 22.3.1 System Design Considerations 22.3.2 System Architecture 22.3.3 AR Environment Setup Hardware Configuration Interaction Tools Coordinate Systems and Transformation Object Selection Techniques 22.3.4 Summary 22.4 Visualization and Exploration of FEA Results 22.4.1 Scientific Visualization with VTK 22.4.2 Scientific Visualization in AR1pt Integration of VTK and AR Occlusion Handling 22.4.3 Data Manipulation and Exploration 22.4.4 Summary 22.5 Real-Time FEA in AR 22.5.1 Real-Time FEA Solution 22.5.2 Computation of Inverse Stiffness Matrix Matrix Inversion with PCG Method Matrix Inversion Using External FEA Program 22.5.3 Load Acquisition Load Management and Conversion WSN Configuration Application of Virtual Loads 22.5.4 System Workflow and Time Synchronization 22.5.5 Summary 22.6 Interactive Model Modification 22.6.1 Adding Geometric Models 22.6.2 Local Mesh Refinement 22.6.3 Summary 22.7 System Implementation and Case Studies 22.7.1 Case Study of a Step Ladder Model Preparation Data Visualization and Exploration Real-Time Simulation Re-Analysis with Model Modification Local Mesh Refinement System Response Time 22.7.2 Case Study of a Proving Ring 22.7.3 A Prototype Application for Education 22.7.4 Summary 22.8 Conclusions and Future Readings 22.8.1 Some Open Issues Enrich the Interactive Model Modification Methods Apply Model Reduction Techniques for Efficient Analysis Adapt the System to Mobile AR Platforms Real-Time Simulation of Soft Objects in AR Structural Health Monitoring with Finite Element Model Updating References 23 Augmented Reality in Maintenance: A Review of the State-of-the-Art and Future Challenges 23.1 Augmented Reality Applications in Maintenance 23.2 Summary of Reviews of Augmented Reality in Maintenance 23.3 Literature Review 23.3.1 Applications 23.3.2 Contextual Awareness 23.3.3 Tracking 23.3.4 Human Motion Tracking 23.3.5 User Interface and Interaction 23.3.6 Hardware 23.4 Discussion 23.4.1 Feasibility of AR Application in Industrial Maintenance 23.4.2 Uniform Implementation Method for AR in Maintenance 23.5 Research Gaps Based on Current Technological Developments 23.5.1 A Unified and Robust Design Approach to Achieve Contextual Awareness 23.5.2 UI Design for AR in Remote Maintenance 23.5.3 IoT and Digital Twin Integration 23.5.4 Improvements in User Tracking 23.5.5 Ergonomic Assessment of Current Maintenance Practices 23.5.6 Potential Future Research Focus Areas Closed-Loop AR-Assisted Maintenance Systems Context Awareness of AR-Based Maintenance Systems Automated Authoring of AR-Assisted Maintenance Systems Ergonomic Consideration and Tracking Development of More Robust Remote AR Maintenance Systems IoT and Industry 4.0 Integration 23.6 Conclusion References 24 Augmented Reality for Maintenance and Repair 24.1 Introduction 24.2 AR for Maintenance 24.3 AR Solutions for Repairs and Troubleshooting 24.3.1 AR and Industry 4.0 24.3.2 Techniques and Methodologies Behind AR-Aided Servicing 24.3.3 Augmentation Strategies for AR-Based Guidance to Repair Procedures 24.3.4 Near-Future Scenarios: Collaborative Repair and Troubleshooting ThroughAR and Virtual Assistants 24.4 Design of a Virtual Toolbox: TheiEngine Framework 24.4.1 Layered Architecture of iEngine User Layer Hardware Layer Low-Level/Interface Layer Middle-Level/Manager Layer High-Level/Decision-Making Layer 24.4.2 iEngine Module Architecture Modules Services Plugins Packages 24.4.3 Novelty of the Developed Approach in iEngine 24.5 Use Case and Experimentation 24.5.1 VTE Modules 24.5.2 VTE Application AI Module Finite State Machines Decision Trees 