Augmented Reality: Survey
Abstract
:1. Introduction
- Extended Reality (XR) is a catch-all to refer to augmented reality, virtual reality, and mixed reality. Sometimes the term “XR” is utilized to encompass all these technologies. The aim is to integrate or replicate the real world with a corresponding “digital version”, enabling interaction between the two [1].
- Virtual Reality (VR) creates a three-dimensional digital space that allows individuals to engage with and navigate a simulated environment closely resembling the real world, as experienced via their sensory perception. The environment is created with computer hardware and software, although users might also need to wear devices such as helmets or goggles to interact with the environment [2].
- Augmented Reality amplifies the existing physical environment by overlaying it with digital visual components, auditory cues, or other sensory inputs, all made possible through technological means [3].
- Mixed Reality (MR), also sometimes called hybrid reality, is the combination of virtual reality and augmented reality. This combination allows the creation of new spaces in which both real and virtual objects and/or people interact [4].
- A comprehensive understanding of AR applications and trends across various domains: By examining the relevant literature in Section 3, Section 4 and Section 5, this work aims to offer a clear view of the current state of AR applications, benefits, and challenges in different domains. In contrast to other works that focus on a specific field, this study presents a cross-domain analysis, providing a broader perspective on AR technology.
- Insight into the technological advancements and emerging trends in augmented reality: This paper investigates the latest developments, ongoing research, and future directions in AR technology, as discussed in Section 7.2. The analysis highlights the potential impact of these advancements on the development and improvement of AR applications and their implications for various domains.
- A structured evaluation of AR implementation challenges and limitations across different domains: By examining the challenges and limitations of AR applications in Section 7.1, this work presents a detailed analysis of the common obstacles and potential solutions for AR technology across various fields.
2. Methodology
2.1. Stage 1: Research Questions
- RQ: What are the key developments, applications, challenges, and trends in augmented reality across various domains, and what are the implications of these findings for future research and practical implementation?
- SQ1: How has augmented reality been implemented in different domains, such as education, healthcare, manufacturing, retail, and urban planning, and what are the unique benefits and challenges in each domain?
- SQ2: What are the current technological advancements and emerging trends in augmented reality, and how do these developments shape the future of AR applications and their potential impact on various domains?
- SQ3: What are the primary challenges and limitations associated with the application of augmented reality across different fields, and how can these challenges be addressed to improve the effectiveness and user-friendliness of AR solutions?
2.2. Stage 2: Protocol
- Search parameters: publications containing the phrase “augmented reality”, “mobile application”, “autonomous vehicle”, and “system monitoring” in the keywords, title or abstract.
- Papers results were ordered from most cited to least cited.
- Literature was chosen from diverse sectors, including education and training, healthcare and medical applications, manufacturing and industrial processes, retail and marketing, urban planning and smart cities, and others. The areas covered in this study have been chosen according to the selected articles, where the main criterion is the number of citations for each one with respect to its year of publication, i.e., the H-index. In the end, those areas that were most covered in the selected articles have predominated for this study. Other sectors included in this study, but which are not as predominated as the previous ones, are travel and tourism, entertainment and gaming, and the automotive industry.
2.3. Stage 3: Systematic Search of Related Literature
- “Augmented reality” AND “mobile application” AND “applications” AND “systems”
- “AV” AND “Augmented reality”
- “System monitoring” AND “Augmented reality”
2.4. Stage 4: Selection of Relevant Studies
2.5. Stage 5 & 6: Revision, Extraction and Synthesis
3. Types of Augmented Reality Applications
3.1. Marker-Based AR
- Museums and Exhibits: AR can enrich the visitor experience by providing additional information or interactive experiences. For example, an exhibit sign could include a marker that, when viewed through an AR app, shows a video or 3D model related to the exhibit [17]. The Museum of London’s Streetmuseum App is an excellent example of this type of technology, which overlays historical images on modern London streets. Users point their smartphone cameras at designated locations, and the app uses geolocation data as a marker to display historical photos of that location. This gives users a unique, immersive way to learn about the history of London [11]. The work of “Interactive AR for Tangible Cultural Heritage” [18] describes the development of a marker-based AR system used to bring museum exhibits to life. The system uses custom markers placed near each exhibit, which visitors can scan using a smartphone app. When the app recognizes a marker, it overlays a 3D animation on the exhibit, providing additional context and information.
