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Augmented Reality

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Augmented Reality (AR)
Augmented Reality (AR)
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Augmented Reality

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The Augmented Reality is the cutting-edge technology which is at its new peak after the massive success of the popular game "Pokemon Go".It is estimated to cross $100 billion investment by the year 2020.

The Augmented Reality is the cutting-edge technology which is at its new peak after the massive success of the popular game "Pokemon Go".It is estimated to cross $100 billion investment by the year 2020.

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Augmented Reality

  1. 1. Presented by: Saurabh Tripathi 141231030246 B.Tech(CSE)VIIth Sem. 1
  2. 2. Reality Reinvented 2
  3. 3.  Introduction  History  What is AR?  How it works?  AR vs VR  Types of AR  Applications  Apple’s ARKit  Google’s ARCore  Benefits  Drawbacks  Demo Video  Conclusion 3
  4. 4.  Augmented Reality is a field of computer research which deals with combination of reality and computer generated objects.  The origin of the word augmented is ‘augment’, which means to add something. In the case of augmented reality (also called AR), graphics, sounds, and touch feedback are added into our natural world. 4
  5. 5.  In 1901, L. Frank Baum, an author, was the first person who mentioned the idea of an electronic display/spectacles that overlays data onto real life, it is named as 'character marker’.  The beginnings of Augmented Reality, started with the date, back to Sutherland’s work in the 1960s, which used a ‘see-through HMD’ to present the 3D graphics. However, only over the past decade has there been enough work to refer to AR as a research field.  In 1980, Steve Mann creates the first wearable computer, a computer vision system with text and graphical overlays on a photographically mediated scene.  In 1999, The US Naval Research Laboratory engage on a decade-long research program called the Battlefield Augmented Reality System (BARS) to prototype some of the early wearable systems for dismounted soldier operating in urban environment for situation awareness and training 5
  6. 6. Augmented Reality = Real World + Virtual Objects Virtual Reality = Virtual World + Real Inputs  AR superimposes the virtual information layer on the top of the Natural World environment.  Augmented reality brings out the components of the digital world into a person's perceived real world ,i.e. it creates the virtual objects into our real world and makes our surrounding environment more interactive and digitally manipulable.  Among the other reality technologies, augmented reality lies in the middle of the mixed reality spectrum, being between the real and virtual world. What is AR ? 6
  7. 7.  In order to understand how augmented reality technology works, one must first understand its objective: to bring the computer generated objects into the real world, which allows the users to see.  In most of the AR applications, a user sees both synthetic and natural light. This is done by overlaying the projected images on the top of a pair of see-through goggles or glasses, which allow the images and interactive virtual objects to form a layer on the top of the user's view of the real world.  Augmented Reality devices are often self-contained ,i.e. unlike the Oculus Rift or HTC Vive VR headsets, they are completely untethered and do not need a cable or desktop computer to function. 7
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  9. 9. Augmented Reality Virtual Reality . System augments the real world scene. . Totally immersive environment. . User maintains a sense of presence of the real world . Senses are under the control of the system . Needs a mechanism to combine the real and virtual worlds. . Needs a mechanism to feed the virtual to the user. . Example: Microsoft HoloLens ,Meta2 . Example: Oculus Rift, HTC vive 9
  10. 10.  Marker Based Augmented Reality  Marker Less Augmented Reality  Projection Based Augmented Reality  Superimposition Based Augmented Reality 10
  11. 11. Marker-based augmented reality (also called Image Recognition) uses a camera and some type of visual marker, such as a QR/2D code, to produce a result only when the marker is sensed by a reader. 11
  12. 12. Markerless Augmented Reality is one of the most widely implemented applications of augmented reality, markerless (also called location-based, position-based) augmented reality, uses a GPS, digital compass, velocity meter, or accelerometer which is embedded in the device to provide the data based on your location. 12
  13. 13. Projection Based Augmented Reality works by projecting artificial light onto the real world surfaces. Projection based AR applications allow the human interaction by sending the light onto a real world surface and then sensing the human interaction (i.e. touch) of that projected light. 13
  14. 14. Superimposition Based Augmented Reality either partially or fully replaces the original view of an object with a newly augmented view of that same object. Here, Object Recognition plays a vital role because the application cannot replace the original view with an augmented one if it cannot determine what the object is. 14
  15. 15.  In science and education  In Medical  Entertainment  In Military operation  Instant information  Gaming 15
  16. 16. iOS 11 introduces the ARKit, a new framework that allows you to easily create unparalleled augmented reality experiences for iPhone and iPad. By blending the digital objects and information with the environment around you, ARKit takes apps beyond the screen, freeing them to interact with the real world in entirely new ways. ARKit provides a cutting-edge platform for developing augmented reality apps for iPhone and iPad. 16
  17. 17. In response to Apple’s ARKit, Google has introduced its new software development kit called ‘ARCore’. The tool will allow the developers to build the AR applications to existing ,and future Android phones. ARCore will run on millions of devices including the Pixels and Samsung Galaxy S8, running Android 7.0 Nougat and above. Google plans to expand it to 100 million devices by the end of the preview. 17
  18. 18. 1. Multi-sensory immersion: AR leads sensory immersion about information or knowledge by augmenting the human perceptions with 3-D objects or materials. 2. Transitional interface: AR provides a seamless transitional interface between a real world and a virtual world. 3. Tangible user interface: AR offers tangible user interface with which digital objects, information can be touchable in AR. 4. Synergy with mobile devices: As mobile devices and its applications are advancing, mobile users can experience with more gesture and touch. 18
  19. 19. 1. High level of reliance on digital information: Too much reliance on digital information may cause the decrease of working memory in the brain which in turn hinders the development of brain functions. 2. Privacy concerns: As AR software and applications are developing, it will become easy to gather information on AR stuff from social network services (SNS) and it may lead to any unwelcome situation. 3. A need of extra wearable devices: Since users may want to feel more authenticity in AR, wearable devices such as Google Glass and Apple’s iWatch may be provided for users in order to offer authentic experiences in more convenient yet expensive way. 19
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  21. 21. Augmented Reality is a technology that has changed the face of smartphone apps and gaming. AR adds digital images and data to amplify views of the real world, giving users more information about their environments. This step is beyond virtual reality, which attempts to simulate reality. AR apps are growing at a tremendous speed as they give businesses a different edge which attracts the customers. AR apps act as a magic window for the viewers that lets them see the holograms and manipulate 3D models. There are many AR apps available for iPhone and Android that make the user experience more refined and interactive. 21
  22. 22.  https://www.technologyreview.com/augmented_reality  https://en.wikipedia.org/wiki/Augmented_reality  https://www.youtube.com/watch?v=tpaJBu4BEuA  https://www.augmented reality.org 22
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