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Augmented reality (AR) is a live direct or indirect 
view of a physical, real-world environment whose 
elements are augmented (or supplemented) by 
computer-generated sensory input such as sound, 
video, graphics or GPS data. It is related to a more 
general concept called mediated reality, in which 
a view of reality is modied (possibly even 
diminished rather than augmented) by a computer. 
As a result, the technology functions by enhancing 
one’s current perception of reality. By contrast, virtual 
reality replaces the real world with a simulated one.
Augmentation is conventionally in real-time and in 
semantic context with environmental elements, such 
as sports scores on TV during a match. With the help 
of advanced AR technology (e.g. adding computer 
vision and object recognition) the information about 
the surrounding real world of the user becomes 
interactive and digitally manipulable. 
Articial information about the environment and 
its objects can be overlaid on the real world.
A LITTLE BIT 
HISTORY
1901 1957-62 1980 1989 
Frank Baum, an author, 
rst mentions the idea 
of an electronic display/ 
spectacles that overlays 
data onto real life 
(in this case ‘people’), 
it is named a ‘character 
marker. 
Morton Heiling, 
a cinematographer, 
creates and patents 
a simulator called 
Sensorama with 
visuals, vibration, 
and smell. 
Steve Mann creates 
the rst wearable 
computer, a computer 
vision system with 
text and graphical 
overlays on a 
photographically 
mediated reality, or 
Augmediated Reality. 
Jaron Lanier 
coins the phrase 
Virtual Reality 
and creates 
the rst 
commercial 
business around 
virtual words
1990 1999 2001 2009 2013 
The term 
«Augmented 
Reality» 
is believed to be 
attributed to 
Tom Caudell, 
a former Boeing 
researcher. 
Hirokazu Kato, 
created 
ARToolKit 
at HITLab, where 
AR later was further 
developed by other 
HITLab scientists, 
demonstrating it 
at SIGGRAPH. 
NASA X-38 
own using 
LandForm 
software 
video 
map overlays 
at Dryden 
Flight 
Research 
Center. 
ARToolkit was 
ported to 
Adobe Flash 
(FLARToolkit) 
by Saqoosha, 
bringing 
Augmented 
Reality 
to the web 
browser. 
Google 
announces 
an open beta 
test of its 
Google Glass 
Augmented 
Reality 
glasses.
Hirokazu Kato 
ARToolKit is a computer tracking 
library for creation of strong 
augmented reality applications that 
overlay virtual imagery on the real 
world. To do this, it uses video tracking 
capabilities that calculate the real 
camera position and orientation relative 
to square physical markers in real time. 
Once the real camera position is known 
a virtual camera can be positioned at 
the same point and 3D computer graph-ics 
models drawn exactly overlaid on 
the real marker.
So ARToolKit solves two of the key problems 
in Augmented Reality; viewpoint tracking and 
virtual object interaction. 
ARToolKit was originally developed by Hirokazu Kato of Nara 
Institute of Science and Technology in 1999 and was released 
by the University of Washington HIT Lab. Currently it is main-tained 
as an opensource project hosted on SourceForge with 
commercial licenses available from ARToolWorks. ARToolKit is 
a very widely used AR tracking library with over 160,000 
downloads since 2004.
Technology Cycles Have Tended to Last 10 Years 
1960s 
1970s 
1980s 
1990s 
2000s 
2014+ 
Reporting, Visualization, 
Dashboards, Analytics. Every generation 
of technology created the need 
for new analytics capabilities 
and new technology platforms 
Mini Computing 
Mainframe Computing 
Wearable/ 
Everywhere 
Computing 
Mobile Internet Computing 
Desktop Internet Computing 
Personal Computing
AUGMENTED REALITY – 
LINKING REAL AND 
VIRTUAL WORLDS
Virtual Reality (VR) 
a computer generated, 
interactive, 
three-dimensional 
environment in which 
a person is immersed 
• Virtual 
• Interactive 
• Immersive 
Augmented Reality (AR) 
Supplements the realworld 
with virtual (computer-generated) 
objects that 
appear to coexistin the 
same space as the real world 
AR oers an intuitive and 
natural means for people to 
navigate and work eectively 
in the real world -links real 
and virtual worlds
Augmented reality will further blur the line between 
what's real and what's computer-generated 
Real 
Environment 
MIXED REALITY (AR) 
Augmented 
Reality (AR) 
Augmented 
Virtuality (AV) 
Virtual 
Environment
SOME STATS 
ABOUT AR
30% OF MOBILE SUBSCRIBERS HAVING DATA PLANES 
IN MATURE MARKETS WILL USE AR AT LEAST ONCE A WEEK, IN 2014 
OVER 2,5 BILLION MOBILE AR APPS TO BE DOWNLOADED YEARLY BY 2017
MARKET FOR AUGMENTED REALITY APPLICATIONA IS EXPECTED TO 
GROW BY LEAPS AND BOUNDS WITH REVENUES TOUCHING TO A FIGURE 
OF £3.2 BILLION BY 2016 FROM MERE £112.75 MILLION -- A COMPOUND 
ANNUAL GROWTH RATE OF 95.35 % 
95.35%
THANK YOU!