- Retail and Marketing: Businesses often use AR for marketing products. For example, a furniture catalog might include markers that, when scanned with a smartphone, show what the furniture would look like in the user’s own home [19]. “Virtual Try-On Technology in Retail” work [12] discusses the development and implementation of a marker-based AR system for a virtual dressing room. Using markers placed on clothing items, customers can use a smartphone app to see how the items would look on them.
- Maintenance and Repair: AR can assist in complex repair tasks. For instance, an AR application could use markers on a machine part to overlay step-by-step repair instructions [20]. Currently, there are a lot of technologies that are capable of this, it is possible to use an AR system in order to aid aircraft maintenance technicians [21]. The system uses markers placed on various parts of an aircraft. When a technician points a tablet camera at a marker, the AR application overlays instructions or diagrams that guide the technician through the maintenance process.
3.2. Markerless AR
- AR Navigation Apps: AR navigation apps typically use a combination of GPS, accelerometer, gyroscope, and sometimes compass data from the user’s device to determine the location and orientation in the real world. This data is combined with computer vision techniques to recognize landmarks or features in the environment. For instance, Google’s Live View feature in Google Maps uses machine learning to recognize buildings and landmarks from its Street View data. This combination of data allows the application to accurately overlay directions in the user’s view of the real world [24].
- AR Games: AR games like Pokémon Go use the device’s GPS to determine the player’s location and then spawn digital creatures in the real world at those coordinates. The device’s camera captures the real world, and the game overlays the digital creatures onto this view. The game uses data from the device’s accelerometer and gyroscope to adjust the view and orientation of the digital creatures as the players move their device [22].
- AR Furniture Apps: These apps use computer vision techniques to identify and track flat surfaces in the user’s environment. The process typically involves feature detection and extraction, where key points in the image are identified. These features are then tracked across multiple frames to estimate the motion of the camera and create a 3D representation of the environment. Once a flat surface has been identified, the app can overlay a 3D model of a piece of furniture onto that surface [24].
- AR Social Media Filters: These applications use facial recognition and tracking to overlay digital filters onto users’ faces. The process typically involves first detecting the face in the image, often using machine learning models. Once the face is detected, key facial features such as the eyes, nose, and mouth are identified. The position of these features is then tracked in real-time as the user moves. The digital filter is adjusted based on these movements to ensure it aligns correctly with the user’s face [24].
- AR Maintenance and Repair: These applications can use object recognition to identify specific components in a machine or system. This often involves training a machine learning model on images of the components so it can recognize them in the real world. Once a component is recognized, the application can overlay digital instructions or diagrams onto the component to guide the user through the repair process [25].
3.3. Projection-Based AR
- Lighting Conditions: The visibility and quality of the projections can be significantly affected by the lighting conditions in the environment. Developing projection techniques that can adapt to varying lighting conditions is an active area of research.
- Surface Properties: The color, texture, and shape of the projection surfaces can affect the appearance of the projected images. Future work includes developing algorithms that can account for these surface properties to ensure accurate and consistent projections.
- Tracking and Calibration: Accurate tracking of the user’s viewpoint and the physical objects in the environment is essential for maintaining alignment between the virtual and physical objects. Achieving this in dynamic environments where objects may move is a challenging problem.
3.4. Superimposition-Based AR
- Partial Superimposition: Only parts of the original view are replaced by augmented content. For instance, in an AR application that helps users visualize how new furniture might look in their room, the original room view remains visible, but the furniture is replaced with new models [44].
- Full Superimposition: The entire original view is replaced by augmented content. A well-known example of this is the IKEA AR furniture catalog, where users can see how furniture pieces would look in their homes [44].
3.5. Outlining AR
4. Augmented Reality Devices
4.1. Headsets and Smart Glasses
4.2. Handheld Devices
4.3. Projection-Based Systems
- Projection Keyboards: Devices like the Celluon Epic project a virtual keyboard onto a flat surface, allowing users to type as they would on a physical keyboard. While not AR in the traditional sense, these devices use similar principles of light projection and interaction detection.
