All Stories

  1. Designing Inclusive Future Augmented Realities
  2. Early Autism Screening in Children Using Facial Recognition
  3. Listen to the Sword: Using Breathing and Spatial Audio for Wuxia Narratives
  4. Identifying Hand-based Input Preference Based on Wearable EEG
  5. Putting Our Minds Together: Iterative Exploration for Collaborative Mind Mapping
  6. Evaluations of Parallel Views for Sequential VR Search Tasks
  7. The Fusion Nexus: Exploring the Confluence of Virtual and Real Worlds through Biocognitive Audio-Verbal Interface in Immersive XR Environments
  8. NinjaHeads: Gaze-Oriented Parallel View System for Asynchronous Tasks
  9. Fabric Electrodes for Physiological Sensing in a VR HMD
  10. Wish You Were Here: Mental and Physiological Effects of Remote Music Collaboration in Mixed Reality
  11. Towards an Inclusive and Accessible Metaverse
  12. PlayMeBack - Cognitive Load Measurement using Different Physiological Cues in a VR Game
  13. Towards Immersive Collaborative Sensemaking
  14. The Impact of Sharing Gaze Behaviours in Collaborative Mixed Reality
  15. VRhook: A Data Collection Tool for VR Motion Sickness Research
  16. Near-Gaze Visualisations of Empathic Communication Cues in Mixed Reality Collaboration
  17. VR [we are] Training - Workshop on Collaborative Virtual Training for Challenging Contexts
  18. Rapid Prototyping for XR
  19. Inter-brain Synchrony and Eye Gaze Direction During Collaboration in VR
  20. Emotion Recognition in Conversations Using Brain and Physiological Signals
  21. eyemR-Talk: Using Speech to Visualise Shared MR Gaze Cues
  22. Transitional Interfaces in Mixed and Cross-Reality: A new frontier?
  23. Towards Understanding Physiological Responses to Emotional Autobiographical Memory Recall in Mobile VR Scenarios
  24. SecondSight: Demonstrating Cross-Device Augmented Reality
  25. Designing Individualised Virtual Reality Applications for Supporting Depression: A Feasibility Study
  26. eyemR-Vis: Using Bi-Directional Gaze Behavioural Cues to Improve Mixed Reality Remote Collaboration
  27. A Framework to Combine Mobiles Devices with Augmented Reality Headsets
  28. eyemR-Vis: A Mixed Reality System to Visualise Bi-Directional Gaze Behavioural Cues Between Remote Collaborators
  29. Connecting the Brains via Virtual Eyes : Eye-Gaze Directions and Inter-brain Synchrony in VR
  30. Adapting Fitts’ Law and N-Back to Assess Hand Proprioception
  31. XRTB: A Cross Reality Teleconference Bridge to incorporate 3D interactivity to 2D Teleconferencing
  32. ShowMeAround: Giving Virtual Tours Using Live 360 Video
  33. Creative Immersive AI:Emerging Challenges and Opportunities forCreative Applications of AI in Immersive Media
  34. Rapid Prototyping of XR Experiences
  35. Presenting Crime Scenes to the Jury in Virtual Reality
  36. Usage and Effect of Eye Tracking in Remote Guidance
  37. Feel it: Using Proprioceptive and Haptic Feedback for Interaction with Virtual Embodiment
  38. OmniGlobeVR
  39. Teaching Augmented Reality to Software Developers - expert lesson plan recommendation
  40. Developing a Model Augmented Reality Curriculum
  41. Time to Get Personal: Individualised Virtual Reality for Mental Health
  42. Rapid Prototyping for AR/VR Experiences
  43. A User Study on Mixed Reality Remote Collaboration with Eye Gaze and Hand Gesture Sharing
  44. Haptic Feedback Helps Me? A VR-SAR Remote Collaborative System with Tangible Interaction
  45. Neurophysiological Effects of Presence in Calm Virtual Environments
  46. Using augmented reality with speech input for non-native children's language learning
  47. Special Issue on Highlights of ACM Intelligent User Interface (IUI) 2018
  48. An AR/TUI-supported Debugging Teaching Environment
  49. 360Drops: Mixed Reality Remote Collaboration using 360 Panoramas within the 3D Scene*
  50. I’m tired of demos: an adaptive MR remote collaborative platform
  51. Extended Reality for Midwifery Learning: MR VR Demonstration
  52. Investigating the use of Different Visual Cues to Improve Social Presence within a 360 Mixed Reality Remote Collaboration*
  53. SnapChart: an Augmented Reality Analytics Toolkit to Enhance Interactivity in a Collaborative Environment
  54. How a remote user's role changes engagement in Mixed Reality group work