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Augmented Reality: Linking the Real and Virtual Worlds

  • 1.
  • 2.
  • 3. Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modied (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one.
  • 4. Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Articial information about the environment and its objects can be overlaid on the real world.
  • 5. A LITTLE BIT HISTORY
  • 6. 1901 1957-62 1980 1989 Frank Baum, an author, rst mentions the idea of an electronic display/ spectacles that overlays data onto real life (in this case ‘people’), it is named a ‘character marker. Morton Heiling, a cinematographer, creates and patents a simulator called Sensorama with visuals, vibration, and smell. Steve Mann creates the rst wearable computer, a computer vision system with text and graphical overlays on a photographically mediated reality, or Augmediated Reality. Jaron Lanier coins the phrase Virtual Reality and creates the rst commercial business around virtual words
  • 7. 1990 1999 2001 2009 2013 The term «Augmented Reality» is believed to be attributed to Tom Caudell, a former Boeing researcher. Hirokazu Kato, created ARToolKit at HITLab, where AR later was further developed by other HITLab scientists, demonstrating it at SIGGRAPH. NASA X-38 own using LandForm software video map overlays at Dryden Flight Research Center. ARToolkit was ported to Adobe Flash (FLARToolkit) by Saqoosha, bringing Augmented Reality to the web browser. Google announces an open beta test of its Google Glass Augmented Reality glasses.
  • 8. Hirokazu Kato ARToolKit is a computer tracking library for creation of strong augmented reality applications that overlay virtual imagery on the real world. To do this, it uses video tracking capabilities that calculate the real camera position and orientation relative to square physical markers in real time. Once the real camera position is known a virtual camera can be positioned at the same point and 3D computer graph-ics models drawn exactly overlaid on the real marker.
  • 9. So ARToolKit solves two of the key problems in Augmented Reality; viewpoint tracking and virtual object interaction. ARToolKit was originally developed by Hirokazu Kato of Nara Institute of Science and Technology in 1999 and was released by the University of Washington HIT Lab. Currently it is main-tained as an opensource project hosted on SourceForge with commercial licenses available from ARToolWorks. ARToolKit is a very widely used AR tracking library with over 160,000 downloads since 2004.
  • 10. Technology Cycles Have Tended to Last 10 Years 1960s 1970s 1980s 1990s 2000s 2014+ Reporting, Visualization, Dashboards, Analytics. Every generation of technology created the need for new analytics capabilities and new technology platforms Mini Computing Mainframe Computing Wearable/ Everywhere Computing Mobile Internet Computing Desktop Internet Computing Personal Computing
  • 11. AUGMENTED REALITY – LINKING REAL AND VIRTUAL WORLDS
  • 12. Virtual Reality (VR) a computer generated, interactive, three-dimensional environment in which a person is immersed • Virtual • Interactive • Immersive Augmented Reality (AR) Supplements the realworld with virtual (computer-generated) objects that appear to coexistin the same space as the real world AR oers an intuitive and natural means for people to navigate and work eectively in the real world -links real and virtual worlds
  • 13. Augmented reality will further blur the line between what's real and what's computer-generated Real Environment MIXED REALITY (AR) Augmented Reality (AR) Augmented Virtuality (AV) Virtual Environment
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  • 16. 30% OF MOBILE SUBSCRIBERS HAVING DATA PLANES IN MATURE MARKETS WILL USE AR AT LEAST ONCE A WEEK, IN 2014 OVER 2,5 BILLION MOBILE AR APPS TO BE DOWNLOADED YEARLY BY 2017
  • 17. MARKET FOR AUGMENTED REALITY APPLICATIONA IS EXPECTED TO GROW BY LEAPS AND BOUNDS WITH REVENUES TOUCHING TO A FIGURE OF £3.2 BILLION BY 2016 FROM MERE £112.75 MILLION -- A COMPOUND ANNUAL GROWTH RATE OF 95.35 % 95.35%
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