- Interactive Projectors: These are advanced systems that can project images onto any surface, turning them into an interactive display. Examples include the Sony Xperia Touch and the Lightform LF1, which can scan the environment to create a 3D map and project interactive AR content.
- AR Sandboxes: These are educational tools that project a topographic map onto a sandbox. As users move the sand around, changing the landscape, a sensor detects the changes and the projector adjusts the map in real-time. While these are often custom-built for educational environments, the principles could be applied in other AR projection systems.
- Industrial AR Systems: Companies like DAQRI and MetaVision have developed projection-based AR systems for industrial applications. These often involve projecting instructions or data onto work surfaces or components.
- Medical Systems: Certain advanced surgical systems use projection-based AR to provide visual guidance during procedures. For example, the VeinViewer system projects an image of a patient’s veins onto their skin, aiding in procedures like blood draws or IV placements.
4.4. Spatial Augmented Reality
- Interactive Projectors: Projectors such as the Lightform LFC Kit and Sony’s Xperia Touch can be used to create SAR experiences. These projectors can scan the environment and allow users to “paint with light,” projecting AR content onto any surface.
- AR Sandboxes: An AR Sandbox is a combination of a physical sandbox, a 3D camera (like a Microsoft Kinect), and a projector. The 3D camera tracks the topography of the sand, and the projector overlays a topographic map and water simulation onto the sand. This is often used in educational contexts to teach geography and geology.
- Projection Mapping Software: Software solutions like TouchDesigner, MadMapper, or HeavyM can be used with standard projectors to create complex projection mappings onto 3D surfaces, which can be used for SAR applications.
- Laser Projectors: Devices like the Bosch GLM 50 C, which is technically a laser distance measurer with Bluetooth, can be used for SAR applications. Its ability to measure distances with a high degree of precision makes it suitable for applications that require precise overlays.
- Projection Keyboards: Devices like the Celluon Epic Projection Keyboard project a virtual keyboard onto a flat surface. Users can “type” on this virtual keyboard, and the device uses infrared sensors to detect the position of the fingers.
4.5. HUD
4.6. AR Contact Lenses
- Google’s Smart Contact Lens Project: In 2014, Google announced a project aimed at creating a contact lens with an integrated glucose sensor for people with diabetes. While not an AR lens, this project demonstrated the potential for integrating technology into a contact lens.
- Innovega’s iOptik system: This system uses contact lenses to create a much larger field of view for AR and VR applications than would be possible with glasses or headsets alone.
- Mojo Vision’s Mojo Lens: This company is developing a contact lens with an integrated display that can provide information like navigation instructions or health data.
5. Literature Review by Domain Area
5.1. Education and Training
- ZooAR: The ZooAR project, developed by researchers at the University of Melbourne, Australia, leverages augmented reality to enhance zoology education. It allows students to interact with virtual 3D models of animals, providing a unique and immersive learning experience. Students can explore the anatomy, behavior, and habitats of various animals through their smartphones or tablets [72].
- ARChem: ARChem is an AR application developed by a team at the University of Bristol, UK. It focuses on teaching chemistry concepts through interactive AR experiences. Students can visualize and manipulate molecular structures in real-time, fostering a deeper understanding of chemical compounds and reactions [73].
- Google Expeditions: Google Expeditions is an AR application designed for educational purposes. It enables teachers to take students on virtual field trips to various locations around the world using AR technology. Students can explore historical sites, natural wonders, and cultural landmarks, enhancing their knowledge and global awareness [74].
5.2. Healthcare and Medical Applications
- AccuVein: AccuVein is a handheld device that uses AR to visualize veins in real-time, making it easier for healthcare providers to insert needles for IV placement and blood draws. It illuminates the skin to show vein structures and improves the accuracy of vein puncture [78].
- ProjectDR: Developed by researchers at the University of Alberta, ProjectDR is an AR system that projects medical imaging data, like computed tomographies and magnetic resonance imaging datasets, onto a patient’s body in real-time. This technology could help surgeons see beneath a patient’s skin without the need for incisions [79].
