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S CUBE
S CUBE
S CUBE
“AR augments the real world environment
with virtual information improving people’s
senses and skills.”
- Ronald Azuma, A Survey of
Augmented Reality
SCUBE
It gives people options to experience “The Road Not Taken”(Frost
2002). It also promotes adventure. “The unexamined life is not
worth living.” Socrates
S CUBE1968
• 1st head mounted display
system.
1990
• The term Augmented Reality was
coined by Tom Caudell.
1992
• Louis Rosenberg developed
Virtual fixtures for airforce and
military purpose.
1994
• AR entertainment started.
1999
• AR used in battle field
augmented reality system(BARS).
2004
• See through AR to cellphones by
German researchers.
2009
• AR tool kit brings AR to web
browsers.
• Researches going on.
• .
.
• Research going on.
• .
.
• Research going on
• .
2013
• Try for removing vehicle service
manuals by car
manufactures.Eg;MARTA.
2014
• Google Glass are introduced.
TIMELINE-
Growth of
Augmented Reality
S CUBE1957
• Invented Sensorama.
1961
• Helmet incorporating a video
screen with head-tracking
system.
1965
• Head mounted display
introduced.
1982
• VR goes to Hollywood as the
movie “Tron” was the first to
depict virtual reality.
1987
• Research works on VR.
1991
• VR games introduced.
1993
• VR Glasses at consumer
electronics shop.
1997
• Used Vrto create wars zone
scenarios.
1999
• Films on VR.
.
• Research going on
2012
• Oculus Rift introduced.
2014
• VR headsets.
TIMELINE-
Growth of
Virtual Reality
S CUBE
WHERE WE ARE TODAY ?
Even more advanced
& more useful
S CUBE
2100?
Terminator
Vision +
ORDINARY
REALITY
S CUBE
S CUBE
=Augmented
Reality+(Virtual
Reality)
=MIXED REALITY
mRin 2100
1. Expanding a PC screen to real environment…program windows &
icons appear as virtual devices in real space and are eye or gesture
operated , by gazing or pointing.
2. Enhanced media application like pseudo holographic virtual
screens, virtual surround cinema.
3. Replacing of cell phones : eye dialing,
insertion of information directly into
environment
S CUBE
S CUBE
Soon, We’ll Go From Devices
To Device less
Future AR Vision
Future AR Retail + Digital signage
S CUBE
Future AR Everything –
Wearable Gestural Interface
S CUBE
A Crime Experience
Crime Free
Fake sensations
Control Emotions
New Business
2100
SCUBE
SCUBE
S CUBE
REFERENCE
1. Boss. A 2011,Ethnics for Life : a text with readings,5th edition ,
McGraw-Hill Companies , New ork .
• Oculus 2012,Oculus Rift ; Step Into the Game, Kick starter ,
<https://http://www.kickstarter.com/projects/1523379957/oculus--
‐rift--‐step--‐into--‐the--‐game%3E.
• Frost 2002,The Road Not Taken : A selection of Robert Frost’s poems.
S CUBE
THANKYOU
Sampoorna Ravindranath
Sangeetha Mathew
Sarah Abraham
Presented by,

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Life in 2100: Focused on Mixed Reality

  • 1.
  • 4. S CUBE “AR augments the real world environment with virtual information improving people’s senses and skills.” - Ronald Azuma, A Survey of Augmented Reality
  • 5. SCUBE It gives people options to experience “The Road Not Taken”(Frost 2002). It also promotes adventure. “The unexamined life is not worth living.” Socrates
  • 6. S CUBE1968 • 1st head mounted display system. 1990 • The term Augmented Reality was coined by Tom Caudell. 1992 • Louis Rosenberg developed Virtual fixtures for airforce and military purpose. 1994 • AR entertainment started. 1999 • AR used in battle field augmented reality system(BARS). 2004 • See through AR to cellphones by German researchers. 2009 • AR tool kit brings AR to web browsers. • Researches going on. • . . • Research going on. • . . • Research going on • . 2013 • Try for removing vehicle service manuals by car manufactures.Eg;MARTA. 2014 • Google Glass are introduced. TIMELINE- Growth of Augmented Reality
  • 7. S CUBE1957 • Invented Sensorama. 1961 • Helmet incorporating a video screen with head-tracking system. 1965 • Head mounted display introduced. 1982 • VR goes to Hollywood as the movie “Tron” was the first to depict virtual reality. 1987 • Research works on VR. 1991 • VR games introduced. 1993 • VR Glasses at consumer electronics shop. 1997 • Used Vrto create wars zone scenarios. 1999 • Films on VR. . • Research going on 2012 • Oculus Rift introduced. 2014 • VR headsets. TIMELINE- Growth of Virtual Reality
  • 8. S CUBE WHERE WE ARE TODAY ? Even more advanced & more useful
  • 12. mRin 2100 1. Expanding a PC screen to real environment…program windows & icons appear as virtual devices in real space and are eye or gesture operated , by gazing or pointing. 2. Enhanced media application like pseudo holographic virtual screens, virtual surround cinema. 3. Replacing of cell phones : eye dialing, insertion of information directly into environment S CUBE
  • 13. S CUBE Soon, We’ll Go From Devices To Device less Future AR Vision Future AR Retail + Digital signage
  • 14. S CUBE Future AR Everything – Wearable Gestural Interface
  • 15. S CUBE A Crime Experience Crime Free Fake sensations Control Emotions New Business 2100
  • 16. SCUBE
  • 17. SCUBE
  • 18. S CUBE REFERENCE 1. Boss. A 2011,Ethnics for Life : a text with readings,5th edition , McGraw-Hill Companies , New ork . • Oculus 2012,Oculus Rift ; Step Into the Game, Kick starter , <https://http://www.kickstarter.com/projects/1523379957/oculus-- ‐rift--‐step--‐into--‐the--‐game%3E. • Frost 2002,The Road Not Taken : A selection of Robert Frost’s poems.
  • 19. S CUBE THANKYOU Sampoorna Ravindranath Sangeetha Mathew Sarah Abraham Presented by,