References
[1] Zhao, Zhonghua. “Digital Protection Method of Intangible Cultural Heritage Based on Augmented Reality Technology.” 2017 International Conference on Robots & Intelligent System (ICRIS), 2017, pp. 135–138.
[2] Milgram P, Kishino F. A taxonomy of mixed reality visual displays[J]. lEICE TRANSACTIONS on Information and Systems, 1994, 77(12): 1321-1329.
[3] Yu Riji. Research on Digital Development of Intangible Cultural Heritage Based on AR Technology [D]. Wuhan University: Yu Ri Ji, 2014.
[4] KAVE: Building Kinect Based CAVE Automatic Virtual Environments, Methods for Surround-Screen Projection Management, Motion Parallax and Full-Body Interaction Support
[5] Remondino, F., & El-Hakim, S. (2006). IMAGE-BASED 3D MODELLING: A REVIEW. Photogrammetric Record, 21(115), 269–291.
[6] Brown, M., & Lowe, D. G. (2007). Automatic Panoramic Image Stitching using Invariant Features. International Journal of Computer Vision, 74(1), 59–73.
[7] Uyttendaele, M., Eden, A., & Skeliski, R. (2001). Eliminating ghosting and exposure artifacts in image mosaics. In Proceedings of the 2001 IEEE Computer Society Conference on Computer Vision and Pattern Recognition. CVPR 2001 (Vol. 2, pp. 509–516).
[8] Blundell, B. G., Schwarz, A. J., & Horrell, D. K. (1994). Cathode ray sphere: a prototype system to display volumetric three-dimensional images. Optical Engineering, 33(1), 180–186.
[9] Phil, K. J., Sik, K. D., & Gun, K. S. (2006). Volumetric 3d display system using multi-layer organic light emitting device.
[10]Favalora, G. E., Dorval, R. K., Hall, D. M., Giovinco, M., & Napoli, J. (2001). Volumetric three-dimensional display system with rasterization hardware. In Stereoscopic Displays and Virtual Reality Systems VIII (Vol. 4297, pp. 227–235).
[11] Ohn, M. G. R., Lokki, T., & Takala, T. (2005). Comparison of Auditory , Visual , and Audiovisual Navigation in a 3D Space, 2(4), 564–570.
[12]Walker, B. N., & Lindsay, J. (2006). Navigation performance with a virtual auditory display: effects of beacon sound, capture radius, and practice. Human Factors, 48(2), 265–278.
[13]Broderick, J., Duggan, J., & Redfern, S. (2018). The Importance of Spatial Audio in Modern Games and Virtual Environments. In 2018 IEEE Games, Entertainment, Media Conference (GEM) (pp. 1–9).
[14]Bullinger H J, Richter M, Seidel K A. Virtual assembly planning[J]. Human Factors and Ergonomics in Manufacturing & Service Industries, 2000, 10(3): 331-341.
[15]KATSIGIANNIS S, WILLIS R, RAMZAN N. A QoE and simulator sickness evaluation of a smartexercise-bike virtual reality system via user feedback and physiological signals[J]. IEEE Transactions on Consumer Electronics, 2019, 65(1): 119-127.
[16]Sun, Y., Chen, Z., Tao, M., & Liu, H. (2019). Communications, Caching, and Computing for Mobile Virtual Reality: Modeling and Tradeoff. IEEE Transactions on Communications, 67(11), 7573–7586.
[17]Gandy, M., & MacIntyre, B. (2014). Designer’s augmented reality toolkit, ten years later: implications for new media authoring tools. In Proceedings of the 27th annual ACM symposium on User interface software and technology (pp. 627–636).
[18]Khan, D., Ullah, S., Yan, D.-M., Rabbi, I., Richard, P., Hoang, T., … Zhang, X. (2018). Robust Tracking Through the Design of High Quality Fiducial Markers: An Optimization Tool for ARToolKit. IEEE Access, 6(1), 22421–22433.
[19]Zhang, Z., Weng, D., Jiang, H., Liu, Y., & Wang, Y. (2018). Inverse Augmented Reality: A Virtual Agent’s Perspective. In 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (pp. 154–157).