• What is Augmented Reality?
• Augmented reality system
◦ Augmenting our world
◦ Example – Wikitude
◦ Example-Google glass
• Components of AR system
◦ Head mounted display
◦ Tracking & orientation
◦ Global positioning system
4. Augmented Reality
Augmented Reality is a field of computer research which deals with
combination of reality with computer generated data. It involves
simulation of audio, video, images onto real world objects.
5. Augmented Reality System
An augmented reality system is
one that Combines real and
virtual world Is interactive in real
time Is registered in 3D.
• Augmented reality will truly change the way
we view the world.
• Picture yourself walking or driving down the
street with informative graphics appearing
in your field of view, and audio will coincide
with whatever you see.
• These enhancements will be refreshed
continually to reflect the movements of
6. 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.
7. Google Glass
• Google Glass is a wearable
computer with a head-mounted
display (HMD) that is being
developed by Google in the Project
Glass research and development
• Google Glass displays information in
a Smartphone-like format hands-
free , can interact with the Internet
via natural language voice
8. Pokemon Go (AR Game)
• AR mode uses the camera and
gyroscope on the player's mobile
device to display an image of
a Pokémon as though it were in the
real world. Players can take
screenshots of the Pokémon they
encounter either with or without
the AR mode activated.
• In this way, user gets points by
finding as much as pokemon
To implement there are four things
that we require to do:
• First, find users location
• Second find users orientation
• Third generating information
• Fourth augmenting it to users view.
generated data to
Here are the three components
to make an augmented-reality
• Tracking system
• Mobile computing power
11. 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
There are two basic types of HMDS:
• Video see-through
• Optical see-through
12. 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
• On the inside of the display, the
video image is played in real-time
and the graphics are superimposed
on the video.
13. Optical see Through Displays
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.
14. Applications of AR
• Augmented reality can be
applied to give the surgical team
a better sensory perception of
the patients body during an
• For e.g., the surgical team can
see the CT or MRI data correctly
registered on the patient in the
operation theatre. Being able to
accurately register the image
during the operation can act as a
very effective life server.
• The Heads-Up Display (HUD) is the
typical example of augmented reality
when it comes to military applications
of the technology. A transparent display
is positioned directly in the fighter
• The Head-Mounted Display (HMD) is
used by ground troops. Critical data
such as enemy location can be
presented to the soldier within their
line of sight. This technology is also
used for simulations for training
Navigation applications are possibly
the most natural fit of augmented
reality with our everyday lives.
Enhanced GPS systems use
augmented reality to make it easier to
get from point A to point B.
Using the smartphone's camera in
combination with the GPS, users see
the selected route over the live view
of what is in front of the car.
• Augmented reality in
construction and architecture
projects involves placing a 3D model
of a proposed design onto an
existing space using mobile devices
and 3D models.
• Augmented reality has a wealth of
design and construction uses beyond
visualization, too. It can be used for
design analysis to pick out clashes by
virtually walking through your
• With recent advances in
computing power and technology,
gaming applications in augmented
reality are on the upswing. Head-
worn systems are affordable now
and computing power is more
portable than ever.
• Popular Android and iOS AR apps
include Ingress, SpecTrek, Temple
Treasure Hunt, Ghost Snap AR,
Zombies, Run! and AR Invaders.
19. Challenges in AR
At the moment, there are very
enthusiastic forecasts that show
figures as high as $108 B by 2021
and $162 billion by 2024 for Virtual
reality & Augmented Reality
industry’s market value.
However, it doesn’t mean that
everything is unicorns and rainbows
are everywhere in the Augmented
Reality industry. Far from it. In this
article, we will talk about the
challenges the Augmented Reality
industry is currently facing.
20. Tracking and Orientation
o 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.
o There’s also the additional problem of tracking the movements of users eyes and
heads. A tracking system has to recognize these movements and project the graphics
related to the real-world environment the user is seeing at any given moment.
o Currently, both video see-through and optical see-through displays typically have lag
in the overlaid material due to the tracking technologies currently available.
o Tracking is easier in small spaces than in large spaces.
21. Mobile Computing Power
For a wearable augmented reality system, there is still not enough
computing power to create stereo 3-D graphics. So researchers are
using whatever they can get out of laptops and personal computers, for
now. Laptops are just now starting to be equipped with graphics
processing units (GPUs).
It is still not possible to deliver such information in REAL TIME.
Everything in AR depends on the real time updation and visuals.
22. Physical safety risks
Augmented reality applications can be immensely distracting and may
lead to physical injuries. For instance, many people were injured while
playing Pokemon Go.
Likewise, augmented reality applications can lead to serious injuries in
case they are used in potentially risky environments such as busy roads,
construction sites, and medical institutions.
23. Augmented reality hardware issues
• Currently, every available AR headset is a bulky piece of hardware that may be
too expensive for the masses. Also, a majority of AR headsets need to be
tethered to a computer, making the entire experience limited and inconvenient.
• Alternatively, consumers can use their smartphones or tablets for AR
applications. However, mobile AR faces major issues in displaying visuals
• For instance, mobile sensors such as accelerometer can be disturbed by electric
interference, which is commonly witnessed in urban areas. Additionally,
smartphone cameras are built for 2D image capture and are incapable of
rendering 3D images. Hence, the hardware required for AR technology needs to
be enhanced before mass adoption.
24. Lack of public awareness
• This is more of a social challenge. Whenever a new technology is
released it takes time to become widespread among its users. Same is
the case with AR (Augmented Reality).
• Common people are still not aware of the potential of AR and hence,
they cannot even relate to it in their daily lives. Therefore, it would
not be wrong to say that AR is still in its nascent phase. It will take
time to be fully embraced by the public.
• Thus, these are the 4 challenges which Augmented Reality companies
are facing these days. The focus should be that these challenges are
soon overcome by devising and implementing the right business
Augmented reality solutions have to appeal through
simplicity agelessness, ergonomic factors. It will
provide customized mood and location based
information. Augmented reality is an other step
further into the digital age as well soon sees our
environments change dynamically either through a
smartphone or other devices.
 Steuer, Jonathan. Defining Virtual Reality: Dimensions Determining
Telepresence, Department of Communication, Stanford University.
15 October 1993.
 Augmented Reality Landscape 11 August 2012.
 Webley, Kayla. The 50 Best Inventions of 2010 - EyeWriter Time, 11