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Reality Reinvented
Name Shipra grover
Roll no. 2307001
Semester 5th
Department Cse
Contents
 Introduction
 Augmented reality
 Augmented reality system
 Augmenting our world
 Example – Wikitude
 Implementation
 Components of AR system
 Head mounted display
 Video see through
 Optical see through
 Tracking & orientation
 Global positioning system
 Differential GPS
 Digital compass
 Mobile computing
 Augmented Reality Vs Virtual reality
 History
 Using Augmented reality
 Limitations
 Looking into future..
 Conclusion
 references
Introduction
 Augmented reality will truly change the way we view the world. Picture
yourself walking or driving down the street. With augmented-reality
displays, which will eventually look much like a normal pair of glasses,
informative graphics will appear in your field of view, and audio will
coincide with whatever you see. These enhancements will be refreshed
continually to reflect the movements of your head. In this article, we will
take a look at this future technology, its components and how it will be
used.
Augmented Reality
 Augmented Reality is a field of
computer research which deals
with combination of reality
with computer generated data.
 It is still in an early stage of
research and development.
possibly by the end of this
decade, we will see the first
mass-marketed augmented-
reality system
An augmented reality system is one that
Combine real n virtual world
Is interactive in real time
Is registered in 3D.
Augmented Reality System
Augmenting Our World
 The basic idea of augmented reality is to
superimpose graphics, audio and other sense
enhancements over a real-world environment
in real-time.
 Sounds pretty simple. Besides, haven't
television networks been doing that with
graphics for decades?
 These systems display graphics for only one
point of view. Next-generation augmented-
reality systems will display graphics for each
viewer's perspective.
Software based on
Augmented Reality …
Wikitude – Wiki attitude
Wikitude –wiki attitude
 WIKITUDE World Browser presents
the user with data about their
surroundings, nearby landmarks,
and other points of interest by
overlaying information on the real-
time camera view of a smart-
phone.
Implementation
 To implement there are four things that we require to do find
user’s locationfind user’s orientation (view)generating
informationaugmenting it to user’s view
Find user’s location
Find user’s orientation (view)
Generate data
Augment generated
data to user’s view
Here are the three components needed to make an augmented-reality
system work:
display
tracking system
mobile computing power
Components
Head mounted view
Head-mounted Displays
 Just as monitors allow us to see text
and graphics generated by
computers, head-mounted displays
(HMDs) will enable us to view
graphics and text created by
augmented-reality systems
 There are two basic types of HMDS:
 video see-through
 optical see-through
Video See Through Displays
 They block out the wearer's surrounding environment, using small video
cameras attached to the outside of the goggles to capture images. On
the inside of the display, the video image is played in real-time and the
graphics are superimposed on the video. One problem with the use of
video cameras is that there is more lag, meaning that there is a delay in
image-adjustment when the viewer moves his or her head.
Optical See Through Display
 Optical see through is not fully realized yet.It is
supposed to consist of ordinary looking pair of glasses
that will have light source on the side to project images
onto the retina.
Tracking & Orientation
