Augmented Reality
Also known as AR
Latest papers
18 papers3 papers in the last four weeks, with none the four weeks before. 0.0% of all new papers.
Spatial augmented reality (SAR) augments physical environments with projected content, but most systems assume that the projector pose, target region, or motion path has been fixed or specified. We instead make projected light an embodied action: given a language instruction and current visual observations, a system must decide how to move and where and at what scale to place the projection. We introduce LICOA to realize this capability. Its differential-drive chassis provides room-scale approach and repositioning, while a steerable mirror with two degrees of freedom (2DoF) and projection scale provide rapid local control of the beam. A shared interface maps synchronized external and onboard RGB cameras with robot control state to physical optical actions across pretrained action models. Because instruction-conditioned optical action lacks dedicated training data and a common evaluation protocol, we construct a matched simulation embodiment and a corpus with 150 tasks and 7,500 rendered episodes, then evaluate models trained only on this corpus in previously unseen real-world environments. Across 480 complete closed-loop real-world execution trials (rollouts) on 12 tasks, the best adapted action model achieves a 57.50% success rate and 40.64% success weighted by path length, compared with 8.33% and 5.15% for the same architecture trained from scratch. A further 150 real-world ablation rollouts support the need for both camera views and coordinated control of the chassis and mirror. These results establish a physical platform, shared perception and optical action interface, corpus, and real-world evaluation protocol for treating projected light as an embodied action.
Harnessing Vision-Language Models for Perceptual Quality Assessment and Autonomous Content Adjustment in Augmented Reality
Advancements in augmented reality (AR) continue to foster innovative solutions, facilitating novel methodologies within educational systems, healthcare delivery, and risk-mitigation protocols. However, optimizing for end-user immersion and comfort remains challenging, as AR head-mounted displays contend with constrained scene geometry, spatial jitter, and temporal instability. User studies are the standard AR evaluation method for visual quality, but their cost, diminishing scalability, and inflexibility pose bottlenecks during iterative application design. To address this problem, we present an automated framework for AR content evaluation and refinement, built on vision-language models (VLMs), to evaluate and predict the visual fidelity of AR scenes as perceived by users. First, we introduce RateAR, a benchmark of AR images and videos collected across diverse scenes and environmental conditions, with good-to-excellent reliability (ICC(2,5) >= .90) across perceptual factors, including object placement, scale, and shadow consistency. Subsequently, we evaluate eleven commercial VLMs on the crafted benchmark. Results support that VLM-based quality predictions strongly correlate with human subjective judgments, achieving Spearman's rank-order correlations of up to 0.8695. An ablation study further suggests that, compared to other prompting strategies, our contextual prompting yields better alignment with human ratings while balancing introduced complexity cues. Building on these findings, we construct an automated AR content adjustment system and conduct a 21-participant user study. More than 90% of participants found that the system improved placement and size coherence of virtual content.
Generative Tutorial: Towards Live Contextualized Visual Instructions for Physical Tasks
Visual instructions for physical tasks are typically authored in one context and followed in another, requiring users to translate demonstrated tools, materials, and spatial relationships into their own environment. We introduce Generative Tutorial, a conceptual framework for live visual instruction that depicts intended outcomes and actions within the user's environment and task flow. A formative evaluation of state-of-the-art image and video generation identifies failures and potential benefits across 15 physical tasks. Drawing on these findings, we build an augmented-reality prototype system that proactively generates goal images and demonstration videos using observed workspace context and predicted visual outcomes of preceding actions. A 24-participant lab study found higher task performance quality, greater perceived workspace correspondence, and shorter step-confirmation intervals with the system than with pre-authored guidance. Qualitative findings highlighted how contextual resemblance shapes trust, how generation errors affect interpretation, and how guidance delivery should adapt to users' needs, informing future designs.
Real-Time Visual Obstruction Detection in Surgical Augmented Reality
Surgical augmented reality (AR) can provide contextual guidance by overlaying virtual annotations, tool cues, and procedural information onto the surgical workspace. However, the virtual content may obstruct task-relevant real-world information, such as surgical instruments, and interfere with users' perception during time-sensitive surgical tasks. In this paper, we investigate visual obstruction detection for surgical AR and present a latency-aware pipeline that combines vision-language model (VLM)-based surgical-object recognition with segmentation-based obstruction reasoning. To reduce inference overhead, the system adopts a cascaded small-to-large VLM architecture with segmentation-guided early exiting and attention-based visual token pruning. The small VLM handles easy frames when its key-object prediction is supported by segmentation consistency, while difficult frames are forwarded to a large VLM with pruned visual tokens. We construct a pseudo-AR surgical obstruction detection benchmark by overlaying virtual content onto surgical-tool images and labeling whether the virtual content obstructs task-relevant instruments. Evaluation results show that the proposed system achieves 87.43% obstruction detection accuracy with an average end-to-end latency of 479 ms, reducing latency by 62.90% compared with a cloud large-model baseline. These results demonstrate the feasibility of latency-aware obstruction detection for surgical AR and motivate future work on dynamic surgical videos, multi-object scenes, and clinically grounded AR guidance content.
