ARSpectator: Exploring Augmented Reality for Sport Events
Author:
Affiliation:
1. University of Otago, New Zealand
2. University of Otago
3. Otago University
Publisher
ACM Press
Reference9 articles.
1. L. Baker, S. Zollmann, S. Mills, and T. Langlotz. 2018. Softposit for Augmented Reality in Complex Environments: Limitations and Challenges. In 2018 International Conference on Image and Vision Computing New Zealand (IVCNZ). 1–6. https://doi.org/10.1109/IVCNZ.2018.8634761
2. Naho Inamoto and Hideo Saito. 2003. Immersive evaluation of virtualized soccer match at real stadium model. In Proceedings - 2nd IEEE and ACM International Symposium on Mixed and Augmented Reality, ISMAR 2003. https://doi.org/10.1109/ISMAR.2003.1240702
3. Takayoshi Koyama, Itaru Kitahara, and Yuichi Ohta. 2003. Live mixed-reality 3D video in soccer stadium. In Proceedings - 2nd IEEE and ACM International Symposium on Mixed and Augmented Reality, ISMAR 2003. https://doi.org/10.1109/ISMAR.2003.1240701
4. Raul Mur-Artal and Juan D. Tardos. 2017. ORB-SLAM2: An Open-Source SLAM System for Monocular, Stereo, and RGB-D Cameras. IEEE Transactions on Robotics(2017). https://doi.org/10.1109/TRO.2017.2705103
5. Ryan Rogers, Keith Strudler, Avery Decker, and Anna Grazulis. 2017. Can Augmented-Reality Technology Augment the Fan Experience?: A Model of Enjoyment for Sports Spectators. Journal of Sports Media 12, 2 (2017), 25–44.
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