24.5.3 VTE Final Result 24.6 Conclusions References 25 Augmented Reality for Naval Domains 25.1 Historical Review of Selected Research 25.1.1 Implementations of the Head-Up Display Concept Aircraft Pilot Ship Captain Dismounted Personnel 25.1.2 Maintenance and Repair Applications Aircraft Manufacturing Military Maintenance 25.2 Research and Development Efforts 25.2.1 Dismounted Infantry Training Research at the Naval Research Laboratory Development via the Office of Naval Research Evaluation and Testing by the Marine Corps Discussion of Marine Training Application 25.2.2 Other Applications to Military Operations GunnAR Augmented Ship Transits for Improved Decision-Making Virtual Scientist Battlespace Visualization 25.2.3 Maintenance and Repair Service Maintenance Augmented Reality Tools In-Service Engineering Agent of the Future Ocean AR Local Maintenance Remote Maintenance Aid 25.2.4 Other Applications and Technologies Vestibular Therapy Using AR Rapid Prototypes Human Factors Color Perception 25.3 Discussion 25.3.1 Augmented Reality in the Navy: A Roadmap 25.3.2 Human Factors Engineering Technical Advisory Group 25.3.3 Lessons Learned 25.4 Conclusions and Future Directions References 26 Augmented and Mixed Reality for Shipbuilding 26.1 Introduction 26.2 State of the Art 26.2.1 Shipbuilding Welding 26.2.2 Shipbuilding Painting 26.2.3 Shared Information 26.2.4 Step-by-Step Guidance 26.2.5 Design and Construction Assistance 26.2.6 Commercial Developments 26.3 Potential Shipbuilding Tasks to Be Enhanced with AR/MR 26.3.1 Quality Control 26.3.2 Guided Manufacturing 26.3.3 Product and Tool Tracking 26.3.4 Warehouse Management 26.3.5 Predictive Maintenance 26.3.6 Augmented and Mixed Reality Communications 26.3.7 Hidden Area Visualization 26.3.8 Monitoring and Interaction with IIoT Devices 26.3.9 Easy Interaction with Advanced Industrial Software 26.3.10 Structure Visualization 26.3.11 Training 26.3.12 Product and Tool Maintenance 26.4 AR/MR Architectures for Shipbuilding Applications 26.4.1 Traditional AR/MR Communications Architectures 26.4.2 Advanced Communications Architectures 26.5 AR/MR Hardware and Software for Shipbuilding Applications 26.5.1 Ideal AR/MR Device Characteristics 26.5.2 AR/MR Devices for Shipbuilding Applications 26.5.3 Software AR/MR Frameworks for Shipbuilding 26.5.4 Lessons Learned from the Shipbuilding State of the Art 26.6 Main Challenges for the Development of AR/MR Shipbuilding Applications 26.7 Conclusions References 27 Augmented Reality for Remote Assistance (ARRA) 27.1 Introduction 27.2 Background 27.3 ARRA 27.3.1 ARRA: A Practical Example 27.3.2 Technical Development 27.4 Test Design and Methodology 27.4.1 Validation Case Study 27.4.2 Quantitative Validation Test Methodology 27.5 Analysis and Results 27.6 Discussion 27.7 Conclusion and Future Work References Part VI Applications in Health Science 28 Augmented Reality for Computer-Guided Interventions 28.1 From Medical Image Computing to Computer-Assisted Interventions 28.2 Imaging and Anatomical Modeling 28.3 Surgical Vision 28.4 Registration and Pose Estimation 28.5 Physics-Based Modeling 28.5.1 Soft Tissue Biomechanics 28.5.2 Strategies for Real-Time Computation 28.5.3 Beyond Surgery 28.6 Visualization and Perception 28.7 Related Topics 28.7.1 Training and Knowledge Transfer 28.7.2 Surgical Planning 28.8 The Future of AR in Medicine References 29 Youth and Augmented Reality 29.1 Introduction 29.2 Augmented Reality in Video Games 29.2.1 Brief History of Augmented Reality Video Games (ARGs) 29.2.2 Modern ARGs Utilize Smartphone Technology 29.2.3 Benefits of