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Integrating Virtual and Physical Context to Support Knowledge Workers.

, , , and . IEEE Pervasive Computing, 1 (3): 73-79 (2002)

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Enveloping users and computers in a collaborative 3D augmented reality., , , , and . IWAR, page 35-44. IEEE Computer Society, (1999)A non-photorealistic rendering framework with temporal coherence for augmented reality., , and . ISMAR, page 151-160. IEEE Computer Society, (2012)OSGAR: A Scene Graph with Uncertain Transformations., , and . ISMAR, page 6-15. IEEE Computer Society, (2004)Wizard of Oz support throughout an iterative design process., , , , , and . IEEE Pervasive Computing, 4 (4): 18-26 (2005)Automatic Partitioning: Prototyping Ubiquitous-Computing Applications., , , , , and . IEEE Pervasive Computing, 3 (3): 40-47 (2004)Integrating Virtual and Physical Context to Support Knowledge Workers., , , and . IEEE Pervasive Computing, 1 (3): 73-79 (2002)Guest Editors' Introduction: Moving Mixed Reality into the Real World., and . IEEE Computer Graphics and Applications, 25 (6): 22-23 (2005)Media studies, mobile augmented reality, and interaction design., , and . Interactions, 20 (1): 36-45 (2013)An Evaluation of Graphical Context as a Means for Ameliorating the Effects of Registration Error., , and . IEEE Trans. Vis. Comput. Graph., 15 (2): 179-192 (2009)Comparing Children's Crosshair and Finger Interactions in Handheld Augmented Reality: Relationships Between Usability and Child Development., , and . IDC, page 288-298. ACM, (2016)