Tracking and Orientation
 The biggest challenge facing developers of augmented
reality is the need to know where the user is located in
reference to his or her surroundings.
 There's also the additional problem of tracking the
movement of users' eyes and heads.
AR System needs to know two things
1.Where the user is located 2.Where he is looking
GPS – Tracking Technology
 Currently, the best tracking
technology available for large open
areas is the Global Positioning
System.
 However, GPS receivers have an
accuracy of about 10 to 30 meters,
which is not bad in the grand
scheme of things, but isn't good
enough for augmented reality,
which needs accuracy measured in
millimeters or smaller.
GPS Network
Real Time Differential GPS
 There are ways to increase
tracking accuracy. For
instance, the military uses
multiple GPS signals. There is
also differential GPS, which
involves using an area that has
already been surveyed. A more
accurate system being
developed, known as real-time
kinematic GPS, can achieve
centimeter-level accuracy.
Digital compass
 A digital compass consists of sensors
to measure the earth's magnetic
field, some conditioning of those
sensor signals, and a microcontroller
to interpret the data
 Components
 Three magnetic sensors
 One tilt sensor
Mobile Computing Power
 Wearable computers
Mobile computing can be accomplished with help of
wearable computers
 A wearable computer is a battery powered computer
system worn on the user’s body(belt, backpack etc).
 It is designed for mobile & predominantly hand free
operations often incorporating head mounted display
& speech input.
Augmented VS Virtual Reality
 Virtual reality creates
immersive, computer generated
environments which replaces
real world
 Here the head mounted displays
block out all the external world
from the viewer and present a
view that is under the complete
control of the computer.
 Virtual reality serves for at
totally immersive environment .
The senses are under control of
the system.
 The user is completely
immersed is an artificial world
and cut off from real world.
 Augmented reality is closer to
the real world. augmented
reality add graphics, sounds &
smell to the natural world, as it
exists.
 Thus it augments the real world
scene in such a way that the user
can maintain a sense of presence
in that world.
 That is ,the user can interact
with the real world, and at the
same time can see, both the real
and virtual world co-existing.
 User is not cut off from the
reality
History & Development
 1962: Morton Heilig, a cinematographer, creates a motorcycle
simulator called Sensorama with visuals, sound, vibration, and
smell.
 1966: Ivan Sutherland invents the head-mounted
display suggesting it was a window into a virtual world.
 1975: Myron Krueger creates Videoplace that allows users to
interact with virtual objects for the first time.
 1989: Jaron Lanier coins the phrase Virtual Reality and creates the
first commercial business around virtual worlds.
History & Development
 1990: Tom Caudell coins the phrase Augmented Reality while at Boeing
helping workers assemble cables into aircraft.
 1994: Milgrim defines a continuum of real to virtual
reality environments. AR is placed as a mixed reality on the continuum
spectrum.
 1997: Azuma published a survey paper which defined the field of AR.
 2002: Steven Feiner is the leading pioneer of augmented reality, and
author of the first paper on the subject.
 Feiner, S. K. "Augmented Reality: A New Way of Seeing: Computer
scientists are developing systems that can enhance and enrich a user's
view of the world". Scientific American, April 2002.