SHARE: Towards Head-Mounted AR with User-Centric SLAM in Shared Human-Robot Workspaces
Human-Robot Collaboration (HRC) in shared physical spaces using Augmented Reality (AR) interfaces is powered by Simultaneous Localization and Mapping (SLAM). Existing multi-agent SLAM systems rely on an edge server to combine visual findings of multiple resource-constrained agents, perform computation, and schedule updates to their local maps. However, the edge treats all agents uniformly and ignores the fundamentally different latency requirements of heterogeneous HRC agents: robots and head-mounted AR users. This uniform resource allocation often results in high lag for user manipulation, as it does not meet the stringent latency requirements of AR. In this work, we design, implement, and evaluate SHARE, a user-centric SLAM system that strategically prioritizes AR user experience while maintaining accurate tracking performance for robots. SHARE builds a first-of-its-kind experience model for HRC agents and adaptively adjusts transmission priorities to match it. To reduce end-to-end latency, SHARE leverages the redundancy of visual features acquired by agents in shared human-robot workspaces to reduce computation time induced by edge-based processing. Real-world deployment with commercial AR headsets and a ground robot achieves 13.22 ms average latency for AR users (43.3% reduction from baseline) while maintaining sub-2-centimeter tracking accuracy. User studies further reveal statistically significant improvements in user perception.
Marker-free deformable registration and fusion for augmented reality-guided positive margin localization during tumor resection surgery
Positive margins in head and neck oncologic surgery require mapping specimen-side pathology findings to the patient resection bed. This is challenging because pathologists identify the positive margin on slices of the resected, deformed specimen, while surgeons must relocate the corresponding site on the resection bed using only verbal descriptions and no visual guidance. We present a marker-free augmented reality (AR) workflow for mapping a margin label from a three-dimensional specimen scan to the resection bed. The method combines contour-constrained deformation, residual alignment to a depth scan, surface-based fusion to a head-mounted display, and target projection onto the reconstructed bed. Bead-suture correspondences estimate specimen deformation, whereas patient-to-display fusion does not require external fiducial markers. Following formative experiments, five residents and surgeons performed cadaveric cheek and scalp re-resection tasks under verbal guidance, verbal guidance with specimen examination, and AR guidance. Deformation target errors were mm for the cheek and mm for the scalp; residual specimen-to-bed distances were mm and mm, respectively. Fusion error did not differ significantly between marker-free and marker-based methods on either cadaver; overall marker-free fusion error was mm. End-to-end margin localization error decreased from mm with verbal guidance and mm with specimen examination to mm with AR guidance (). Online fusion required s. These results demonstrate effective marker-free AR guidance for positive-margin localization and support more precise tumor resection.
TCG-AR: Real-Time Multi-View Augmented Reality for Trading Card Game Streaming
Trading card games are increasingly played and broadcast online, yet live streams remain mostly limited to flat top-down footage of the playing area. Augmenting such streams with virtual models of the played cards would improve the viewing experience, but most existing systems rely on instrumented playing surfaces and embedded chips, which are costly and impractical for casual players and large-scale events. In this work, we present TCG-AR, a novel real-time pipeline that augments trading card games using ordinary RGB cameras alone, without any physical markers or specialized hardware. Our pipeline detects, orients, and identifies the cards on the board, renders virtual content onto each card across all views, and can additionally compose a broadcaststyle view that summarizes the game state for spectators, streaming the augmented feeds to standard broadcasting software such as OBS. To train the detection, orientation, and identification models without manual labeling, we introduce an automatic procedure that generates annotated synthetic training data from a reference set of card images. Then, we evaluate several trained models on a new manually annotated dataset with real images, analyzing performance and runtime throughput that determine real-world usability. Overall, by relying only on commodity cameras and hardware, and by open-sourcing all code, models, and datasets, this work aims to serve as a reference for real-time trading card recognition and to make real-time augmented-reality streaming accessible to the broader community of players and streamers.
