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NAME : YOGESH BAISLA
BTECH(CSE) 2ND
SEMESTER
SEMINAR
ON
AUGMENTED REALITY
Index
 Introduction
 What is AR?
 HISTORY
 How is it used?
 How does it work?
 Applications
 Augmented Reality vs. Virtual Reality
 Implementation Framework
 Advantages
 Disadvantages
 Issues in Augmented Reality
 Challenges
 Conclusion
 References
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.
What is AR?
 The process of superimposing 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.
HISTORY
 The beginnings of AR, as we define it, date back to
Sutherland’s work in the 1960s, which used a see-through
HMD to present 3D graphics. However, only over the past
decade has there been enough work to refer to AR as a
research field.
 In 1997, Azuma published a survey that defined the field,
described many problems, and summarized the
developments up to that point.
 Since then, AR’s growth and progress have been
remarkable.
How is it 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.
How does it work?
 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.
Applications
Main classes of applications:
 Medical
 Manufacturing and repair
 Annotation and visualization
 Robot path planning
 Entertainment
 Military aircraft
Augmented Reality vs. Virtual Reality
Augmented Reality
 System augments the real world scene
 User maintains a sense of presence in real world
 Needs a mechanism to combine virtual and real worlds
 Hard to register real and virtual
Virtual Reality
 Totally immersive environment
 Senses are under control of system
 Need a mechanism to feed virtual world to user
 Hard to make VR world interesting
Implementation Framework
 Hardware
To make the system to be as lightweight and comfortable as
possible, off-the-shelf hardware can be used to avoid the
expense, effort, and time involved in building our own.
• Software
Software infrastructure Coterie, a prototyping environment
that provided language-level support for distributed virtual
environments.
Advantages of AR
 Can increase knowledge and information
 People can share experiences with each other in real time
over long distances
 Games that provide an even more "real" experience
 Things come to life on people's mobile
 Form of escapism
Disadvantages of AR
 Spam and Security
 Social and Real-Time vs. Solitary and Cached
 UX (User Experience): Using AR can be inappropriate in
social situations.
 Openness: Other people can develop their own layers of
content to display
Issues in Augmented Reality
 Performance Issues
Real time processing of images can be a challenge and
often can slow down augmented reality systems.
 Interaction Issues
Users within a mixed environment because of augmented
reality have difficulties interacting with the environment as
normal.
 Alignment Issues
People working in an augmented reality are more sensitive
to alignment errors. Proper calibration and alignment with
the reference frame of the world is crucial.
CHALLANGES
 Technological limitations
 User interface limitation
 Social acceptance
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.
References
 www.studymafia.org
 www.google.com
 www.wikipedia.com
K
YOU

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Augmented reality ppt

  • 1. NAME : YOGESH BAISLA BTECH(CSE) 2ND SEMESTER SEMINAR ON AUGMENTED REALITY
  • 2. Index  Introduction  What is AR?  HISTORY  How is it used?  How does it work?  Applications  Augmented Reality vs. Virtual Reality  Implementation Framework  Advantages  Disadvantages  Issues in Augmented Reality  Challenges  Conclusion  References
  • 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. What is AR?  The process of superimposing 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.
  • 5. HISTORY  The beginnings of AR, as we define it, date back to Sutherland’s work in the 1960s, which used a see-through HMD to present 3D graphics. However, only over the past decade has there been enough work to refer to AR as a research field.  In 1997, Azuma published a survey that defined the field, described many problems, and summarized the developments up to that point.  Since then, AR’s growth and progress have been remarkable.
  • 6. How is it 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.
  • 7. How does it work?  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.
  • 8. Applications Main classes of applications:  Medical  Manufacturing and repair  Annotation and visualization  Robot path planning  Entertainment  Military aircraft
  • 9. Augmented Reality vs. Virtual Reality Augmented Reality  System augments the real world scene  User maintains a sense of presence in real world  Needs a mechanism to combine virtual and real worlds  Hard to register real and virtual Virtual Reality  Totally immersive environment  Senses are under control of system  Need a mechanism to feed virtual world to user  Hard to make VR world interesting
  • 10. Implementation Framework  Hardware To make the system to be as lightweight and comfortable as possible, off-the-shelf hardware can be used to avoid the expense, effort, and time involved in building our own. • Software Software infrastructure Coterie, a prototyping environment that provided language-level support for distributed virtual environments.
  • 11. Advantages of AR  Can increase knowledge and information  People can share experiences with each other in real time over long distances  Games that provide an even more "real" experience  Things come to life on people's mobile  Form of escapism
  • 12. Disadvantages of AR  Spam and Security  Social and Real-Time vs. Solitary and Cached  UX (User Experience): Using AR can be inappropriate in social situations.  Openness: Other people can develop their own layers of content to display
  • 13. Issues in Augmented Reality  Performance Issues Real time processing of images can be a challenge and often can slow down augmented reality systems.  Interaction Issues Users within a mixed environment because of augmented reality have difficulties interacting with the environment as normal.  Alignment Issues People working in an augmented reality are more sensitive to alignment errors. Proper calibration and alignment with the reference frame of the world is crucial.
  • 14. CHALLANGES  Technological limitations  User interface limitation  Social acceptance
  • 15. 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.
  • 17. K YOU