  55. This Land AR: an Australian Music and Sound XR Installation
  56. A Technique for Mixed Reality Remote Collaboration using 360 Panoramas in 3D Reconstructed Scenes
  57. Adventures in Hologram Space: Exploring the Design Space of Eye-to-eye Volumetric Telepresence
  58. Optical-Reflection Type 3D Augmented Reality Mirrors
  59. In AI We Trust: Investigating the Relationship between Biosignals, Trust and Cognitive Load in VR
  60. A gesture- and head-based multimodal interaction platform for MR remote collaboration
  61. Revisiting collaboration through mixed reality: The evolution of groupware
  62. A Comparison of Desktop and Augmented Reality Scenario Based Training Authoring Tools
  63. AR Tips: Augmented First-Person View Task Instruction Videos
  64. An MR Remote Collaborative Platform Based on 3D CAD Models for Training in Industry
  65. Filtering Mechanisms of Shared Social Surrounding Environments in AR
  66. Holding Virtual Objects Using a Tablet for Tangible 3D Sketching in VR
  67. Merging Live and Static 360 Panoramas Inside a 3D Scene for Mixed Reality Remote Collaboration
  68. Sharing Manipulated Heart Rate Feedback in Collaborative Virtual Environments
  69. Getting your game on: Using virtual reality to improve real table tennis skills
  70. Assessing the Relationship between Cognitive Load and the Usability of a Mobile Augmented Reality Tutorial System: A Study of Gender Effects
  71. Sharing Emotion by Displaying a Partner Near the Gaze Point in a Telepresence System
  72. A comprehensive survey of AR/MR-based co-design in manufacturing
  73. ZenG
  74. Applying the technology acceptance model to understand maths teachers’ perceptions towards an augmented reality tutoring system
  75. Evaluating the Combination of Visual Communication Cues for HMD-based Mixed Reality Remote Collaboration
  76. Mixed Reality Remote Collaboration Combining 360 Video and 3D Reconstruction
  77. On the Shoulder of the Giant
  78. Warping Deixis
  79. An assessment of geometry teaching supported with augmented reality teaching materials to enhance students’ 3D geometry thinking skills
  80. A Mixed Presence Collaborative Mixed Reality System
  81. Creating a Stressful Decision Making Environment for Aerial Firefighter Training in Virtual Reality
  82. Exploration of an EEG-Based Cognitively Adaptive Training System in Virtual Reality
  83. Head Pointer or Eye Gaze: Which Helps More in MR Remote Collaboration?
  84. Supporting Visual Annotation Cues in a Live 360 Panorama-based Mixed Reality Remote Collaboration
  85. The Effect of Avatar Appearance on Social Presence in an Augmented Reality Remote Collaboration
  86. The Effects of Sharing Awareness Cues in Collaborative Mixed Reality
  87. 2.5DHANDS: a gesture-based MR remote collaborative platform
  88. Sharing hand gesture and sketch cues in remote collaboration
  89. Using Freeze Frame and Visual Notifications in an Annotation Drawing Interface for Remote Collaboration
  90. A generalized, rapid authoring tool for intelligent tutoring systems
  91. HandsInTouch
  92. The effect of video placement in AR conferencing applications
  93. User virtual costume visualisation in an augmented virtuality immersive cinematic environment
  94. Hand gestures and visual annotation in live 360 panorama-based mixed reality remote collaboration
  95. The Potential of Augmented Reality for Computer Science Education
  96. Design considerations for combining augmented reality with intelligent tutors
  97. Foreword to the Special Section on SVR 2018
  98. Designing an Augmented Reality Multimodal Interface for 6DOF Manipulation Techniques
  99. A Comparison of Predictive Spatial Augmented Reality Cues for Procedural Tasks
  100. Narrative and Spatial Memory for Jury Viewings in a Reconstructed Virtual Environment
  101. Revisiting Trends in Augmented Reality Research: A Review of the 2nd Decade of ISMAR (2008–2017)
  102. Superman vs Giant: A Study on Spatial Perception for a Multi-Scale Mixed Reality Flying Telepresence Interface
  103. Demonstrating Emotion Sharing and Augmentation in Cooperative Virtual Reality Games
  104. Effects of Manipulating Physiological Feedback in Immersive Virtual Environments
  105. Emotion Sharing and Augmentation in Cooperative Virtual Reality Games
  106. Demonstrating Emotion Sharing and Augmentation in Cooperative Virtual Reality Games