ARTOO-DARTU: Studying AR-HRC With AR Obstruction Mitigation During a Warehouse Task
Human-robot collaboration (HRC) often requires robot intentions and internal states to be conveyed to users for task efficiency and safety. Recently, augmented reality (AR) situated analytics provide such real-time robot feedback in HRC contexts. However, AR situated analytics can obstruct important real-world elements, posing safety and usability risks, especially when content is dynamically positioned relative to movements of mobile robots in a warehouse HRC scenario. In this paper, we introduce the Augmented Reality Technique Of Obstruction Deterrence while Aiding Robotic Teaming for Users (ARTOO-DARTU), an AR system tailored specifically for warehouse HRC that enables real-time robot situated analytics and control while preserving visibility of the real world through an obstruction detection and mitigation pipeline (ODM) that is uniquely suited for AR-HRC. To evaluate ARTOO-DARTU, we developed Pocket MonstARs, a controlled gamified abstraction of HRC warehouse inventory picking in which virtual monsters serve as proxies for pick targets, while labeled and object-marked boxes preserve the real-world identification demands of the picking task. In a 34-participant user study, we found that our designed AR situated analytics yielded a 46% increase in efficiency on the overall HRC task, but only when the ODM was active. Participants with the ODM active were also 61% faster on subtasks requiring visibility of the real world. Our findings demonstrate that, when paired with our developed ODM to prevent real-world obstructions, the situated analytics in ARTOO-DARTU can significantly enhance efficiency and user experience in AR-HRC warehouse scenarios.
fARfetch: Enabling Collocated AR-HRC in Large Visually Diverse Environments with VLM-Driven AR Content Adaptation
Augmented Reality (AR) can improve collocated human-robot collaboration by making robot state and intent visible and enabling intuitive control, yet large, visually diverse environments like the outdoors challenge both interaction and content legibility, especially at long distances and beyond visual line of sight. We present fARfetch, an AR-HRC system that integrates (i) shared semantic environment mapping across an AR headset and robot that visualizes detected landmarks in AR to support landmark-grounded go-to commands, (ii) a context-aware world-in-miniature representation of the shared environment for fine-grained path authoring, and (iii) vision-language-model driven AR view management that jointly adapts virtual content color, size, and orientation to maintain legibility in large visually diverse environments. We implement fARfetch with a Meta Quest 3 headset and Unitree Go2 quadruped robot, and conduct a within-subjects user study (N=13) on a real-world large-scale (30.5m) outdoor inspection task. fARfetch yielded significantly faster completion times than a non-AR baseline (66%) and significantly lower workload in mental demand (-43%), temporal demand (-34%), and frustration (-66%). A custom legibility survey indicated fARfetch effectively maintained virtual content legibility in the large outdoor environment.
Impact of Hand Impairment and Occlusions on Hand Pose Estimation Accuracy in Augmented Reality Applications
Mixed reality applications can be designed for hand rehabilitation. Augmented reality (AR) head mounted displays (HMDs) specifically allow for ecologically valid tasks because individuals can see their real environment and interact with real objects while receiving additional cues on the HMD. While these applications rely on accurate hand pose estimation, there is a gap in investigating the influence of hand impairment or occlusion from real-object interactions on pose estimation accuracy. Further, comparisons between AR HMD predictions and state-of-the-art pose estimation methods have not been established. The current study assessed pose estimation accuracy of the HoloLens 2 HMD and state-of-the-art pose estimation algorithms (WiLoR, HaMeR, WildHands, and MediaPipe) while individuals with cervical spinal cord injury (cSCI; n = 13, Neurological Level of Injury: C3-C6; American Spinal Injury Association Impairment Scale: A-D) and 15 uninjured controls interacted with clear and opaque objects. Ground truth estimates of 3D joint positions were generated via triangulation from a multi-camera setup. Pose estimation accuracy did not differ between the cSCI and uninjured control groups suggesting that 3D joint predictions from the HoloLens 2 and pose estimation algorithms can generalize to populations with hand impairment. Further, clear objects provided a small accuracy advantage over opaque objects (0.1 mm) and predictions from both WiLoR and HaMeR were slightly more accurate than the HoloLens 2 (2 mm). Overall, these results suggest that the HoloLens 2 may be viable for hand rehabilitation applications and the dataset generated can be used to refine pose estimation methods for hand-impaired populations.