Augmented Reality Video Games 29.2.4 Downsides to Augmented Reality Games' Growing Popularity 29.2.5 Safety Precautions When Using Augmented Reality Games 29.2.6 The Future of Augmented Reality Games 29.3 Augmented Reality and Social Media 29.3.1 Snapchat 29.3.2 Facebook, Messenger, and Instagram 29.3.3 TikTok 29.3.4 Up and Coming AR: Pinterest 29.3.5 Precautions and Risks of AR Use on Social Media Among Children and Adolescents 29.3.6 The Future of AR on Social Media 29.4 Augmented Reality in Sports 29.4.1 Enhancing Athletic Training 29.4.2 Spectator Interactions 29.4.3 Limitations of Augmented Reality in Sports 29.4.4 The Future of Augmented Reality in Sports 29.5 Augmented Reality in Art 29.5.1 Art Appreciation and Experience 29.5.2 Augmented Reality, Art, and Young Children 29.5.3 Limitations of Art and AR 29.5.4 Future of Art and AR 29.6 Augmented Reality in Education 29.6.1 Preschool 29.6.2 Elementary School 29.6.3 Middle School 29.6.4 High School 29.6.5 College 29.6.6 Graduate Education and Vocational Training Medical School Students Physicians and Clinicians Patients Other Vocations 29.6.7 Augmented Reality and the Disabled 29.6.8 Cautions 29.7 Augmented Reality in Medical Practice 29.7.1 Educational Opportunities 29.7.2 Therapeutic Uses Medical Procedures Patient Communication, Management, and Experience Nonprocedural Medical Uses Mental Health Health/Wellness Goals 29.8 Augmented Reality Safety Precautions 29.8.1 Safety Prior to AR Use Indoor Considerations Outdoor Considerations Driving Distracted Driver Prevention AR Applications 29.8.2 Safety Measures During AR Use Injuries and Risks from Spatial Ware and Body Position Eye Strain Deep Vein Thrombosis Injuries from Repetitive Movements 29.8.3 Mental Health 29.9 Considerations and Causes for Concern 29.9.1 Age Considerations for Augmented Reality Piaget Theory Age-Related Concerns AAP Recommendations and AR-Specific Supplementation by Authors 29.9.2 Gender Considerations 29.9.3 Pandemic Considerations 29.9.4 Accessibility for All 29.10 Conclusion References 30 Augmented Reality-Assisted Healthcare Exercising Systems 30.1 Augmented Reality-Assisted Healthcare Exercising Systems 30.2 Related Works 30.2.1 Upper-Extremity Healthcare Exercising Systems Conventional Methods VR-Based Systems Haptic-Based Systems AR-Based Systems 30.2.2 Upper-Extremity Movement Tracking Methodologies Sensor-Based Tracking Bare-Hand Tracking 30.2.3 Assessment of User's Upper-Extremity Functions Recover Outcome Measurements Glove-Based Devices for Motor Functions Assessment 30.2.4 Discussion 30.3 System Overview 30.4 Monitoring Module 30.4.1 Motion Tracking 30.4.2 AR-Based Data Glove 30.4.3 Vibration Wrist Band 30.5 Exercise Module and Scoring Module 30.5.1 Flaccid Stage ROM Exercise for Finger ROM Exercise for Shoulder 30.5.2 Synergy Stage Hole Peg Test Reach-to-Grasp Exercise Scoring Module for Synergy Stage 30.5.3 Activities of Daily Living Stage Opening Doors Arranging the Bookcase Drawing Water from Faucets Scoring Module for the Daily Activities 30.6 Usability Experiment 30.6.1 Method 30.6.2 Participants 30.6.3 Experiment Procedure 30.6.4 Design of Pre-test and Post-test 30.6.5 Results and Discussion 30.7 Conclusion and Future Work References 31 Augmented Reality for Cognitive Impairments 31.1 Introduction 31.2 Background Research 31.2.1 Devices and Tools for AR 31.2.2 Computing Paradigms for AR 31.3 Current Development 31.3.1 Human Memory System 31.3.2 AR Applications in Research of Human Memory and Cognition Historical Background AR-Enhanced Memory Aid Systems 31.3.3 AR Applications in