  107. Do You Know What I Mean? An MR-Based Collaborative Platform
  108. Filtering 3D Shared Surrounding Environments by Social Proximity in AR
  109. Sharing and Augmenting Emotion in Collaborative Mixed Reality
  110. The Effect of AR Based Emotional Interaction Among Personified Physical Objects in Manual Operation
  111. 3rd Virtual and Augmented Reality for Good (VAR4Good) Workshop
  112. A User Study on MR Remote Collaboration Using Live 360 Video
  113. Band of Brothers and Bolts: Caring About Your Robot Teammate
  114. Effects of Sharing Real-Time Multi-Sensory Heart Rate Feedback in Different Immersive Collaborative Virtual Environments
  115. Evaluating the Effects of Realistic Communication Disruptions in VR Training for Aerial Firefighting
  116. TEAMMATE: A Scalable System for Measuring Affect in Human-Machine Teams
  117. The Effect of Collaboration Styles and View Independence on Video-Mediated Remote Collaboration
  118. Counterpoint
  119. Filtering Shared Social Data in AR
  120. Levity
  121. Snow Dome
  122. Pinpointing
  123. A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 2014
  124. He who hesitates is lost (...in thoughts over a robot)
  125. Development of a Multi-Sensory Virtual Reality Training Simulator for Airborne Firefighters Supervising Aerial Wildfire Suppression
  126. The Effect of Immersive Displays on Situation Awareness in Virtual Environments for Aerial Firefighting Air Attack Supervisor Training
  127. Collaborative Immersive Analytics
  128. Mini-Me
  129. Robust Tracking Through the Design of High Quality Fiducial Markers: An Optimization Tool for ARToolKit
  130. Real-time visual representations for mobile mixed reality remote collaboration
  131. Exploring the design space for multi-sensory heart rate feedback in immersive virtual reality
  132. Towards optimization of mid-air gestures for in-vehicle interactions
  133. CoVAR
  134. Exploring mixed-scale gesture interaction
  135. Sharedsphere
  136. Factors Influencing the Acceptance of Augmented Reality in Education: A Review of the Literature
  137. [POSTER] CoVAR: Mixed-Platform Remote Collaborative Augmented and Virtual Realities System with Shared Collaboration Cues
  138. [POSTER] Mutually Shared Gaze in Augmented Video Conference
  139. [POSTER] The Social AR Continuum: Concept and User Study
  140. A Hybrid 2D/3D User Interface for Radiological Diagnosis
  141. Enhancing player engagement through game balancing in digitally augmented physical games
  142. Empathic Mixed Reality: Sharing What You Feel and Interacting with What You See
  143. Estimating Gaze Depth Using Multi-Layer Perceptron
  144. Effects of Sharing Physiological States of Players in a Collaborative Virtual Reality Gameplay
  145. AR social continuum
  146. Augmented Reality Entertainment: Taking Gaming Out of the Box
  147. Automated enabling of head mounted display using gaze-depth estimation
  148. 6DoF input for hololens using vive controller
  149. Exhibition approach using an AR and VR pillar
  150. Multi-scale gestural interaction for augmented reality
  151. Design of a wearable system for 3D data acquisition and reconstruction for tree climbers
  152. Exploring enhancements for remote mixed reality collaboration
  153. Exploring natural eye-gaze-based interaction for immersive virtual reality
  154. Intelligent Augmented Reality Tutoring for Physical Tasks with Medical Professionals
  155. Mixed reality collaboration through sharing a live panorama
  156. Static local environment capturing and sharing for MR remote collaboration
  157. User Evaluation of Hand Gestures for Designing an Intelligent In-Vehicle Interface
  158. Using visual and spatial cues to represent social contacts in AR
  159. LivePhantom: Retrieving Virtual World Light Data to Real Environments
  160. An oriented point-cloud view for MR remote collaboration
  161. Augmented reality annotation for social video sharing
  162. Mobile audible AR experience for medical learning murmurs simulation
  163. Medical learning murmurs simulation with mobile audible augmented reality
  164. Do You See What I See? The Effect of Gaze Tracking on Task Space Remote Collaboration
  165. PepperGram with interactive control
  166. Attention Redirection Using Binaurally Spatialised Cues Delivered Over a Bone Conduction Headset
