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Agumented Reality - Sai Kiran Kasireddy

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Agumented Reality - Sai Kiran Kasireddy

  1. 1. P R E S E N T I N G B Y SAI KIRAN KASIREDDY I V T H Y E A R C S E 17NT5A0506 AGUMENTED REALITY
  2. 2. CONTENTS  Introduction  What is AR?  HISTORY  Evolution of AR  How is it used?  How does it work?  Types of AR  Applications  Advantages  Disadvantages  Conclusion  References
  3. 3. INTRODUCTION • Augmented Reality (AR) is a growing area in virtual reality research. • The world environment around us provides a wealth of information that is difficult to duplicate in a computer. • This is evidenced by the worlds used in virtual environments.
  4. 4. WHAT IS AR ?  The process of super imposing digitally rendered images onto our real-world surroundings, giving a sense of an illusion or virtual reality. Recent developments have made this technology accessible using a Smartphone.  It is the technology that expands our physical world, adding layers of digital information onto it.
  5. 5. HISTORY OF AR  AR in the 1960s. In 1968 Ivan Sutherland and Bob Sproull created a first head-mounted display, they called it The Sword of Damocles. Obviously, it was a rough device that displayed primitive computer graphics.
  6. 6. HISTORY OF AR  AR in the 1970 In 1975 Myron Krueger created Videoplace – an artificial reality laboratory. The scientist envisioned the interaction with digital stuff by human movements. This concept later was used for certain projectors, video cameras, and onscreen silhouettes.
  7. 7. HISTORY OF AR  AR in the 1999 In 1999 Steve Mann developed a first portable computer called EyeTap, designed to be worn in front of the eye. It recorded the scene to superimposed effects on it later, and show it all to a user who could also play with it via head movements.
  8. 8. HISTORY OF AR  AR in the 2000s. In 2000 a Japanese scientist Hirokazu Kato developed and published ARToolKit – an open-source SDK. Later it was adjusted to work with Adobe. In 2004 Trimble Navigation presented an outdoor helmet-mounted AR system. In 2008 Wikitude made the AR Travel Guide for Android mobile devices.
  9. 9. HISTORY OF AR  AR IN 2013 In 2013 Google beta tested the Google Glass – with internet connection via Bluetooth  AR IN 2015 In 2015 Microsoft presented two brand new technologies: Windows Holographic and HoloLens (an AR goggles with lots of sensors to display HD holograms).
  10. 10. HISTORY OF AR  AR IN 2016 In 2016 Niantic launched Pokemon Go game for mobile devices. The app blew the gaming industry up and earned $2 million in a just first week.
  11. 11. Evolution of AR
  12. 12. HOW IT IS USED ?  Augmented reality is hidden content, most commonly hidden behind marker images, that can be included in printed and film media, as long as the marker is displayed for a suitable length of time, in a steady position for an application to identify and analyze it. Depending on the content, the marker may have to remain visible.
  13. 13. HOW DOES IT IS USED ?  Using a mobile application, a mobile phone's camera identifies and interprets a marker, often a black and white barcode image.  The software analyses the marker and creates a virtual image overlay on the mobile phone's screen, tied to the position of the camera.  This means the app works with the camera to interpret the angles and distance the mobile phone is away from the marker.
  14. 14. TYPES OF AR  Marker-based AR  Markerless AR  Projection-based AR  Superimposition-based AR
  15. 15. APPLICATION OF AR  Medical Training  Retail  Repair & Maintenance  Design & Modeling  Business Logistics  Tourism Industry  Classroom Education  Field Service  Entertainment Properties  Public Safety
  16. 16. Advantages of AR  Increase sales With using augmented reality in e- commerce or online shopping.  It operates simultaneously so that real world experience can be enhanced.  It enhances perceptions and interactions with the real world.  Less time consuming process is augmented reality.  It can be applied to part of training programs so that overall productivity is increased.
  17. 17. Disadvantages of AR  It is very expensive to implemented and develop AR technology based projects and to maintain it.  It is very costly to develop AR enabled devices.  Augmented reality can cause mental health issues.  Lack of security may affect the overall augmented reality principle.  With the continue usage of augmented reality applications can effect on human health and may cause low eyesight.  Use of augmented reality can diminish real world reality.
  18. 18. Conclusion  Augmented reality is another step further into the digital age as we will soon see our environments change dynamically either through a Smartphone, glasses, car windshields and even windows in the near future to display enhanced content and media right in front of us.  This has amazing applications that can very well allow us to live our lives more productively, more safely, and more informatively.
  19. 19. BIBLOGRAPHY REFERENCES  https://www.inc.com/james-paine/10-real-use- cases-for-augmented-reality.html  https://thinkmobiles.com/blog/what-is-augmented- reality/  https://assignmenthelp4me.com/discussions/what- are-the-advantages-and-disadvantages-of- augmented-reality.html
  20. 20. ANY QUERIES

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