History & Development
 2002:Bruce H. Thomas is the inventor of the first outdoor augmented
reality game ARQuake. His current research interests include: wearable
computers, user interfaces, augmented reality, virtual reality, computer
supported cooperative work (CSCW), and tabletop display interfaces.

 2005: Horizon Report: Profile Augmented Reality as New technology
trend to watch. The Report predicts that AR technology will emerge
more fully within 4-5 years.

 2005: Camera system developed that can analyze physical environments
in real time and relate positions between objects and environments.
This work has become the basis for AR systems to integrate reality with
virtual objects.

 2005: Daniel Palanker, Alexander Vankov and Phil Huie develop a
"bionic eye".

History & Development
 2007: Facial feature tracking to allow for greater
control of perspective. For example, a conductor
could command a certain set of virtual instruments
with the movement of his eyes.
 2007: Medical applications for users. Sending visual
cues to help MS patients better keep their balance.

 2008: A multiple new innovations and examples of AR
now exist across a multitude of areas.!

Using Augmented Reality
 Education
In an Augmented Reality interface
students can be seated around a
table and see each other at the
same time as a virtual heart
floating in their midst. This results
in conversational behavior that is
more similar to natural face-to-face
collaboration than to screen based
collaboration [Kiyokawa 2002].
Once researchers overcome the challenges that face them, augmented
reality will likely pervade every corner of our lives. It has the potential to
be used in almost every industry, including:
Using Augmented Reality
 Military - The military has been devising uses for
augmented reality for decades. The idea here is that an
augmented-reality system could provide troops with vital
information about their surroundings, such as showing
where entrances are on the opposite end of a
building, somewhat like X-ray vision.
 Augmented reality displays
could also highlight troop
movements, and give soldiers
the ability to move to where
the enemy can't see them.
Using Augmented Reality
 Instant information -Tourists and students could use
these systems to learn more about a certain historical
event.
 Imagine walking onto a Civil War battlefield and
seeing a re-creation of historical events on a head-
mounted, augmented-reality display. It would
immerse you in the event, and the view would be
panoramic.
Using Augmented Reality
 Gaming - How cool would it be to take video games
outside? The game could be projected onto the real world
around you, and you could, literally, be in it as one of the
characters. One Australian researcher has created a
prototype game that combines Quake, a popular video
game, with augmented reality. He put a model of a
university campus into the game's software. Now, when
he uses this system, the game surrounds him as he walks
across campus.
Limitations
 Accurate tracking and orientation
 For wearable augmented reality system, there are still
enough computing power to create stereo 3D graphics
 The size of AR systems is yet another problem.
Looking into future ……
 Expanding a PC screen to real environment..program
windows & icons appear as virtual devices in real space
& are eye or gesture operated, by gazing or pointing.
 Enhanced media application ,like pseudo holographic
virtual screens, virtual surround cinema.
Looking into future ….
 Replacement of cell phones: eye dialing, insertion of
information directly into environment.
 Virtual conferences in "holodeck" style .
 Examples might be a virtual wall clock, a to-do list for
the day docked by your bed for you to look at first
thing in the morning, etc.
Looking into future….
 Enhanced media applications, like pseudo holographic
virtual screens, virtual surround cinema, virtual
'holodecks' (allowing computer-generated imagery to
interact with live entertainers and audience)
 And the list goes on as your imagination….
Conclusion
 Augmented reality will further blur the line between
what's real and what's computer-generated by
enhancing what we see, hear, feel and smell.
References …
 http://www.metalliccloud.com/rob/future_thinking/
 http://en.wikipedia.org/wiki/Augmented_reality
 http://www.howstuffworks.com/augmented-
reality.htm
 http://www.youtube.com/watch?v=tpaJBu4BEuA
44328856-Augmented-Reality.ppt

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44328856-Augmented-Reality.ppt