  167. Visual Cues to Reorient Attention from Head Mounted Displays
  168. A Low Cost Optical See-Through HMD - Do-It-Yourself
  169. A Remote Collaboration System with Empathy Glasses
  170. A Systematic Review of Usability Studies in Augmented Reality between 2005 and 2014
  171. An Augmented Reality Guide for Assisting Forklift Operation
  172. Challenges for Asynchronous Collaboration in Augmented Reality
  173. Enhancing Immersive Cinematic Experience with Augmented Virtuality
  174. TeachAR: An Interactive Augmented Reality Tool for Teaching Basic English to Non-Native Children
  175. TeachAR: An Interactive Augmented Reality Tool for Teaching Basic English to Non-native Children
  176. Using Visual Effects to Facilitate Depth Perception for Spatial Tasks in Virtual and Augmented Reality
  177. Workshop on Collaborative Mixed Reality Environments (CoMiRE) Summary
  178. A Study in Virtual Navigation Cues for Forklift Operators
  179. Digitally Augmenting Sports
  180. Empathy Glasses
  181. Climbing With a Head-Mounted Display
  182. A wearable navigation display can improve attentiveness to the surgical field
  183. A comparative study of simulated augmented reality displays for vehicle navigation
  184. The Future of Books and Reading in HCI
  185. Towards an Agenda for Sci-Fi Inspired HCI Research
  186. Using augmented reality to assist forklift operation
  187. A REVIEW OF 3D GESTURE INTERACTION FOR HANDHELD AUGMENTED REALITY
  188. A Non-linear Mapping Technique for Bare-hand Interaction in Large Virtual Environments
  189. Free-hand Gesture Interfaces for an Augmented Exhibition Podium
  190. Collaboration in Augmented Reality
  191. An augmented exhibition podium with free-hand gesture interfaces
  192. Augmented reality using high fidelity spherical panorama with HDRI
  193. Augmented reality using high fidelity spherical panorama with HDRI
  194. Extending HMD by chest-worn 3D camera for AR annotation
  195. Tag it!
  196. Message from the Doctoral Consortium Chairs
  197. The Effect of View Independence in a Collaborative AR System
  198. A combination of static and stroke gesture with speech for multimodal interaction in a virtual environment
  199. Digitally Enhanced Reality
  200. Understanding the everyday use of head-worn computers
  201. Automatically Freezing Live Video for Annotation during Remote Collaboration
  202. CoSense
  203. The Glass Class
  204. User Defined Gestures for Augmented Virtual Mirrors
  205. In-Place Sketching for Augmented Reality Games
  206. Rapid Prototyping for Wearables
  207. Vision-Based Technique and Issues for Multimodal Interaction in Augmented Reality
  208. A Survey of Augmented Reality
  209. 3D gesture interaction for handheld augmented reality
  210. Social panoramas
  211. Intelligent Augmented Reality Training for Motherboard Assembly
  212. Wearable Computing from Jewels to Joules [Guest editors' introduction]
  213. [Poster] Social panoramas using wearable computers
  214. [DEMO] G-SIAR: Gesture-speech interface for augmented reality
  215. Grasp-Shell vs gesture-speech: A comparison of direct and indirect natural interaction techniques in augmented reality
  216. Improving co-presence with augmented visual communication cues for sharing experience through video conference
  217. [Poster] View independence in remote collaboration using AR
  218. Reducing beam hardening effects and metal artefacts in spectral CT using Medipix3RX
  219. MARS spectral molecular imaging of lamb tissue: data collection and image analysis
  220. Evaluating a SLAM-based handheld augmented reality guidance system
  221. Fighting Technology Dumb Down: Our Cognitive Capacity for Effortful AR Navigation Tools
  222. Hands in Space: Gesture Interaction with Augmented-Reality Interfaces
  223. Ora – Save the Forest! Designing a Social Impact Game
  224. Really, it's for your own good...making augmented reality navigation tools harder to use
  225. Towards understanding balancing in exertion games
  226. Using 3D hand gestures and touch input for wearable AR interaction
  227. A component based framework for mobile outdoor AR applications
  228. Building mobile AR applications using the outdoor AR library
  229. Free-hand interaction for handheld augmented reality using an RGB-depth camera
