The document discusses augmented reality (AR) and its potential applications. It begins by defining AR as enhancing one's current perception of reality by overlaying digital information. The technology aims to seamlessly blend virtual objects with the real world by tracking a user's movements and positioning graphics accordingly. Some key points:
- AR is still in the early research phase but may become widely available by the next decade in the form of glasses.
- It has applications in education, gaming, military, and more by providing contextual information about one's surroundings.
- The main components of an AR system are head-mounted displays, tracking systems, and mobile computing power.
- There are two main types of head-mounted
Augmented reality (AR) enhances real-world environments by adding digital elements like information, images, and sounds. AR systems combine real and virtual objects, aligning them in real-time and allowing interaction. AR is enabled by head-mounted displays, tracking systems, and mobile computing power. Current applications of AR include translation, tourism, education, and navigation. While AR offers benefits like enhancing daily life, limitations include privacy concerns and challenges in accurate tracking, orientation, and sufficient computing power in wearable devices.
Virtual reality and augmented reality are immersive technologies that enhance or replace the real world. Virtual reality immerses users in a simulated, digital environment while augmented reality overlays digital elements on the real world. The document discusses the history of VR and AR, types of each including fully-immersive, semi-immersive and non-immersive VR as well as marker-based, marker-less, location-based, projection-based, superimposition and outlining AR. Examples of applications are provided for healthcare, education, entertainment and more. Advantages include creating realistic experiences while disadvantages are the expense and risk to privacy. Key differences are that VR replaces reality while AR enhances it.
The document discusses the history and applications of virtual reality. It begins with defining virtual reality as a computer-generated 3D environment that can be interacted with and explored by a user. It then covers the history of VR from early flight simulators to modern consumer headsets. The main types and technologies of VR systems are described, including head-mounted displays, data gloves, cave automatic virtual environments, and software. Applications of VR discussed include military training, education, healthcare, engineering, entertainment, and communication. The architecture of a typical VR system is also outlined.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
Augmented reality (AR) enhances one's current perception of reality by supplementing real-world elements with computer-generated sensory input like sound, video, graphics or GPS data. Unlike virtual reality which replaces the real world, AR augments it. Applications of AR include gaming, education, medicine, navigation, sports/entertainment, research and marketing. In education, AR provides contextual learning through interactive simulations. In medicine, it allows overlaying patient scans and vital signs onto a real-world view. AR also enhances navigation, architecture/interior design, engineering and presentations. While it engages users, AR may decrease creativity and lacks privacy.
Augmented reality (AR) enhances the real world by adding virtual objects. It combines real and virtual aspects in real-time and is interactive in 3D. Early development began in the 1960s but the term "augmented reality" was coined in the 1990s. AR systems add virtual audio, objects, and other enhancements to the real world. Potential applications include medical, entertainment, education, and military uses. Continued research is needed to address performance, interaction, and alignment issues and to develop applications that provide instant information to users.
Augmented reality (AR) enhances real-world environments by adding digital elements like information, images, and sounds. AR systems combine real and virtual objects, aligning them in real-time and allowing interaction. AR is enabled by head-mounted displays, tracking systems, and mobile computing power. Current applications of AR include translation, tourism, education, and navigation. While AR offers benefits like enhancing daily life, limitations include privacy concerns and challenges in accurate tracking, orientation, and sufficient computing power in wearable devices.
Virtual reality and augmented reality are immersive technologies that enhance or replace the real world. Virtual reality immerses users in a simulated, digital environment while augmented reality overlays digital elements on the real world. The document discusses the history of VR and AR, types of each including fully-immersive, semi-immersive and non-immersive VR as well as marker-based, marker-less, location-based, projection-based, superimposition and outlining AR. Examples of applications are provided for healthcare, education, entertainment and more. Advantages include creating realistic experiences while disadvantages are the expense and risk to privacy. Key differences are that VR replaces reality while AR enhances it.