- HoloAnatomy: Developed by Case Western Reserve University and Cleveland Clinic in collaboration with Microsoft, HoloAnatomy uses Microsoft’s HoloLens AR headset to teach medical students about human anatomy. It allows students to visualize and interact with life-sized 3D models of the human body [80].
5.3. Manufacturing and Industrial Processes
- Tech Live Look: Porsche uses an AR application called “Tech Live Look” that connects dealership technicians with remote experts. These experts can look at a car through the technician’s AR glasses and provide real-time guidance and support, significantly reducing service resolution times [85].
- Vision Picking: DHL has implemented AR in their warehouses to assist workers with “vision picking”. Workers wear smart glasses that display where items are located, the quickest route to them, and where they need to be placed on the cart. This results in increased efficiency and reduced errors [86].
- Siemens: Siemens uses AR to train their workers on Sematic Controller assembly. With AR, the company shows step-by-step instructions directly on their field of view, reducing errors and the time spent on assembling the controllers [87].
5.4. Urban Planning and Smart Cities
- Virtual Zoning and Land Use Modeling: AR can make the process of zoning and land-use planning much more interactive and accessible. Using AR apps, planners and citizens alike can visualize different zoning scenarios on-site, thereby promoting more informed discussions and decisions. For instance, you could point your smartphone at an empty lot and see a digital overlay of a proposed building, complete with height, design, and how it interacts with its surroundings [90].
- Asset Management and Maintenance: Cities have numerous assets like streetlights, water pipes, and public benches that need regular maintenance. AR can help city workers identify and assess the condition of these assets in real time. Maintenance staff can point a device at an asset and receive immediate information on its maintenance history, required repairs, or even step-by-step repair instructions, thereby improving operational efficiency [91].
- Public Transport Navigation: One of the challenges in public transport is navigating complex stations or understanding when the next bus or train will arrive. Augmented reality can improve user experience by providing real-time information through AR glasses or smartphones. For instance, as you enter a subway station, AR could guide you to your platform or even your seat by projecting arrows onto your field of view, while also displaying real-time schedules [92].
5.5. Other Applications
- Video Games: There are more games that implement AR into the gameplay aside from Pokémon Go [22], like “AR Quake”, which is the first game to implement AR [93]. AR games can also be educational. For instance, learning history by scanning a historical marker with your phone to see events unfold on screen [94].
- Retail and Marketing: Nowadays, a lot of retail stores use AR technology not just to inform customers about products but also to enhance customer experience, for example, customers can scan products with their smartphones to get instant access to reviews, tutorials, and other content. Also, stores offer “virtual fitting rooms” where customers can see how clothes, glasses, or makeup would look on them without physically trying them on [12].
- Real State: Instead of physically visiting a property, you can take a virtual tour where AR overlays can provide information about the property, like dimensions, furniture arrangement, etc. Another interesting thing is to see how a property will look after specific changes, such as a different paint color or added furniture, via AR. Real estate developers can use AR to visualize how a construction project will look upon completion [13].
- Sports: Athletes can use AR to analyze and improve their performance by overlaying data like speed, trajectory, and form [95]. In stadiums or at home, fans can use AR through their phones or AR glasses to get real-time statistics, player profiles, and other interactive content. Also, sports brands can use AR to offer virtual try-ons of equipment or apparel [96].