Benchmarking Vision-Language Models under Contradictory Virtual Content Attacks in Augmented Reality
Augmented reality (AR) has rapidly expanded over the past decade. As AR becomes increasingly integrated into daily life, its security and reliability emerge as critical challenges. Among various threats, contradictory virtual content attacks, where malicious or inconsistent virtual elements are introduced into the user's view, pose a unique risk by misleading users, creating semantic confusion, or delivering harmful information. In this work, we systematically model such attacks and present ContrAR, a novel benchmark for evaluating the robustness of vision-language models (VLMs) against virtual content manipulation and contradiction in AR. ContrAR contains 312 real-world AR videos validated by 10 human participants. We further benchmark 11 VLMs, including both commercial and open-source models. Experimental results reveal that while current VLMs exhibit reasonable understanding of contradictory virtual content, room still remains for improvement in detecting and reasoning about adversarial content manipulations in AR environments. Moreover, balancing detection accuracy and latency remains challenging.
ARIQA-3DS: A Stereoscopic Image Quality Assessment Dataset for Realistic Augmented Reality
As Augmented Reality (AR) technologies advance towards immersive consumer adoption, the need for rigorous Quality of Experience (QoE) assessment becomes critical. However, existing datasets often lack ecological validity, relying on monocular viewing or simplified backgrounds that fail to capture the complex perceptual interplay, termed visual confusion, between real and virtual layers. To address this gap, we present ARIQA-3DS, the first large stereoscopic AR Image Quality Assessment dataset. Comprising 1,200 AR viewports, the dataset fuses high-resolution stereoscopic omnidirectional captures of real-world scenes with diverse augmented foregrounds under controlled transparency and degradation conditions. We conducted a comprehensive subjective study with 36 participants using a video see-through head-mounted display, collecting both quality ratings and simulator-sickness indicators. Our analysis reveals that perceived quality is primarily driven by foreground degradations and modulated by transparency levels, while oculomotor and disorientation symptoms show a progressive but manageable increase during viewing. ARIQA-3DS will be publicly released to serve as a comprehensive benchmark for developing next-generation AR quality assessment models.
ProCap: Projection-Aware Captioning for Spatial Augmented Reality
Spatial augmented reality (SAR) directly projects digital content onto physical scenes using projectors, creating immersive experience without head-mounted displays. However, for SAR to support intelligent interaction, such as reasoning about the scene or answering user queries, it must semantically distinguish between the physical scene and the projected content. Standard Vision Language Models (VLMs) struggle with this virtual-physical ambiguity, often confusing the two contexts. To address this issue, we introduce ProCap, a novel framework that explicitly decouples projected content from physical scenes. ProCap employs a two-stage pipeline: first it visually isolates virtual and physical layers via automated segmentation; then it uses region-aware retrieval to avoid ambiguous semantic context due to projection distortion. To support this, we present RGBP (RGB + Projections), the first large-scale SAR semantic benchmark dataset, featuring 65 diverse physical scenes and over 180,000 projections with dense, decoupled annotations. Finally, we establish a dual-captioning evaluation protocol using task-specific tokens to assess physical scene and projection descriptions independently. Our experiments show that ProCap provides a robust semantic foundation for future SAR research. The source code, pre-trained models and the RGBP dataset are available on the project page: https://ZimoCao.github.io/ProCap/.
SurgNavAR: An Augmented Reality Surgical Navigation Framework for Optical See-Through Head Mounted Displays
Augmented reality (AR) devices with head mounted displays (HMDs) facilitate the direct superimposition of 3D preoperative imaging data onto the patient during surgery. To use an HMD-AR device as a stand-alone surgical navigation system, the device should be able to locate the patient and surgical instruments, align preoperative imaging data with the patient, and visualize navigation data in real time during surgery. Whereas some of the technologies required for this are known, integration in such devices is cumbersome and requires specific knowledge and expertise, hampering scientific progress in this field. This work therefore aims to present and evaluate an integrated HMD-based AR surgical navigation framework that is adaptable to diverse surgical applications. The framework tracks 2D patterns as reference markers attached to the patient and surgical instruments. It allows for the calibration of surgical tools using pivot and reference-based calibration techniques. It enables image-to-patient registration using point-based matching and manual positioning. The integrated functionalities of the framework are evaluated on two HMD devices, the HoloLens 2 and Magic Leap 2, with two surgical use cases being evaluated in a phantom setup: AR-guided needle insertion and rib fracture localization. The framework was able to achieve a mean tooltip calibration accuracy of 1 mm, a registration accuracy of 3 mm, and a targeting accuracy below 5 mm on the two surgical use cases. The framework presents an easy-to-use configurable tool for HMD-based AR surgical navigation, which can be extended and adapted to many surgical applications. The framework is publicly available at https://github.com/abdullahthabit/SurgNavAR.