The document discusses the history and applications of virtual reality. It begins with defining virtual reality as a computer-generated 3D environment that can be interacted with and explored by a user. It then covers the history of VR from early flight simulators to modern consumer headsets. The main types and technologies of VR systems are described, including head-mounted displays, data gloves, cave automatic virtual environments, and software. Applications of VR discussed include military training, education, healthcare, engineering, entertainment, and communication. The architecture of a typical VR system is also outlined.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
Augmented reality (AR) enhances one's current perception of reality by supplementing real-world elements with computer-generated sensory input like sound, video, graphics or GPS data. Unlike virtual reality which replaces the real world, AR augments it. Applications of AR include gaming, education, medicine, navigation, sports/entertainment, research and marketing. In education, AR provides contextual learning through interactive simulations. In medicine, it allows overlaying patient scans and vital signs onto a real-world view. AR also enhances navigation, architecture/interior design, engineering and presentations. While it engages users, AR may decrease creativity and lacks privacy.
Augmented reality (AR) enhances the real world by adding virtual objects. It combines real and virtual aspects in real-time and is interactive in 3D. Early development began in the 1960s but the term "augmented reality" was coined in the 1990s. AR systems add virtual audio, objects, and other enhancements to the real world. Potential applications include medical, entertainment, education, and military uses. Continued research is needed to address performance, interaction, and alignment issues and to develop applications that provide instant information to users.
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
Seminar report on augmented and virtual realityDheeraj Chauhan
A Seminar report on VIRTUAL AND AUGMENTED REALITY which gives you a proper Understanding of these two technology .If u want to learn that how these technology work then go through it
A brief intro about Augmented Reality, you can use this presentation for educational purposes, this gives a detail of how augmented reality works with sectors like education, gaming, entertainment and so on.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
Virtual reality (VR) refers to computer-generated simulations that immerse users in an artificial 3D environment that can be interacted with. The document provides an overview of VR, discussing its history from early prototypes in the 1950s-60s to modern implementations. It describes different types of VR systems including immersive, augmented, and desktop VR. The hardware components and data flow that enable the VR experience are outlined. Applications of VR in fields like gaming, medicine, aviation, and military training are highlighted. The document suggests VR will continue advancing in the future.
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
Virtual Reality vs Augmented Reality - Knowing the DifferenceAugment
Virtual reality creates a simulated reality through wearable technology like headsets, immersing users by stimulating their vision and hearing. It is used for gaming, entertainment, and professional training through simulators. Augmented reality overlays digital elements onto the real world through mobile apps, blending virtual and real environments, whereas virtual reality fully immerses users in a simulated setting.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
Virtual reality uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
New Technology (Augmented Reality), its feature, history, use in different fields, & scope in future.
Osama Ali Mangi presents this technology's overview to his Session & Seminars.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
The document discusses augmented reality (AR) and its applications for learning. It provides an overview of AR, examples of current AR applications in various fields, and the speaker's work developing AR applications for medical skill training and education. It also describes tools that have made developing AR applications easier without requiring programming skills.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
This document provides an overview of augmented reality (AR), including its definition, evolution, components, implementation methods, applications, and future possibilities. AR enhances the real-world environment by overlaying digital content and information. The key components of an AR system are displays, tracking systems, and mobile computing power. Implementation can be done via markers, markerless recognition, or location-based methods. Applications include medical, education, military, tourism and more. The future of AR may include replacing cell phones and expanding computer screens into the real world.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
The document discusses augmented reality and provides an overview of the technology. It begins with acknowledging those who helped in completing a seminar on augmented reality. It then defines augmented reality as computer displays that add virtual information to a user's view of the real world. The document discusses the history of augmented reality and compares it to virtual reality. It notes that augmented reality systems overlay graphics on the real world, while virtual reality aims to fully immerse users in synthetic environments. Finally, it describes different types of displays that can be used for augmented reality, including head-worn, handheld, and projective displays.
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
Seminar report on augmented and virtual realityDheeraj Chauhan
A Seminar report on VIRTUAL AND AUGMENTED REALITY which gives you a proper Understanding of these two technology .If u want to learn that how these technology work then go through it
A brief intro about Augmented Reality, you can use this presentation for educational purposes, this gives a detail of how augmented reality works with sectors like education, gaming, entertainment and so on.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
Virtual reality (VR) refers to computer-generated simulations that immerse users in an artificial 3D environment that can be interacted with. The document provides an overview of VR, discussing its history from early prototypes in the 1950s-60s to modern implementations. It describes different types of VR systems including immersive, augmented, and desktop VR. The hardware components and data flow that enable the VR experience are outlined. Applications of VR in fields like gaming, medicine, aviation, and military training are highlighted. The document suggests VR will continue advancing in the future.