6. Results and Findings
AR Technology | Reference | Commercial Application | Sector | Publication Classification | Hardware | Software | Connectivity | Protocol | TRL |
---|---|---|---|---|---|---|---|---|---|
Marker-Based AR | [12] | Virtual Try-On Technology in Retail | Retail and Marketing | Computer Science | Smartphones/Tablets, Webcams, Depth Cameras, 3D Scanners, Smart Mirrors, Wearables, and AR Headsets | ARCore, ARKit, Vuforia, OpenCV, TensorFlow, PyTorch, Blender, Android Studio, Unity, Unreal Engine, and Google™ Cloud | Wi-Fi, Bluetooth, and Cloud Connectivity | TCP/IP | 8 |
Marker-Based AR | [11] | The Museum of London’s Streetmuseum App | Museums and Exhibits | Computer Science | Smartphones/Tablets, Camera, Accelerometer, Gyroscope, and GPS Sensor | ARCore, ARKit, Xcode, Android Studio, Swift, Kotlin, Amazon™ Web Services, and Mongo DB | Wi-Fi | HTTP/HTTPS | 9 |
Markerless AR | [24] | Google’s™ Live View | AR Navigation | Computer Science | Smartphones/Tablets, Camera, Accelerometer, Gyroscope, and GPS Sensor | Google™ Maps, Android, iOS, Location APIs, Camera APIs, ARCore, and ARKit | Wi-Fi | HTTP/HTTPS, and NMEA 0183 | 9 |
Markerkless AR | [22] | Pokémon™ Go | AR Games | Computer Science | Smartphones, Gyroscope GPS Receiver, Camera, and Accelerometer | Niantic™ Real Word Pokémon™, Kotlin, Swift, Objective-C, ARKit, ARCore, Adobe™ Photoshop, Trello | Wi-Fi/Mobile Data | TCP/IP | 9 |
Markerless AR | [23] | Instagram™ Filters | AR Social Media Filters | Computer Science | Smartphones, and Cameras | Adobe™ Photoshop, GIMP, Autodesk™ Maya, Blender, Unity Shader Graph, Unreal Engine Material Editor, Visual Studio Code, PyCharm, OpenCV, TensorFlow, PyTorch, Git, and Mercurial | APIs, Server, and Cloud Connectivity | HTTP/HTTPS | 9 |
Markerless AR | [13] | Outdoor Augmented Reality Mobile Application Using Markerless Tracking | Urban Planning | Computer Science | Smartphones/Tablets, IMU, Cameras, LiDAR, Depth Sensors, ToF Sensors, and Qualcomm™ Snapdragon | OpenCV, ARCore, ARKit, Unity 3D, Unreal Engine, TensorFlow, PyTorch, Caffe, Xcode, Java, C++ | Mobile Data, Bluethoot | TCP, GSM, GAP | 6 |
Projection Based AR | [14] | The Virtual Mirror | Healthcare and Medical | Computer Science | Display Device, Cameras, and ToF Sensors | ARCore, ARKit, APIs, Unity 3D, Vuforia, OpenCV, Apple’s™ SceneKit, SfM, SLAM, Backend, and Cloud Integration | HIPAA Compliance | DICOM, HL7 | 6 |
Markerless AR | [72] | ZooAR | Education | Computer Science | Smartphones/Tablets, Camera, AR Glasses/Headsets, Accelerometer, Gyroscope, GPS, Proximity Sensor, and Ambient Light Sensor | Unity, ARCore, ARKit, Blender, and JetBrains | Wi-Fi/Mobile Data, GPS/Location Services, and NFC | UDP | 8 |
Markerless AR | [72] | ARChem | Education | Computer Science | Cameras, Accelerometer, Gyroscope, Magnometer, and Depth Sensor | ARCore, ARKit, Unity Engine, C#, AutoCAD, SolidWorks, Unity Physics, NVIDIA PhysX, Bleder, and Maya | Wi-Fi, Cloud Service, and Real-Time Communication | HTTP/HTTPS, TCP/IP, and WebSockets | 6 |
Markerless AR | [74] | Google™ Expeditions | Education | Computer Science | Smartphones/Tablets, Google’s™ Daydream View, and Google™ Cardboard (another VR compatible headsets) | Java, Daydream, Cardboard, ARCore, and Unity | Wi-Fi | HTTP/HTTPS, TCP/Ip, and WebRTC | 9 |
7. Discussion
7.1. Application Challenges and Limitations
7.2. Technological Advancements and Emerging Trends in Augmented Reality
7.3. Contribution Benefits and Implications
7.4. Ethical Considerations Using AR
- User Privacy and Data Security: The use of AR often necessitates the collection and processing of large amounts of data, including user behavior and sometimes even biometric data. While this data can enhance the AR experience, it also poses significant risks concerning user privacy and data security. Ensuring that data collection is transparent and consensual and that the data is securely stored and processed, is paramount to maintaining user trust.
