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Augmented reality

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Augmented reality
Augmented reality
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Augmented reality

  1. 1. AUGMENTED REALITY -REALITY REINVENTED IT-591 Gurpreet Kaur [L-2010-AE-10-MCA]
  2. 2. AGENDA  Augmented Reality  Augmented Reality System  How it Works  Motivation  Characteristics  AR vs VR  Technology  Applications & Examples
  3. 3. AUGMENTED REALITY  Augmented Reality is a field of computer research which deals with combination of reality with computer generated data.  AR supplements reality, rather than completely replacing it.  It creates the illusion that the virtual and real objects coexisted in the same space. AR can be thought of as the "middle ground“ between completely synthetic and completely real.
  4. 4. AUGMENTED REALITY SYSTEM  An Augmented Reality system generates a composite view for the user.  It’s a combination of the real scene viewed by the user and a virtual scene generated by the computer that augments the scene with additional information
  5. 5. THIS IS HOW AR WORKS.  Pick A Real World Scene  Add your Virtual Objects in it.  Delete Real World Objects  Not Virtual Reality since Environment Real.
  6. 6. MOTIVATION  AR enhances a user’s perception of interaction with the real world.  The virtual objects display information that the user cannot directly detect with his own senses.
  7. 7. MOTIVATION(cont..)  The information conveyed by the virtual objects helps a user perform real-world tasks.   AR is a specific example of what is known as: Intelligence Amplification (IA): using the computer as a tool to make a task easier for a human to perform.
  8. 8. CHARACTERISTICS  Discussion on the characteristics of AR systems and design issues encountered when building an AR system.  Blending the real and virtual poses problems with focus and contrast and some applications require portable AR systems to be truly effective.
  9. 9. CHARACTERISTICS(cont..)  Besides a d d ing  objects to a real environment, AR also has the potential to re m o ve  them.  Graphic overlays might be used to remove or hide parts of the real environment from a user. e.g., to remove a desk in the real environment, draw a representation of the real walls and floors behind the desk and "paint" that over the real desk, effectively removing it
  10. 10. CHARACTERISTICS(cont..)  AR might apply to all senses, not just sight.   AR could be extended to include sound.  The user would wear headphones equipped with microphones on the outside. The headphones would add synthetic,directional 3D sound, while the external microphones would detect incoming sounds from the environment
  11. 11. Augmented Reality vs. Virtual Reality Augmented Reality Virtual Reality  System augments  Totally immersive the real world environment. scene.   Visual senses are  User maintains a under control sense of presence in real world of system. (sometimes aural and  Needs a mechanism to combine virtual proprioceptive senses and real worlds too)
  12. 12. Technology  Hardware:  The main hardware components for augmented reality are:   Processor  Display  Sensors  Input devices.  Software and algorithms
  13. 13. DISPLAY  Head-mounted Display(HMD)   device paired to a headset such as a harness or helmet  Eye Glasses  eye wear that employs cameras to intercept the real world view and re-display it's augmented view through the eye pieces
  14. 14. DISPLAY(cont..)  Contact Lenses  Contain the elements for display embedded into the lens including integrated circuitry, LEDs and an antenna for wireless communication.  Under development  Virtual Retina Display  a personal display device under development .   a display is scanned directly onto the retina of a viewer's eye.
  15. 15. DISPLAY(cont..)  Handheld  a small display that fits in a user's hand.  Portable  Ubiquitous  Physical constraints of the user having to hold the device  Distorting effect  Spatial   makes use of digital projectors to display graphical information.   user is not required to carry equipment or wear the display over their eyes.  can be used by multiple people at the same time without each having to wear a head-mounted display.
  16. 16. Tracking Modern mobile augmented reality systems use one or more of the following tracking technologies:  Digital cameras and/or other optical sensors   Accelerometers  Gyroscope  device for measuring or maintaining orientation  RFID  wireless non-contact system that uses radio-
  17. 17. Input devices   speech recognition systems   gesture recognition systems  visual detection or from sensors embedded in a peripheral device  such as a wand, stylus, pointer, glove or other body wear.
  18. 18. Computer  analyzes the sensed visual and other data to synthesize and position augmentations.
  19. 19. Software and Algorithms  A key measure of AR systems is how realistically they integrate augmentations with the real world.   The software must derive real world coordinates, independent from the camera, from camera images. This is called IMAGE REGISTRATION.  those methods consist of two parts.  First detect points in the camera images.   Second restores a real world coordinate system from the data obtained in the first stage. 
  20. 20. PERFORMANCE ISSUES Augmented Reality systems are expected:  To run in real-time so that the user can move around freely in the environment    Show a properly rendered augmented image. Therefore, two performance criteria are placed on the system:  Update rate for generating the augmenting image  Accuracy of the registration of the real and virtual image
  21. 21. LIMITATIONS Following are the limitations for updating the generated images  Must be at 10 times/second  More photorealistic graphics rendering  
  22. 22. Augmented-Reality Application  Medical  Entertainment  Military Training  Engineering Design  Robotics and Telerobotics  Manufacture, Maintenance and Repair  Consumer Design
  23. 23. Medical
  24. 24. Entertainment
  25. 25. Defence
  26. 26. Education
  27. 27. Examples : Wikitude  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.
  28. 28. Examples : ARSoccer (Iphone) No matter where you are, ARSoccer draws up a 3D ball on your floor that you can kick around at your discretion. 
  29. 29.  Google Sky Map  Layar  Color Blindness Simulator  Junaio  Kafkara Augmented Reality And many more….
  30. 30. Thank You

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