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Development of an Augmented Reality system using ARToolKit

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

2.6.1 3D Data browsing<br />

The primate idea for the application <strong>of</strong> AR was to use it for superimposing virtual<br />

objects on the real world. The overlaid information c<strong>an</strong> be three-dimensional, but c<strong>an</strong><br />

also be textual, in voice form or video <strong>an</strong>notation. This allows a mech<strong>an</strong>ic to have <strong>an</strong><br />

augmented view showing repair instructions, or to guide users through <strong>an</strong> unknown<br />

environment showing virtual direction pointers. The interaction between the user <strong>an</strong>d<br />

the AR environment is limited to navigation within the overlaid information space.<br />

There exist no me<strong>an</strong>s for m<strong>an</strong>ipulating, modifying or interaction with both the virtual<br />

<strong>an</strong>d real world. Although 3D data browsing c<strong>an</strong> be supported by several display devices,<br />

m<strong>an</strong>y <strong>of</strong> the AR applications that are guided by this interaction style use <strong>an</strong> HMD in<br />

combination with 6 DOF optical or magnetic tracking.<br />

2.6.2 3D AR interfaces<br />

To <strong>of</strong>fer the user possibilities for interaction within AR environments 6 DOF input<br />

devices c<strong>an</strong> be used. These devices are able to support natural <strong>an</strong>d familiar interaction<br />

metaphors. To have knowledge on the target <strong>an</strong>d context <strong>of</strong> interaction it is necessary to<br />

track their position <strong>an</strong>d orientation. This allows seamless spatial interaction, that is, a<br />

user c<strong>an</strong> interact with virtual objects <strong>an</strong>ywhere in the physical environment by <strong>using</strong><br />

special-purpose input devices. But for interaction with physical objects real h<strong>an</strong>ds are<br />

used. These different input modalities lead to a violation <strong>of</strong> the natural workflow.<br />

Another shortcoming <strong>of</strong> this interaction style is the lack <strong>of</strong> sufficient tactile feedback,<br />

which is a stringent requirement for m<strong>an</strong>y real world applications.<br />

2.6.3 <strong>Augmented</strong> surfaces<br />

This interaction style is related to the before describe spatial display technique. Virtual<br />

3D objects are only registered to selected work surfaces that allow user to interact with<br />

them through familiar <strong>an</strong>d traditional tools, such as a pen. But also specifically designed<br />

physical h<strong>an</strong>dles could be used. The interaction with physical objects is known as<br />

t<strong>an</strong>gible interaction. One desirable property is that one single input modality is used for<br />

accessing both the virtual <strong>an</strong>d the real world. Compared to the 3D AR interfaces<br />

interaction is signific<strong>an</strong>tly eased, but it introduces a spatial reduction in interaction. Full<br />

interaction in three dimensions is nearly impossible, <strong>an</strong>d is limited to the 2D augmented<br />

surface.<br />

2.6.4 T<strong>an</strong>gible AR<br />

T<strong>an</strong>gible AR tries to combine the adv<strong>an</strong>tages <strong>of</strong> 3D AR interfaces <strong>an</strong>d augmented<br />

surfaces; it <strong>of</strong>fers a way <strong>of</strong> undisturbed spatial interaction <strong>using</strong> only one input<br />

modality. Usually a video see-through HMD is used for implementing this interaction<br />

style, combined with optical registration. Virtual objects are registered to markers,<br />

physical objects that contain a known pattern. Interaction with the virtual objects is<br />

done through m<strong>an</strong>ipulating the physical, t<strong>an</strong>gible interface elements. Also a paddle, a<br />

paper object with <strong>an</strong> attached marker could be used. This provides a tr<strong>an</strong>sparent<br />

interface for two-h<strong>an</strong>ded 3D interaction with both the virtual <strong>an</strong>d real objects in the<br />

environment. Also this interaction c<strong>an</strong> take place <strong>an</strong>ywhere in the physical environment.<br />

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