- Informed Consent: AR applications in sensitive sectors like healthcare and education must ensure informed consent, particularly when overlaying AR elements in real-world environments. The users should be fully aware of how the technology will interact with their data and environment and should have the ability to opt-in or opt-out as they see fit.
- Social Inequality: The cost of AR technology and its implementation could exacerbate existing social inequalities. High-quality AR experiences may require expensive hardware or subscription services, potentially limiting access to privileged demographics and widening the digital divide.
- Psychological Impact and Health: The immersive nature of AR can have psychological implications. Long-term exposure to AR environments might contribute to a distorted sense of reality or social isolation. Health concerns such as eye strain, motion sickness, and the ergonomics of using AR for extended periods are also important considerations.
- Content Authenticity: With the increasing capabilities of AR to alter real-world environments with superimposed digital elements, questions about the authenticity and manipulation of information arise. This poses ethical challenges, especially in the realms of journalism, legal evidence, and academic research, where manipulated AR content could misrepresent facts.
- Societal and Cultural Sensitivity: As AR applications often integrate digital elements into real-world contexts, they must be developed with sensitivity to cultural, historical, and social issues. Failure to do so could lead to cultural appropriation or the inadvertent propagation of stereotypes and biases.
- Environmental Impact: The energy requirements of sophisticated AR systems can be substantial, particularly when applied on a large scale. As with any technology reliant on computing power, the environmental footprint of AR systems is an ethical consideration that warrants attention.
- Regulatory Frameworks and Industry Standards: While existing ethical guidelines and regulatory standards offer some structure for responsible AR development, they often fall short in addressing the technology’s unique challenges. General standards like ISO for quality and safety, as well as ACM’s ethical code, provide a broad ethical baseline. In some sectors, such as healthcare, specialized rules like HIPAA offer additional layers of data protection. Despite these measures, there remains a need for a comprehensive ethical framework tailored to AR’s unique demands. Initiatives like IEEE’s P1589, aimed at standardizing augmented reality in educational experiences, show progress but still lack widespread acceptance.
- Regulatory Oversight: Lastly, the fast-paced evolution of AR technology may outstrip the speed at which regulations can adapt. Ethical adoption and integration of AR will require multi-stakeholder governance, involving not only technologists but also ethicists, policymakers, and representatives from the populations that will be most affected by these technologies.
7.5. Research Questions
8. Conclusions
- Advanced Rendering and Tracking Techniques: As AR experiences become more sophisticated, refining rendering techniques for highly detailed and realistic virtual objects will be crucial. Innovations in tracking mechanisms, encompassing not only spatial but also temporal and semantic understanding, will create more fluid interactions between the physical and virtual realms. Exploring novel methods such as foveated rendering and voxel-based tracking can enhance the visual fidelity and precision of AR overlays.
- 5G and Edge Computing Integration: The impending rollout of 5G networks offers a transformative opportunity for AR by enabling high-speed, low-latency communication. Research should delve into optimizing AR applications to harness the full potential of 5G, while also exploring the role of edge computing in reducing latency and enhancing real-time interactions.
- IoT Data Processing and AI-driven Insights: The synergy between AR and the Internet of Things (IoT) holds immense promise. Integrating AR with AI-driven data processing and analysis can yield actionable insights from the wealth of IoT-generated information. Researchers should investigate methods to seamlessly fuse contextual IoT data with AR environments, enriching user experiences and enabling data-driven decision-making.
- Interoperability and Standards Development: One of the critical challenges in the AR landscape is the absence of universal standards, which impedes seamless collaboration across platforms and devices. Future research should focus on establishing interoperability protocols that facilitate the exchange of AR content, ensuring consistent experiences across different ecosystems.
- User Interface Innovations: Enhancing user interfaces for AR interactions remains a priority. Novel interaction paradigms, including gesture recognition, voice commands, and even brain-computer interfaces, can offer more intuitive and natural ways to engage with AR environments. Research in this direction will redefine user experiences and make AR more accessible.
- Cloud-AR Integration: Investigating the integration of cloud computing with AR holds the potential to offload intensive computational tasks, thereby expanding the capabilities of AR devices with limited resources. This can lead to seamless collaboration, content sharing, and computation-intensive applications without straining local devices.
