2. What is AR?
Augmented reality (AR) is an interactive experience of a
real-world environment where the objects that reside in the
real world are enhanced by computer-generated perceptual
information, sometimes across multiple sensory modalities
including
⢠visual
⢠Auditory
⢠Haptic
⢠Somatosensory
⢠olfactory.
3. â˘Superimposing images
â˘digital information and/or 3D models
â˘Adding real-time directions
â˘Inserting labels
â˘Changing colors
â˘Altering the user or their environment's
appearance via "filters" on Instagram,
Snapchat, and other apps
Examples
4. Use cases
â˘Training and education: Dynamic, AR-based instructions let
people perform new tasks more easily and quickly than traditional
training methods (like instruction manuals). As wearable devices like
AR-powered smart glasses, AR contacts and AR headsets become
more widely available, the potential for training via augmented
reality will be tremendous.
5. â˘Entertainment: AR has been enhancing entertainment for years. In
2012, a hologram of Tupac Shakur appeared onstage with Snoop
Dogg at Coachella. This year, a fully CGI avatar who happens to be
an Instagram influencer was signed by talent agency CAA. And to
adapt to the realities of the COVID-19 pandemic, the band Real
Estate offered
a âQuarantour,â meaning an AR-powered tour to replace the
live shows it had to cancel because of worldwide quarantines.
â˘Gaming: Today, dozens of other games incorporate AR
elements. The popularity of AR games is no surprise, as
gaming was one of the most obvious early applications that
many people saw for AR and VR capabilities.
PokĂŠmon GO
6. Selling: These days, itâs possible to virtually try on or try out a variety of
merchandise before buying via augmented reality apps: Sephoraâs app lets
you view cosmetics in AR on your face; IKEA offers a chance to âseeâ furniture
in your home; paint brands let you virtually view colors on your walls; Warby
Parker makes it possible to âtry onâ glasses frames without actually visiting a
store location or ordering samples. Pre-pandemic, these offerings provided a
way to enhance in-store experiences or make life a little easier for busy
shoppers. Now, theyâve made it possible for many brands to sell to shoppers
stuck in their homes. AR applications for eCommerce are poised to become
the norm.
7. Setups of AR
1. Monitor-based AR system
2. See-Through AR systems
8. Monitor-based AR system
⢠The Monitor-based AR system allows the user to observe the real
world and the superimposed virtual objects on a regular display,
thus without need to wear special glasses.
⢠This approach is widely used in laboratories for testing systems and
creating low-cost demonstrations.
⢠Figure right shows the setup of the system.
⢠The video images from the real world are enhanced with the virtual
scene (generated by a conventional graphic system) and visualised
on the screen.
9.
10. See-Through AR systems
⢠The ST-AR systems are much more complex because they allow
the user to observe the surrounding environment.
⢠Most of the research and development efforts are toward
development of ST-AR systems, since the user can achieve
maximal perception of the real world.
⢠Most commonly display augmentation is achieved by using
mirrors to superimpose computer-generated graphics optically
onto directly viewed real-world scenes.
⢠Such displays are already a mature technology as either panel-
mounted or HMD's
11. ⢠The principle schema of such a display is given in.
⢠The virtual (computer generated) scene is projected at the view of the user
taking into consideration the position and the direction of the head (obtained
from a tracking system).
⢠As the user moves, the virtual objects have to be regenerated with respect to
the new position of the user.
⢠A number of critical issues such as the accurate position of the user, accurate
and precise calibration and viewpoint matching, adequate field of view, etc
have to be resolved when designing optical ST displays.
12.
13. ⢠video ST-AR system
⢠The real scene is recorded by a video camera.
⢠The camera performs a perspective projection of the 3D world onto a
2D image plane. The internal (focal length and lens distortion) and
external (position and orientation) parameters of the camera
determine exactly what is projected onto the image plane.
⢠Then, the generation of the virtual image is done by a standard
computer graphics system in an object reference frame. The graphics
system requires information about the parameters of the real scene
so that it can correctly render the virtual objects.
⢠The parameters of the real scene are used to position and orient the
virtual camera that is used for generating the image of the virtual
objects.
⢠This image is then merged with the image of the real scene (or with a
model of the real world) to provide the augmented reality view.