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
Virtual Reality vs Augmented Reality - Knowing the DifferenceAugment
Virtual reality creates a simulated reality through wearable technology like headsets, immersing users by stimulating their vision and hearing. It is used for gaming, entertainment, and professional training through simulators. Augmented reality overlays digital elements onto the real world through mobile apps, blending virtual and real environments, whereas virtual reality fully immerses users in a simulated setting.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
Virtual reality uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
New Technology (Augmented Reality), its feature, history, use in different fields, & scope in future.
Osama Ali Mangi presents this technology's overview to his Session & Seminars.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
The document discusses augmented reality (AR) and its applications for learning. It provides an overview of AR, examples of current AR applications in various fields, and the speaker's work developing AR applications for medical skill training and education. It also describes tools that have made developing AR applications easier without requiring programming skills.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
This document provides an overview of augmented reality (AR), including its definition, evolution, components, implementation methods, applications, and future possibilities. AR enhances the real-world environment by overlaying digital content and information. The key components of an AR system are displays, tracking systems, and mobile computing power. Implementation can be done via markers, markerless recognition, or location-based methods. Applications include medical, education, military, tourism and more. The future of AR may include replacing cell phones and expanding computer screens into the real world.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
The document discusses augmented reality and provides an overview of the technology. It begins with acknowledging those who helped in completing a seminar on augmented reality. It then defines augmented reality as computer displays that add virtual information to a user's view of the real world. The document discusses the history of augmented reality and compares it to virtual reality. It notes that augmented reality systems overlay graphics on the real world, while virtual reality aims to fully immerse users in synthetic environments. Finally, it describes different types of displays that can be used for augmented reality, including head-worn, handheld, and projective displays.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
The document discusses augmented reality (AR), how it differs from virtual reality and RFID, common uses of AR, and examples of AR architectures. It provides an example of how AR could be used in an automated car parking system to improve security and identification. The document outlines advantages of AR such as improved performance and accuracy, as well as disadvantages like security and interoperability issues. It concludes that AR provides a new way of interacting with user interfaces and will likely be used more widely in the future.
This document discusses augmented reality (AR) and its key concepts. It defines AR as a combination of real and virtual scenes that augments the real scene with additional computer-generated information. The document contrasts AR with virtual reality and discusses various AR display technologies including monitor-based, video see-through head-mounted displays, and optical see-through head-mounted displays. It also outlines some early applications of AR in areas like maintenance, medical, instruction, and gaming. Overall the document provides a high-level overview of AR, its definition, differences from virtual reality, display technologies, and early applications.
This document discusses augmented reality (AR) and its applications. It begins with an abstract that defines AR as a technology that augments the real world with computer-generated sensory input. It then covers how AR works, the differences between AR and virtual reality, components of an AR system like head-mounted displays and tracking systems, and recent advances in AR technologies like Google Glass. Finally, it discusses several applications of AR in fields like medicine, archaeology, tourism, translation, navigation, industrial design, the military, and education.
Augmented Reality Application - Final Year ProjectYash Kaushik
The document is a project report on augmented reality. It discusses the history and types of augmented reality, including marker-based and markerless augmented reality. It describes an augmented reality app called AmiMap developed by the student for their final year project. The app uses markers to trigger augmented reality content like maps. The report discusses the software, portals and process used to develop the app in Unity and deploy it on Android. It also talks about some problems faced and solutions explored for augmented reality development.
Final year design project report - Studies in application of augmented realit...Mannu Amrit
This document summarizes a design project that studied the application of augmented reality (AR) in e-learning courses for chemistry. The project developed an AR android application using images from chemistry textbooks as markers to augment 3D content about solid state chemistry. An experiment compared the AR app to web-based learning and found that the AR app helped students' content learning and 3D spatial visualization more than web-based systems, and users had more positive behavioral intentions toward the AR system. The project validated AR's potential to improve learning of chemistry concepts requiring spatial skills over current e-learning methods.
