| Acknowledgments | p. xi |
| About the Authors | p. xiii |
| Foreword | p. xv |
| What is Augmented Reality? | p. 1 |
| The Definition of Augmented Reality | p. 1 |
| What AR is Not | p. 4 |
| The Components of Augmented Reality | p. 4 |
| Augmented Reality Platforms | p. 5 |
| A Brief History of Augmented Reality | p. 7 |
| Augmented Reality Today: 2012 | p. 14 |
| Advertising | p. 14 |
| Task Support | p. 14 |
| Navigation | p. 15 |
| Home and Industrial | p. 15 |
| Art | p. 16 |
| Sightseeing | p. 17 |
| Entertainment and Games | p. 17 |
| Social Networking | p. 19 |
| Education | p. 19 |
| Translation | p. 20 |
| The Differences Between Augmented Reality, and Virtual Reality | p. 20 |
| What is Virtual Reality? | p. 21 |
| The Difference Between AR and QR Codes | p. 22 |
| Challenges with AR | p. 23 |
| Technical Challenges of Augmented Reality | p. 23 |
| Social Challenges of Augmented Reality | p. 24 |
| The Opportunities for Augmented Reality | p. 27 |
| Summary | p. 27 |
| The Types of Augmented Reality | p. 29 |
| How Augmented Reality Works | p. 29 |
| AR Systems and Functionality | p. 30 |
| AR Functions | p. 30 |
| The Augmented Perception of Reality | p. 30 |
| The Creation of an Artificial Environment | p. 30 |
| The Basic Process of Augmenting Reality | p. 32 |
| Augmented Reality Methods | p. 36 |
| Pattern | p. 37 |
| Outline | p. 37 |
| Location | p. 38 |
| Surface | p. 40 |
| AR Display Technology | p. 41 |
| Mobile Handheld Displays | p. 42 |
| Video Spatial Displays and Spatial Augmented Reality | p. 42 |
| Wearable Displays | p. 44 |
| Interaction in AR Applications | p. 46 |
| Tangible User Interface | p. 46 |
| Collaborative AR Interface | p. 48 |
| Hybrid AR Interface | p. 48 |
| Multimodal AR Interfaces | p. 49 |
| Summary | p. 50 |
| The Value of Augmented Reality | p. 51 |
| The Next User Interface | p. 51 |
| The Command Line Interface: The First Dimension | p. 51 |
| The Graphical User Interface: The Second Dimension | p. 51 |
| Augmented Reality: The Third Dimension | p. 53 |
| Advancing Computer Interfaces | p. 54 |
| The Uses of Augmented Reality | p. 58 |
| Sports, Gaming, and Entertainment | p. 58 |
| Sports | p. 59 |
| Gaming | p. 59 |
| AR and Virtual Worlds | p. 65 |
| AR and Social Networking | p. 68 |
| Movies | p. 71 |
| Augmented Television | p. 74 |
| Travel | p. 75 |
| Education | p. 78 |
| Augmented Reality Books | p. 79 |
| Collaborative Learning | p. 80 |
| Maintenance and Repair | p. 81 |
| Augmented Manuals | p. 82 |
| Medicine | p. 83 |
| Business and Commerce | p. 87 |
| Advertising, Public Relations, and Marketing | p. 88 |
| Retail and Shopping | p. 91 |
| Augmented Reality Windshields | p. 93 |
| Summary | p. 95 |
| The Value of Augmented Reality: Public Safety, The Military, and The Law | p. 97 |
| Public Safety, The Military, and The Law | p. 97 |
| AR and Law Enforcement | p. 98 |
| Drone Technology and AR | p. 99 |
| Collaborative Crime Scene Investigation | p. 99 |
| AR for Firefighters | p. 100 |
| AR and The Military | p. 101 |
| Information Dominance | p. 102 |
| AR Satellite Finder | p. 104 |
| AR Flight Tracker | p. 104 |
| AR Ship Finder | p. 105 |
| Augmented Reality and The Law | p. 106 |
| Regulatory Requirements | p. 106 |
| Negligence | p. 107 |
| Copyright | p. 107 |
| Privacy | p. 108 |
| Discovery | p. 108 |
| Summary | p. 109 |
| Innovators and Organizations | p. 111 |
| Introduction | p. 111 |
| Dr. Steven Feiner | p. 111 |
| Ori Inbar | p. 115 |
| Tish Shute | p. 117 |
| Chris Grayson | p. 119 |
| Helen Papagiannis | p. 121 |
| Companies Specializing in AR | p. 123 |
| Total Immersion | p. 123 |
| Google X | p. 123 |
| Gravity Jack | p. 124 |
| ARToolkit | p. 125 |
| Metaio | p. 126 |
| Tunaio | p. 126 |
| Layar | p. 126 |
| AR Tools | p. 127 |
| AR Blogs | p. 127 |
| Summary | p. 128 |
| Visions of the Future | p. 129 |
| Introduction | p. 129 |
| The Fifth K-Wave | p. 129 |
| The Big Trends | p. 130 |
| Generation C: The Connected Generation | p. 130 |
| The Evolving University | p. 131 |
| Video Games: A Learning Tool | p. 133 |
| Technical Trends | p. 134 |
| The Internet of Things | p. 134 |
| The Expanding Video Game Market | p. 135 |
| Augmented Reality Enhancers | p. 136 |
| Future Concepts for Augmented Reality | p. 137 |
| AR Contact Lenses | p. 137 |
| Biomimicry and Bionic Eyes | p. 138 |
| Conclusions | p. 142 |
| Glossary | p. 143 |
| References | p. 151 |
| Index | p. 155 |
| Table of Contents provided by Ingram. All Rights Reserved. |