- Ethical and Societal Implications: With the integration of AR into everyday life, it becomes imperative to address ethical considerations. Future research should explore the implications of prolonged AR usage on mental health, privacy concerns arising from pervasive data collection, and potential biases in AR systems to ensure responsible and inclusive technology deployment.
- Cross-Disciplinary Collaborations: The multifaceted nature of AR’s applications necessitates collaborative efforts across domains. Encouraging interdisciplinary research between computer science, psychology, design, urban planning, and more will foster novel insights and holistic solutions for the complex challenges that AR presents.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
ACM | Association for Computing Machinery |
AI | Artificial Intelligence |
AR | Augmented Reality |
AV | Autonomous Vehicle |
CAGR | Compound Annual Growth Rate |
CNN | Convolutional Neural Networks |
FoV | Field of View |
GAN | Generative Adversarial Network |
GIS | Geographic Information Systems |
HUD | Head-Up Displays |
IoT | Internet of Things |
ISO | International Organization for Standardization |
LiDAR | Light Detection and Ranging |
MR | Mixed Reality |
NFT | Natural Feature Tracking |
RQ | Research Question |
SAR | Spatial Augmented Reality |
SLR | Systematic Literature Review |
SoA | State of Art |
SQ | Sub-Question |
SRL | Societal Readiness Levels |
TRL | Technology Readiness Levels |
VR | Virtual Reality |
XR | Extended Reality |
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1. Title OR abstract OR keywords Scopus filter selected | Scopus will show papers that have the search terms in the title, abstract or keywords |
2. Criteria for paper selection in each group of search terms | The search results are ordered from most cited to least cited, in other words, most cited papers have priority to be read. |
3. First group of terms searched | The search terms are: ”Augmented reality” AND ”mobile application” AND applications AND systems |
4. First group of terms selection | 21 papers were selected for this group of terms with the highest H-index value and more related content (Most cited paper: 462 cites with H-index of 21). |
5. Second group of terms searched | The search terms are: ”AV” AND ”Augmented reality” |
6. Second group of terms selection | 25 papers were selected for this group of terms with the highest H-index value and more related content (Most cited paper: 3078 cites with H-index of 106). |
7. Third group of terms searched | The search terms are: ”Extended reality” AND applications AND systems |
8. Third group of terms selection | 20 papers were selected for this group of terms with the highest H-index value and more related content (Most cited paper: 1626 cites with H-index of 42). |
9. Fourth group of terms searched | The search terms are: ”System monitoring” AND ”Augmented reality” |
10. Fourth group of terms selection | 4 papers were selected for this group of terms with the highest H-index value and more related content (Most cited paper: 7 cites with H-index of 3). |
11. Fifth group of terms searched | The search terms are: ”Virtual reality” AND applications AND systems |
12. Fifth group of terms selection | 30 papers were selected for this group of terms with the highest H-index value and more related content (Most cited paper: 4893 cites with H-index of 87). |
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Mendoza-Ramírez, C.E.; Tudon-Martinez, J.C.; Félix-Herrán, L.C.; Lozoya-Santos, J.d.J.; Vargas-Martínez, A. Augmented Reality: Survey. Appl. Sci. 2023, 13, 10491. https://doi.org/10.3390/app131810491
Mendoza-Ramírez CE, Tudon-Martinez JC, Félix-Herrán LC, Lozoya-Santos JdJ, Vargas-Martínez A. Augmented Reality: Survey. Applied Sciences. 2023; 13(18):10491. https://doi.org/10.3390/app131810491
Chicago/Turabian StyleMendoza-Ramírez, Carlos E., Juan C. Tudon-Martinez, Luis C. Félix-Herrán, Jorge de J. Lozoya-Santos, and Adriana Vargas-Martínez. 2023. "Augmented Reality: Survey" Applied Sciences 13, no. 18: 10491. https://doi.org/10.3390/app131810491
APA StyleMendoza-Ramírez, C. E., Tudon-Martinez, J. C., Félix-Herrán, L. C., Lozoya-Santos, J. d. J., & Vargas-Martínez, A. (2023). Augmented Reality: Survey. Applied Sciences, 13(18), 10491. https://doi.org/10.3390/app131810491