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Christian SandorUniversity of South Australia, Australia
Itaru KitaharaUniversity of Tsukuba, Japan
Gerhard ReitmayrGraz University of Technology, Germany
Steven FeinerColumbia University, USA
Yuichi OhtaUniversity of Tsukuba, Japan
Tobias HöllererUniversity of California at Santa Barbara, USA
Dieter SchmalstiegTechnische Universität Graz, Austria
Mark BillinghurstUniversity of Canterbury/HIT Lab, New Zealand
Full-Day Workshop
The outdoors presents enormous challenges for mixed and augmented reality. Outdoor envi-ronments encompass extreme weather and illumination conditions, and mobile systems must deal with technological constraints, including low-resolution cameras and displays, inaccu-rate and fragile tracking systems, limited system and network resources, and cumbersome interaction devices. This workshop will provide an opportunity to discuss research issues related to outdoor mixed and augmented reality. Researchers are invited to submit two-page position statements for presentation in a morning session. The following sessions will address specific areas, including a review of the state-of-the-art and a discussion of current issues and research directions.
Full-Day Workshop
Augmented Reality (AR) as the experience of computer-generated content overlaid on top of our perception of the physical world was first demonstrated in the 1960s and it became an area of renewed research focus in the 1990s. In spite of increasing popularity it is still not widely used. However, a number of technologies have recently emerged that can be used to easily deploy large numbers of Augmented Reality applications to many users. Camera equipped cell phones with significant processing power and graphics abilities provide an inex-pensive, versatile platform for AR applications, while the social networking technology of Web 2.0 provides a large-scale infrastructure for collaboratively producing and distributing geo-referenced content. At the same time, large audiences have already passively adopted AR concepts, e.g. in the form of sportscast and other TV overlays, and there is growing interest and even anticipation for interactive content. This combination of widely used mobile hard-ware, Web 2.0 software, and a more prepared and interested public is fostering the develop-ment of a new type of AR platform that can be used on a global scale.
To become an active part of the “social AR” movement and to address some of the chal-lenges ahead, this one-day workshop focuses on research issues specific to the cross-section of Social Networking and Augmented Reality, including but not limited to Web 2.0 media experiences and mashups, logging and annotating life, end-user AR authoring tools, mas-sively user-contributed content, semantic indexing and annotation, infrastructures for large-scale situated content storage and access, large-scale AR tracking solutions, AR in ubiquitous computing environments, AR educational gaming, and societal impact of AR.
The workshop will include a session where researchers present short position statements on research topics, key issues and approaches. Further sessions will address specific areas where we will review the state-of-the-art through invited presentations and discussions of current developments and future research directions.
Lets Go Out: Research in Outdoor Mixed and Augmented Reality
AR 2.0: Social Augmented Reality - Social Computing meets Augmented Reality