This document discusses augmented reality (AR), which combines real and virtual scenes viewed through a device like glasses. AR enhances the real world with computer-generated input, unlike virtual reality which immerses the user in a simulated world. The document outlines how AR works using tracking, computing, and display components. It explores applications of AR in medical, entertainment, military, and engineering fields and limitations like technological and social acceptance challenges.
Augmented reality (AR) is a type of virtual reality that overlays computer-generated images on a user's view of the real world. AR aims to make users unable to distinguish between real and virtual elements. Current uses include entertainment, military training, and manufacturing. While AR improves interaction, it may negatively impact young people's ability to distinguish fiction from reality when used in violent video games.
Stratellites are proposed as an alternative to satellites for wireless communication. A stratellite would be a solar-powered airship stationed in the stratosphere at an altitude of around 13 miles, allowing it to provide satellite-like communication services to a large area without the latency issues of satellites in geostationary orbit. Stratellites could provide two-way broadband access across hundreds of thousands of square miles with lower costs than launching and maintaining thousands of cell towers. However, stratellites have not been fully commercialized and would need to overcome challenges of air traffic control and weather stability in the stratosphere.
Android N will include native support for 3D Touch-like functionality on devices with pressure-sensitive displays, allowing users and developers to take advantage of these capabilities. Developers have noticed new shortcuts and documentation references for 3D Touch features in the Android N developer previews. This suggests Google is preparing gesture-based interactions and the ability to customize app shortcuts, bringing options similar to 3D Touch on iOS devices to Android.
The ins and outs of Apple's new 3D Touch technology. If you're not familiar with 3D Touch, it's a new technology from Apple that allows their latest mobile devices to measure the pressure of each touch on the screen. This in turn makes it possible to introduce many new gestures and interactions, like Quick Actions and Peek and Pop. How do these things work and how you can use them in your applications? If you're interested in the answer to that question, you should definitely check out this presentation.
Augmented Reality - General conclusions and recommendationsbanholzer76
Augmented realities as an emerging technology offer new opportunities due to several
shifting external conditions or changing forms of social interaction. In order to investigate
possible impacts, trends and relationships the employed method is based on an
environmental scanning and on several semi-structured interviews, conducted with several
technology experts, researchers and futurologists. The process aims to obtain valuable
information on competitors, markets, customers and suppliers as well as on macroeconomic
factors, such as social, economic, technological and political factors.
The main research findings afforded that AR can be seen as a new communication medium
or tool in an early stage level due to several major technical and social challenges and that it
goes along with the evolving information technology. These days one of the most promising
devices for AR applications is the mobile phone, which could open the floodgates for the
mass implementation of AR. With regard to the evolving ubiquity of information and
interactivity through smart things and sensors, AR will provide customized-, perceptional-,
and location-based information. Life and task enhancing services and applications are
assigned big potential in future solutions, which could occur in many areas and industries.
Due to an economical shift towards free business models, often financed by the
advertisement industry, the future development of AR will certainly be affected.
Engineering Seminar Report on Augmented RealityAyush Agarwal
The document summarizes a seminar report on augmented reality. It begins with an introduction defining augmented reality as computer displays that add information to a user's senses in an integrated manner. It then discusses the evolution of augmented reality from early prototypes in the 1960s to modern applications. Key technologies needed for augmented reality like head mounted displays, glasses, tracking systems, input devices and software are also outlined. Finally, examples of applications in fields like archaeology, architecture, education, gaming, medicine and military are provided.
Impact on profession and preparation for tomorrow cs ca nirc_22_nov[1]Pavan Kumar Vijay
The document discusses the need for professionals like company secretaries, chartered accountants, and cost and works accountants to rethink their roles due to various risk factors like technological changes, legislative changes, and increased competition. It outlines opportunities for professionals in areas that are difficult for computers to perform like complex decision making, relationship building, and entrepreneurship. The document suggests diversifying into new industry segments, services, knowledge areas and geographies. It emphasizes the need for creativity, confidence, effective communication and collaboration between professional bodies to take advantage of opportunities in the changing global environment.
Lecture 5 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an overview of location based mobile Augmented Reality. Look for the other 9 lectures in the course.