  230. Markerless 3D gesture-based interaction for handheld augmented reality interfaces
  231. Weighted integral rotation and translation for touch interaction
  232. Transform flow: A mobile augmented reality visualisation and evaluation toolkit
  233. A projected augmented reality system for remote collaboration
  234. AntarcticAR: An outdoor AR experience of a virtual tour to Antarctica
  235. Comparing pointing and drawing for remote collaboration
  236. Ego- and Exocentric interaction for mobile AR conferencing
  237. General chairs
  238. Interaction techniques for HMD-HHD hybrid AR systems
  239. KITE: Platform for mobile Augmented Reality gaming and interaction using magnetic tracking and depth sensing
  240. Markerless 3D gesture-based interaction for handheld Augmented Reality interfaces
  241. Motion capturing empowered interaction with a virtual agent in an Augmented Reality environment
  242. Study of augmented gesture communication cues and view sharing in remote collaboration
  243. Using a HHD with a HMD for mobile AR interaction
  244. General chair
  245. Welcome to the twelfth IEEE and ACM international symposium on mixed and augmented reality (ISMAR 2013)
  246. A usability study of multimodal input in an augmented reality environment
  247. A Study of User Perception, Interface Performance, and Actual Usage of Mobile Pedestrian Navigation Aides
  248. Visiting a milk factory without gumboots: Students' attitudes towards a virtual field trip
  249. Poster: Markerless fingertip-based 3D interaction for handheld augmented reality in a small workspace
  250. Symposium chair message
  251. Sound sample detection and numerosity estimation using auditory display
  252. A component based framework for mobile outdoor AR applications
  253. Adaptive Interpupillary Distance Adjustment for Stereoscopic 3D Visualization
  254. Classifying users of mobile pedestrian navigation tools
  255. Designing a NUI Workstation for Courier Dispatcher Command and Control Task Management
  256. Hands and speech in space
  257. Hybrid Tracking using Gravity Aligned Edges
  258. If Reality Bites, Bite Back Virtually
  259. Intelligent Augmented Reality Training for Assembly Tasks
  260. Understanding handicapping for balancing exertion games
  261. User-defined gestures for augmented reality
  262. User-Defined Gestures for Augmented Reality
  263. Using the S-PI Algorithm for Interaction in Augmented Reality
  264. Tag Clouds for Software and Information Visualisation
  265. Exploring the use of handheld AR for outdoor navigation
  266. BOF
  267. CityViewAR: A mobile outdoor AR application for city visualization
  268. Augmented Reality in the Classroom
  269. The Effectiveness of Different Levels of Visual Vividness in Delivering Information to Mobile Phone Users
  270. The Impact of Collaborative Style on the Perception of 2D and 3D Videoconferencing Interfaces
  271. AR-based Video-Mediated Communication: A Social Presence Enhancing Experience
  272. Poster: AR-based social presence enhancement in video-chat communication
  273. Poster: Manipulation techniques of 3D objects represented as multi-viewpoint images in a 3D scene
  274. Poster: Physically-based natural hand and tangible AR interaction for face-to-face collaboration on a tabletop
  275. Preface: A message from the symposium chairs
  276. A desktop virtual reality application for chemical and process engineering education
  277. An interactive 3D movement path manipulation method in an augmented reality environment
  278. Assistive techniques for precise touch interaction in handheld augmented reality environments
  279. Automatic zooming interface for tangible augmented reality applications
  280. Freeze view touch and finger gesture based interaction methods for handheld augmented reality interfaces
  281. Multimodal Interfaces for Augmented Reality
  282. Proposal for the 4th Workshop on Mobile Gaming, Mobile Life – Interweaving the Virtual and the Real
  283. Augmented reality micromachines
  284. A user study on the Snap-To-Feature interaction method
  285. Shape Recognition and Pose Estimation for Mobile Augmented Reality
  286. Special Section on Mobile Augmented Reality
  287. Editorial: special issue on augmented reality
  288. Message from the symposium chairs