Cognitive Load Research Cognitive Load AR in Cognitive Load Research 31.3.4 AR Applications for Restoring Perception Perception-Related Cognitive Impairments AR-Enhanced Applications in Research of Perception Impairments 31.3.5 Issues and Challenges in the Application of AR for Cognitive Impairments 31.4 Conclusions References Part VII Convergence with Emerging Technologies 32 The Augmented Reality Internet of Things: Opportunities of Embodied Interactions in Transreality 32.1 Introduction 32.2 Background 32.2.1 Augmented, Virtual, and Mixed Reality 32.2.2 Artificial Intelligence and Ubiquitous Computing Intelligent Virtual Agents Internet of Things Smart Connected Environments 32.3 The Augmented Reality Internet of Things in Transreality 32.3.1 Convergence of Augmented Reality with Artificial Intelligence and Ubiquitous Computing Artificial Intelligence and Ubiquitous Computing Augmented Reality and Artificial Intelligence Augmented Reality and Ubiquitous Computing 32.3.2 Transreality and The Augmented Reality Internet of Things 32.4 AR-IoT Framework and Interaction Design 32.4.1 Object-Centric AR-IoT Data Management 32.4.2 Scalable AR-IoT Recognition and Tracking 32.4.3 Context-Based AR-IoT Interactions and Content Interoperability 32.4.4 AR-IoT Framework Evaluation 32.5 Opportunities of Embodied Interactions in AR-IoT Environments 32.5.1 Embodied Interactions in AR-IoT Environments 32.5.2 Embodied AR-IoT Agent Prototypes 32.5.3 Embodied AR Agent Insights 32.5.4 Potential Use Cases 32.6 Conclusions References 33 Convergence of IoT and Augmented Reality 33.1 Introduction 33.1.1 Mixed Reality: A Parallel to the IoT Ecosystem 33.1.2 Toward XRI: A Growing Trend in Hybrid Mixed Reality IoT Systems 33.1.3 Chapter Overview 33.2 A Multidisciplinary Taxonomy for XRI Systems 33.2.1 XRI Taxonomy: Thematic Literature Review 33.2.2 Relating the XRI Taxonomy to XRI System Design Needs from a Multi-disciplinary Perspective 33.3 Contextual Reality (CoRe) Frameworks for XRI System Design 33.3.1 Designing Proof-of-Concept XRI Systems with CoRe 33.3.2 CoRe Framework Insights in Relation to the XRI Taxonomy Perspectives 33.4 Discussion 33.4.1 Directions for Future Work 33.5 Conclusion References 34 Digital Twin and Extended Reality: Strategic Approach and Practical Implementation 34.1 Introduction 34.2 DTs Enabling Technologies 34.2.1 Enabling Technologies of DT Cyber-Physical Systems Internet of Things Simulation Extended Reality Augmented Reality 34.2.2 Digital Twins 34.3 Research Methodology 34.3.1 Literature Review Planning the Review Conducting the Review Reporting the Review 34.4 Results 34.4.1 Findings from the Literature Review DTs for Asset Management in Manufacturing DTs for Process Improvement DTs for Factories DTs for People DTs for Product DTs Benefits AR in DT Applications Lifecycle Perspective 34.4.2 DT Strategic Tool Structure of the Tool Technological Level 34.5 Practical Implementation of a Combined DT-ER Solution 34.6 Discussion 34.7 Conclusion References 35 Digital Twins as Foundation for Augmented Reality Applications in Aerospace 35.1 AR-Based System Modeling in Aerospace 35.2 Background 35.2.1 Digital Twin 35.2.2 Digital Twins in Aerospace 35.2.3 Model-Based System Engineering 35.3 AR Digital Twins in Aerospace Applications 35.4 Challenges in AR Digital Twin Implementations 35.4.1 Overlay Precision 35.4.2 Interaction 35.5 Dedicated AR Applications 35.5.1 From Diagrams to AR in Spacecraft Design 35.5.2 On-Orbit Servicing ar-Based Guidance and Training 35.5.3 Remote Collaboration and Maintenance 35.6 Closing Remarks References Index