- R. Palmarini, J. A. Erkoyuncu, R. Roy, and H. Torabmostaedi, “A systematic review of augmented reality applications in maintenance,” pp. 215–228, 2018.Google Scholar
- B. V. Guerreiro, R. G. Lins, J. Sun, and R. Schmitt, “Definition of smart retrofitting: First steps for a company to deploy aspects of industry 4.0,” in Advances in Manufacturing. Springer, 2018, no. 201519, pp. 161– 170.Google ScholarCross Ref
- P. C.-y. Sheu, Semantic computing. Wiley Online Library, 2010.Google ScholarDigital Library
- R. Azuma, Y. Baillot, R. Behringer, S. Feiner, S. Julier, and B. MacIntyre, “Recent advances in augmented reality,” IEEE Computer Graphics and Applications, vol. 21, no. 6, pp. 34–47, 2001.Google ScholarDigital Library
- M. Billinghurst, A. Clark, and G. Lee, “A Survey of Augmented Reality,” Foundations and Trends® in Human–Computer Interaction, vol. 8, no. 2-3, pp. 73–272, 2015. [Online]. Available: http://www.nowpublishers.com/article/Details/HCI-049Google Scholar
- T. Taketomi, H. Uchiyama, and S. Ikeda, “Visual SLAM algorithms: A survey from 2010 to 2016,” IPSJ Transactions on Computer Vision and Applications, vol. 9, 2017.Google ScholarCross Ref
- L. Jinyu, Y. Bangbang, C. Danpeng, W. Nan, Z. Guofeng, and B. Hujun, “Survey and evaluation of monocular visual-inertial SLAM algorithms for augmented reality,” Virtual Reality & Intelligent Hardware, vol. 1, no. 4, pp. 386–410, 2019. [Online]. Available: http://dx.doi.org/10.1016/j.vrih.2019.07.002Google ScholarCross Ref
- T. Malisiewicz, “The future of real-time slam and deep learning vs slam”. Tombone's Computer Vision Blog, pp. 1–14, 2016.Google Scholar
- M. Gattullo, G. W. Scurati, M. Fiorentino, A. E. Uva, F. Ferrise, and M. Bordegoni, “Towards augmented reality manuals for industry 4.0: A methodology,” Robotics and Computer-Integrated Manufacturing, vol. 56, no. March 2018, pp. 276–286, 2019. [Online]. Available: https://doi.org/10.1016/j.rcim.2018.10.001Google ScholarCross Ref
- A. Syberfeldt, O. Danielsson, and P. Gustavsson, “Augmented Reality Smart Glasses in the Smart Factory: Product Evaluation Guidelines and Review of Available Products,” IEEE Access, vol. 5, pp. 9118–9130, 2017.Google ScholarCross Ref
- F. Michahelles, K. García, A. Ciortea, and M. Funk, “Combining semantics and augmented reality to support the human mind,” UbiComp/ISWC 2017 - Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers, pp. 697–703, 2017.Google Scholar
- L. Chen, W. Tang, N. W. John, T. R. Wan, and J. J. Zhang, “Context- Aware Mixed Reality: A Learning-Based Framework for Semantic-Level Interaction,” in Computer Graphics Forum, vol. 39, no. 1, 2020, pp. 484–496.Google ScholarCross Ref
- L. Han, T. Zheng, Y. Zhu, L. Xu, and L. Fang, “Live Semantic 3D Perception for Immersive Augmented Reality,” IEEE Transactions on Visualization and Computer Graphics, vol. 26, no. 5, pp. 2012–2022, 2020.Google ScholarCross Ref
- Ribani, Ricardo, and Mauricio Marengoni. "A survey of transfer learning for convolutional neural networks." 2019 32nd SIBGRAPI Conference on Graphics, Patterns and Images Tutorials (SIBGRAPI-T). IEEE, 2019.Google Scholar
- C. C. Aggarwal, Outlier Analysis, 2nd ed. Springer Publishing Company, Incorporated, 2017. [Online]. Available: https://link.springer.com/book/10.1007/978-3-319-47578-3.Google ScholarCross Ref
- Chalapathy, Raghavendra, and Sanjay Chawla. "Deep learning for anomaly detection: A survey." arXiv preprint arXiv:1901.03407 (2019).Google Scholar
- C. X. Ling and V. S. Sheng, “Cost-Sensitive Learning,” in Encyclopedia of Machine Learning, C. Sammut and G. I. Webb, Eds. Boston, MA: Springer US, 2010, pp. 231–235.Google Scholar
Recommendations
Investigating Challenges and Opportunities of the Touchless Hand Interaction and Machine Learning Agents to Support Kinesthetic Learning in Augmented Reality
IUI '21 Companion: Companion Proceedings of the 26th International Conference on Intelligent User InterfacesAugmented Reality (AR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is beginning to emerge that this sophisticated technology offers new ...
Haptics in Augmented Reality
ICMCS '99: Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2An augmented reality system merges synthetic sensory information into a user's perception of a three-dimensional environment. An important performance goal for an augmented reality system is that the user perceives a single seamless environment. In most ...
Augmented reality as perceptual reality
VSMM'06: Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical SystemsAs shown in Paul Milgram et al’s Reality-Virtuality Continuum (1994), Augmented Reality occupies a very unique status in the spectrum of Mixed Reality. Unlike Virtual Reality, which is completely made up of the virtual and has been the most important ...
Comments