  289. Evaluating Augmented Reality Systems
  290. Mobile Collaborative Augmented Reality
  291. MozArt
  292. Navigation Techniques in Augmented and Mixed Reality: Crossing the Virtuality Continuum
  293. Seamless interaction in space
  294. An augmented reality interface to contextual information
  295. Contextual information access with Augmented Reality
  296. Expressive MPEG-4 Facial Animation Using Quadratic Deformation Models
  297. Evaluation of Tangible User Interfaces for Desktop AR
  298. Rendering and animating expressive caricatures
  299. Two-handed tangible interaction techniques for composing augmented blocks
  300. In-Place Augmented Reality
  301. In-Place Sketching for content authoring in Augmented Reality games
  302. A Dynamic Programming Approach to Maximizing Tracks for Structure from Motion
  303. Evaluating the augmented reality human-robot collaboration system
  304. Exhibition of lunar surface navigation system facilitating collaboration between children and parents in science museum
  305. Generating and rendering expressive caricatures
  306. Lunar Surface Collaborative Browsing System for Science Museum Exhibitions
  307. Senior-friendly technologies
  308. Simulator Sickness in Mobile Spatial Sound Spaces
  309. CAVIAR - a visualization tool to enable emergency management
  310. Facial caricature generation using a quadratic deformation model
  311. In-place 3D sketching for authoring and augmenting mechanical systems
  312. Multitouch interaction for Tangible User Interfaces
  313. Shape recognition and pose estimation for mobile augmented reality
  314. New perspectives on form
  315. PAD-based multimodal affective fusion
  316. Facial Expression Representation Using a Quadratic Deformation Model
  317. Interaction with large ubiquitous displays using camera-equipped mobile phones
  318. A Quadratic Deformation Model for Facial Expression Recognition
  319. Advanced Interaction Techniques for Augmented Reality Applications
  320. Data in Social Network Analysis
  321. Towards Ambient Augmented Reality with Tangible Interfaces
  322. "Chinese Whispers"
  323. Evaluating visual search performance with a multi layer display
  324. Evaluating the Augmented Reality Human-Robot Collaboration System
  325. Developing mobile phone AR applications using J2ME
  326. 3D natural hand interaction for AR applications
  327. Pen and paper techniques for physical customisation of tabletop interfaces
  328. Augmented assembly using a mobile phone
  329. ComposAR: An intuitive tool for authoring AR applications
  330. In-place Augmented Reality
  331. The design of a mixed-reality book: Is it still a real book?
  332. Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR
  333. A Sensor-Based Interaction for Ubiquitous Virtual Reality Systems
  334. Face to face with the white rabbit - sharing ideas in Second Life
  335. A user study of auditory versus visual interfaces for use while driving
  336. Advances in Tangible Interaction and Ubiquitous Virtual Reality
  337. "Feed the Fish"
  338. A Wizard of Oz study for an AR multimodal interface
  339. An affective model of user experience for interactive art
  340. Augmented assembly using a mobile phone
  341. Augmented reality and rigid body simulation for edutainment
  342. Directional interfaces for wearable augmented reality
  343. E-tree
  344. Edutainment with a mixed reality book
  345. Experiments in mobile spatial audio-conferencing
  346. Human-Robot Collaboration: A Literature Review and Augmented Reality Approach in Design
  347. Local Descriptor by Zernike Moments for Real-Time Keypoint Matching
  348. Multimodal Metric Study for Human-Robot Collaboration
  349. Spatial Auditory Interface for an Embedded Communication Device in a Car
  350. TMAR: Extension of a Tabletop Interface Using Mobile Augmented Reality
  351. Tangible augmented reality
  352. Usability testing of augmented/mixed reality systems
  353. VoodooSketch
  354. A survey of evaluation techniques used in augmented reality studies
  355. A 3D Flexible and Tangible Magic Lens in Augmented Reality
  356. Accelerating Template-Based Matching on the GPU for AR Applications
  357. Improvement of Accuracy for 2D Marker-Based Tracking Using Particle Filter
  358. Human-Centered Development of an AR Handheld Display
  359. The mixed reality book