  • 1. Reality Reinvented Name Shipra grover Roll no. 2307001 Semester 5th Department Cse
  • 2. Contents  Introduction  Augmented reality  Augmented reality system  Augmenting our world  Example – Wikitude  Implementation  Components of AR system  Head mounted display  Video see through  Optical see through  Tracking & orientation  Global positioning system  Differential GPS  Digital compass  Mobile computing  Augmented Reality Vs Virtual reality  History  Using Augmented reality  Limitations  Looking into future..  Conclusion  references
  • 3. Introduction  Augmented reality will truly change the way we view the world. Picture yourself walking or driving down the street. With augmented-reality displays, which will eventually look much like a normal pair of glasses, informative graphics will appear in your field of view, and audio will coincide with whatever you see. These enhancements will be refreshed continually to reflect the movements of your head. In this article, we will take a look at this future technology, its components and how it will be used.
  • 4. Augmented Reality  Augmented Reality is a field of computer research which deals with combination of reality with computer generated data.  It is still in an early stage of research and development. possibly by the end of this decade, we will see the first mass-marketed augmented- reality system
  • 5. An augmented reality system is one that Combine real n virtual world Is interactive in real time Is registered in 3D. Augmented Reality System
  • 6. Augmenting Our World  The basic idea of augmented reality is to superimpose graphics, audio and other sense enhancements over a real-world environment in real-time.  Sounds pretty simple. Besides, haven't television networks been doing that with graphics for decades?  These systems display graphics for only one point of view. Next-generation augmented- reality systems will display graphics for each viewer's perspective.
  • 7. Software based on Augmented Reality … Wikitude – Wiki attitude
  • 8. Wikitude –wiki attitude  WIKITUDE World Browser presents the user with data about their surroundings, nearby landmarks, and other points of interest by overlaying information on the real- time camera view of a smart- phone.
  • 9. Implementation  To implement there are four things that we require to do find user’s locationfind user’s orientation (view)generating informationaugmenting it to user’s view Find user’s location Find user’s orientation (view) Generate data Augment generated data to user’s view
  • 10. Here are the three components needed to make an augmented-reality system work: display tracking system mobile computing power Components
  • 12. Head-mounted Displays  Just as monitors allow us to see text and graphics generated by computers, head-mounted displays (HMDs) will enable us to view graphics and text created by augmented-reality systems  There are two basic types of HMDS:  video see-through  optical see-through
  • 13. Video See Through Displays  They block out the wearer's surrounding environment, using small video cameras attached to the outside of the goggles to capture images. On the inside of the display, the video image is played in real-time and the graphics are superimposed on the video. One problem with the use of video cameras is that there is more lag, meaning that there is a delay in image-adjustment when the viewer moves his or her head.
  • 14. Optical See Through Display  Optical see through is not fully realized yet.It is supposed to consist of ordinary looking pair of glasses that will have light source on the side to project images onto the retina.
  • 16. Tracking and Orientation  The biggest challenge facing developers of augmented reality is the need to know where the user is located in reference to his or her surroundings.  There's also the additional problem of tracking the movement of users' eyes and heads.
  • 17. AR System needs to know two things 1.Where the user is located 2.Where he is looking
  • 18. GPS – Tracking Technology  Currently, the best tracking technology available for large open areas is the Global Positioning System.  However, GPS receivers have an accuracy of about 10 to 30 meters, which is not bad in the grand scheme of things, but isn't good enough for augmented reality, which needs accuracy measured in millimeters or smaller. GPS Network
  • 19. Real Time Differential GPS  There are ways to increase tracking accuracy. For instance, the military uses multiple GPS signals. There is also differential GPS, which involves using an area that has already been surveyed. A more accurate system being developed, known as real-time kinematic GPS, can achieve centimeter-level accuracy.
  • 20. Digital compass  A digital compass consists of sensors to measure the earth's magnetic field, some conditioning of those sensor signals, and a microcontroller to interpret the data  Components  Three magnetic sensors  One tilt sensor
  • 21. Mobile Computing Power  Wearable computers Mobile computing can be accomplished with help of wearable computers  A wearable computer is a battery powered computer system worn on the user’s body(belt, backpack etc).  It is designed for mobile & predominantly hand free operations often incorporating head mounted display & speech input.
  • 22. Augmented VS Virtual Reality  Virtual reality creates immersive, computer generated environments which replaces real world  Here the head mounted displays block out all the external world from the viewer and present a view that is under the complete control of the computer.  Virtual reality serves for at totally immersive environment . The senses are under control of the system.  The user is completely immersed is an artificial world and cut off from real world.  Augmented reality is closer to the real world. augmented reality add graphics, sounds & smell to the natural world, as it exists.  Thus it augments the real world scene in such a way that the user can maintain a sense of presence in that world.  That is ,the user can interact with the real world, and at the same time can see, both the real and virtual world co-existing.  User is not cut off from the reality