RHINO-AR: An Augmented Reality Exhibit for Teaching Mobile Robotics Concepts in Museums
Understanding autonomous mobile robots is challenging for people without robotics expertise, because key processes such as sensing, mapping, and planning are invisible. We present RHINO-AR, an interactive Augmented Reality (AR) museum exhibit that reintroduces the historical mobile robot RHINO into its original exhibition environment at the Deutsches Museum Bonn. To make the autonomous behavior that once made RHINO historically significant accessible again, our previous work, RHINO-VR, reconstructed the robot and its environment in a fully virtual museum scene. While engaging, this fully virtual presentation separated visitors from the real exhibition space and from the physical robot on display. RHINO-AR closes this reality gap by placing a virtual reconstruction of RHINO directly into the real museum space. Implemented on a Magic Leap 2 headset using Unity, our system combines real-time environment meshing with interactive visualizations of LiDAR sensing, traversability, and path planning to make otherwise invisible robotics processes understandable to non-expert visitors. We evaluated RHINO-AR in a two-day museum study with 22 participants, assessing usability, technical performance, satisfaction, conceptual understanding, and preference compared to RHINO-VR. The results indicate that RHINO-AR was well received, conveyed the targeted navigation concepts to a non-expert audience, and was generally preferred over the VR exhibit due to its stronger physical grounding and increased realism.
MultiCam: On-the-fly Multi-Camera Pose Estimation Using Spatiotemporal Overlaps of Known Objects
Multi-camera dynamic Augmented Reality (AR) applications require a camera pose estimation to leverage individual information from each camera in one common system. This can be achieved by combining contextual information, such as markers or objects, across multiple views. While commonly cameras are calibrated in an initial step or updated through the constant use of markers, another option is to leverage information already present in the scene, like known objects. Another downside of marker-based tracking is that markers have to be tracked inside the field-of-view (FoV) of the cameras. To overcome these limitations, we propose a constant dynamic camera pose estimation leveraging spatiotemporal FoV overlaps of known objects on the fly. To achieve that, we enhance the state-of-the-art object pose estimator to update our spatiotemporal scene graph, enabling a relation even among non-overlapping FoV cameras. To evaluate our approach, we introduce a multi-camera, multi-object pose estimation dataset with temporal FoV overlap, including static and dynamic cameras. Furthermore, in FoV overlapping scenarios, we outperform the state-of-the-art on the widely used YCB-V and T-LESS dataset in camera pose accuracy. Our performance on both previous and our proposed datasets validates the effectiveness of our marker-less approach for AR applications. The code and dataset are available on https://github.com/roth-hex-lab/IEEE-VR-2026-MultiCam.
Extend Your Horizon: A Device-Agnostic Surgical Tool Tracking Framework with Multi-View Optimization for Augmented Reality
Surgical navigation provides real-time guidance by estimating the pose of patient anatomy and surgical instruments to visualize relevant intraoperative information. In conventional systems, instruments are typically tracked using fiducial markers and stationary optical tracking systems (OTS). Augmented reality (AR) has further enabled intuitive visualization and motivated tracking using sensors embedded in head-mounted displays (HMDs). However, most existing approaches rely on a clear line of sight, which is difficult to maintain in dynamic operating room environments due to frequent occlusions caused by equipment, surgical tools, and personnel. This work introduces a framework for tracking surgical instruments under occlusion by fusing multiple sensing modalities within a dynamic scene graph representation. The proposed approach integrates tracking systems with different accuracy levels and motion characteristics while estimating tracking reliability in real time. Experimental results demonstrate improved robustness and enhanced consistency of AR visualization in the presence of occlusions.
Observer Design for Augmented Reality-based Teleoperation of Soft Robots
Although virtual and augmented reality are gaining traction as teleoperation tools for various types of robots, including manipulators and mobile robots, they are not being used for soft robots. The inherent difficulties of modelling soft robots mean that combining accurate and computationally efficient representations is very challenging. This paper presents an augmented reality interface for teleoperating these devices. The developed system consists of Microsoft HoloLens 2 glasses and a central computer responsible for calculations. Validation is performed on PETER, a highly modular pneumatic manipulator. Using data collected from sensors, the computer estimates the robot's position based on the physics of the virtual reality programme. Errors obtained are on the order of 5% of the robot's length, demonstrating that augmented reality facilitates operator interaction with soft manipulators and can be integrated into the control loop.