  360. Human Robot Collaboration: An Augmented Reality Approach—A Literature Review and Analysis
  361. An evaluation of virtual lenses for object selection in augmented reality
  362. Experiments in 3D interaction for mobile phone AR
  363. Experiments in spatial mobile audio-conferencing
  364. Using a mobile phone for 6 DOF mesh editing
  365. Emerging Technologies of Augmented Reality
  366. "Move the couch where?" : developing an augmented reality multimodal interface
  367. Transitional interface: concept, issues and framework
  368. Carpeno: interfacing remote collaborative virtual environments with table-top interaction
  369. AR Tennis
  370. AR tennis
  371. Accounting for user familiarity in user interfaces
  372. An Evaluation of an Augmented Reality Multimodal Interface Using Speech and Paddle Gestures
  373. Augmented reality authoring
  374. Depth cues for augmented reality stakeout
  375. Handheld AR for Collaborative Edutainment
  376. How real should virtual characters be?
  377. Information visualization and interaction techniques for collaboration across multiple displays
  378. Interaction techniques in large display environments using hand-held devices
  379. Shared Design Space: Sketching Ideas Using Digital Pens and a Large Augmented Tabletop Setup
  380. Spatial sound localization in an augmented reality environment
  381. Spatiality in videoconferencing
  382. Tangible tiles
  383. The shared design space
  384. A loose and sketchy approach in a mediated reality environment
  385. Immersive authoring
  386. Live three-dimensional content for augmented reality
  387. Inventing the future down under
  388. Designing augmented reality interfaces
  389. A step towards a multimodal AR interface: a new handheld device for 3D interaction
  390. Coeno
  391. Evaluation of mixed-space collaboration
  392. Face to face collaborative AR on mobile phones
  393. Mobile phone based AR scene assembly
  394. More sketchy, more AR, more fun!
  395. OSGARToolKit
  396. User experiences with mobile phone camera game interfaces
  397. Virtual object manipulation using a mobile phone
  398. Communication Behaviors in Colocated Collaborative AR Interfaces
  399. Entertainment Computing
  400. MagicMouse
  401. No more wimps
  402. Return to reality
  403. Real world teleconferencing
  404. Experiments with Face-To-Face Collaborative AR Interfaces
  405. Collaborative augmented reality
  406. Explorations in the Use of Augmented Reality for Geographic Visualization
  407. Developing a generic augmented-reality interface
  408. Special Issue on Wearable Computing
  409. Real-time 3D interaction for augmented and virtual reality
  410. The MagicBook: a transitional AR interface
  411. MagicBook
  412. Adorning VRML worlds with environmental aspects
  413. The best of two worlds: merging virtual and real for face to face collaboration
  414. Embodiment in conversational interfaces
  415. Wearable devices: new ways to manage information
  416. Real world teleconferencing
  417. Shared space
  418. Put that where? voice and gesture at the graphics interface
  419. Shared space: An augmented reality approach for computer supported collaborative work
  420. Spatial information displays on a wearable computer
  421. Game-City: a ubiquitous large area multi-interface mixed reality game space for wearable computers
  422. A Client/Server Architecture for Augmented Assembly on Mobile Phones
  423. Immersive Authoring of Tangible Augmented Reality Applications
  424. A registration method based on texture tracking using ARToolKit
  425. An occlusion capable optical see-through head mount display for supporting co-located collaboration
  426. Using augmented reality for visualizing complex graphs in three dimensions
  427. WireAR - legacy applications in augmented reality
  428. 3D live: real time captured content for mixed reality
  429. Communication behaviors of co-located users in collaborative AR interfaces
  430. Interactive theatre experience in embodied + wearable mixed reality space
  431. The use of dense stereo range data in augmented reality
  432. Virtual object manipulation on a table-top AR environment
  433. Marker tracking and HMD calibration for a video-based augmented reality conferencing system
  434. A wearable spatial conferencing space