  • 23. History & Development  1962: Morton Heilig, a cinematographer, creates a motorcycle simulator called Sensorama with visuals, sound, vibration, and smell.  1966: Ivan Sutherland invents the head-mounted display suggesting it was a window into a virtual world.  1975: Myron Krueger creates Videoplace that allows users to interact with virtual objects for the first time.  1989: Jaron Lanier coins the phrase Virtual Reality and creates the first commercial business around virtual worlds.
  • 24. History & Development  1990: Tom Caudell coins the phrase Augmented Reality while at Boeing helping workers assemble cables into aircraft.  1994: Milgrim defines a continuum of real to virtual reality environments. AR is placed as a mixed reality on the continuum spectrum.  1997: Azuma published a survey paper which defined the field of AR.  2002: Steven Feiner is the leading pioneer of augmented reality, and author of the first paper on the subject.  Feiner, S. K. "Augmented Reality: A New Way of Seeing: Computer scientists are developing systems that can enhance and enrich a user's view of the world". Scientific American, April 2002. 
  • 25. History & Development  2002:Bruce H. Thomas is the inventor of the first outdoor augmented reality game ARQuake. His current research interests include: wearable computers, user interfaces, augmented reality, virtual reality, computer supported cooperative work (CSCW), and tabletop display interfaces.   2005: Horizon Report: Profile Augmented Reality as New technology trend to watch. The Report predicts that AR technology will emerge more fully within 4-5 years.   2005: Camera system developed that can analyze physical environments in real time and relate positions between objects and environments. This work has become the basis for AR systems to integrate reality with virtual objects.   2005: Daniel Palanker, Alexander Vankov and Phil Huie develop a "bionic eye". 
  • 26. History & Development  2007: Facial feature tracking to allow for greater control of perspective. For example, a conductor could command a certain set of virtual instruments with the movement of his eyes.  2007: Medical applications for users. Sending visual cues to help MS patients better keep their balance.   2008: A multiple new innovations and examples of AR now exist across a multitude of areas.! 
  • 27. Using Augmented Reality  Education In an Augmented Reality interface students can be seated around a table and see each other at the same time as a virtual heart floating in their midst. This results in conversational behavior that is more similar to natural face-to-face collaboration than to screen based collaboration [Kiyokawa 2002]. Once researchers overcome the challenges that face them, augmented reality will likely pervade every corner of our lives. It has the potential to be used in almost every industry, including:
  • 28. Using Augmented Reality  Military - The military has been devising uses for augmented reality for decades. The idea here is that an augmented-reality system could provide troops with vital information about their surroundings, such as showing where entrances are on the opposite end of a building, somewhat like X-ray vision.  Augmented reality displays could also highlight troop movements, and give soldiers the ability to move to where the enemy can't see them.
  • 29. Using Augmented Reality  Instant information -Tourists and students could use these systems to learn more about a certain historical event.  Imagine walking onto a Civil War battlefield and seeing a re-creation of historical events on a head- mounted, augmented-reality display. It would immerse you in the event, and the view would be panoramic.
  • 30. Using Augmented Reality  Gaming - How cool would it be to take video games outside? The game could be projected onto the real world around you, and you could, literally, be in it as one of the characters. One Australian researcher has created a prototype game that combines Quake, a popular video game, with augmented reality. He put a model of a university campus into the game's software. Now, when he uses this system, the game surrounds him as he walks across campus.
  • 31. Limitations  Accurate tracking and orientation  For wearable augmented reality system, there are still enough computing power to create stereo 3D graphics  The size of AR systems is yet another problem.
  • 32. Looking into future ……  Expanding a PC screen to real environment..program windows & icons appear as virtual devices in real space & are eye or gesture operated, by gazing or pointing.  Enhanced media application ,like pseudo holographic virtual screens, virtual surround cinema.
  • 33. Looking into future ….  Replacement of cell phones: eye dialing, insertion of information directly into environment.  Virtual conferences in "holodeck" style .  Examples might be a virtual wall clock, a to-do list for the day docked by your bed for you to look at first thing in the morning, etc.
  • 34. Looking into future….  Enhanced media applications, like pseudo holographic virtual screens, virtual surround cinema, virtual 'holodecks' (allowing computer-generated imagery to interact with live entertainers and audience)  And the list goes on as your imagination….
  • 35. Conclusion  Augmented reality will further blur the line between what's real and what's computer-generated by enhancing what we see, hear, feel and smell.
  • 36. References …  http://www.metalliccloud.com/rob/future_thinking/  http://en.wikipedia.org/wiki/Augmented_reality  http://www.howstuffworks.com/augmented- reality.htm  http://www.youtube.com/watch?v=tpaJBu4BEuA