© 2011

Handbook of Augmented Reality

  • Borko Furht

Table of contents

  1. Front Matter
    Pages i-xxii
  2. Technologies

    1. Front Matter
      Pages 1-1
    2. Julie Carmigniani, Borko Furht
      Pages 3-46
    3. Olivier Hugues, Philippe Fuchs, Olivier Nannipieri
      Pages 47-63
    4. Denis Kalkofen, Christian Sandor, Sean White, Dieter Schmalstieg
      Pages 65-98
    5. Jian Gu, Henry B. L. Duh
      Pages 99-122
    6. Hong Hua, Leonard D. Brown, Rui Zhang
      Pages 123-155
    7. Hannes Kaufmann, Mathis Csisinko
      Pages 157-175
    8. Markus Löchtefeld, Antonio Krüger, Michael Rohs
      Pages 177-197
    9. Michael R. Marner, Ross T. Smith, Shane R. Porter, Markus M. Broecker, Benjamin Close, Bruce H. Thomas
      Pages 231-254
    10. Jan Herling, Wolfgang Broll
      Pages 255-272
    11. Masahito Hirakawa, Shu’nsuke Asai, Kengo Sakata, Shuhei Kanagu, Yasuhiro Sota, Kazuhiro Koyama
      Pages 273-288
    12. Andreas Dünser, Mark Billinghurst
      Pages 289-307
    13. Tai-Wei Kan, Chin-Hung Teng, Mike Y. Chen
      Pages 339-354
    14. Sebastian Lieberknecht, Quintus Stierstorfer, Georg Kuschk, Daniel Ulbricht, Marion Langer, Selim Benhimane
      Pages 355-377
    15. Raphael Grasset, Alessandro Mulloni, Mark Billinghurst, Dieter Schmalstieg
      Pages 379-407

About this book


Augmented Reality (AR) refers to the merging of a live view of the physical, real world with context-sensitive, computer-generated images to create a mixed reality. Through this augmented vision, a user can digitally interact with and adjust information about their surrounding environment on-the-fly. Handbook of Augmented Reality provides an extensive overview of the current and future trends in Augmented Reality, and chronicles the dramatic growth in this field. The book includes contributions from world expert s in the field of AR from academia, research laboratories and private industry. Case studies and examples throughout the handbook help introduce the basic concepts of AR, as well as outline the Computer Vision and Multimedia techniques most commonly used today. The book is intended for a wide variety of readers including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students. This book can also be beneficial for business managers, entrepreneurs, and investors.


3D augmentation Augmented reality systems augmented reality games computer vision head-mounted projection displays mobile augmented reality multimedia visualization techniques wireless augmented reality

Editors and affiliations

  • Borko Furht
    • 1
  1. 1.Dept. of Computer Science & EngineeringFlorida Atlantic UniversityBoca RatonUSA

Bibliographic information

Industry Sectors
IT & Software