Project Loon is a Google initiative to provide internet access to rural and remote areas using balloons floating in the stratosphere. The balloons travel approximately 20 km above the Earth's surface, carried by winds in the stratosphere. Special antennas on the balloons connect to each other and to antennas on the ground, allowing people to access the internet. Project Loon began testing in 2013 and has expanded tests to locations like New Zealand, California, and Brazil to refine the technology.
> Mobile world
> Hybrid Apps vs Native Apps
> Cordova and Its Architecture
> What and Why IONIC ?
> What Techniologies IONIC does it use ?
> Ionicon and Its usage
> IONIC CLI
> IONIC and Packed Android Project File Structure.
> Example To Do List
This document provides an overview of augmented reality (AR), including its definition, history, differences from virtual reality, display technologies, techniques, components, and potential application domains. It defines AR as combining real and virtual objects in real time and discusses optical and video see-through displays. Example applications mentioned include medical imaging, tourism, manufacturing, and education.
The document discusses augmented reality, including its definition as a live view of the physical real-world environment that is augmented by computer-generated perceptual information. It provides details on the history of augmented reality, how augmented reality systems work, examples of applications in various fields such as military, medical, education and entertainment, and the future potential of augmented reality. Limitations including tracking accuracy and reliance on mobile devices are also noted.
This document provides an overview of augmented reality (AR) including its history, key components, types, and applications. It discusses:
- The origins and early development of AR from the 1960s to present day research.
- The main components of an AR system including head-mounted displays, tracking systems, and mobile computing power.
- Types of AR such as projection-based AR which projects graphics onto surfaces, recognition-based AR which provides information about recognized objects, and outlining AR which uses special cameras to outline objects.
- Examples of AR applications including using projected lights on hands as buttons, providing information about recognized objects, and outlining road boundaries in low visibility conditions.
This document provides an overview of augmented reality (AR), including its components, technologies, applications, and limitations. AR combines real and virtual elements to enhance one's current perception of reality. Key aspects covered include: AR uses displays, tracking systems, and environmental sensors to overlay virtual images on the real world in real-time; common display types are head-worn, hand-held, and projection; video and optical see-through are the main AR technologies; applications exist in medical, military, engineering, consumer and other fields; and limitations relate to tracking accuracy, computing power and size of AR systems. The future of AR is presented as expanding computer screens into the real environment through virtual overlays.
Augmented Reality Report by Singhan Gangulysinghanganguly
The document is a project report on augmented reality (AR) submitted by Singhan Ganguly to the Department of Electronics and Communication Engineering at Future Institute of Engineering & Management. It provides an overview of AR, including a definition, history, examples and applications. It discusses how AR superimposes computer-generated graphics, sounds, and other information over real-world environments in real-time. A key example discussed is the popular AR game Pokémon Go, which uses location tracking and GPS on smartphones to overlay virtual Pokémon characters onto real-world locations and environments.
The document is a certificate for a seminar report on augmented reality submitted by Satyendra Gupta at Babu Banarasi Das Northern India Institute of Technology, Lucknow in partial fulfillment of the requirements for a Bachelor of Technology degree. It includes signatures from the seminar coordinator, department head, and assisting professor to verify completion of the seminar report. The report itself contains an introduction to augmented reality, an overview of the technology, comparisons to virtual reality, descriptions of displays and techniques, applications, and challenges.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
Augmented reality (AR) enhances our view of the real world by overlaying computer-generated images, audio, and other sensory enhancements. An AR system combines real and virtual objects, is interactive in real-time, and registers virtual objects in 3D. AR has applications in education, military, tourism, and gaming by providing additional information and immersive experiences overlaid on the real world. Key components of an AR system include head-mounted displays, tracking technology like GPS and compasses, and mobile computing power.
This document discusses augmented reality, which combines real and virtual elements to enhance one's current perception of reality. It describes the components of an augmented reality system, including head-mounted displays, tracking systems, and mobile computing power. Applications mentioned include use in maintenance, construction, the military, video games, and cell phone apps that overlay information about nearby locations. Limitations include accuracy of tracking and limited computing power, while future scopes involve enhanced media and replacing cell phones with augmented displays.
This document discusses augmented reality (AR), which combines real and virtual elements. It defines AR and outlines its components, including head-mounted displays, tracking systems, and mobile computing. Examples of AR applications in education, military, and gaming are provided. The key challenges of AR are accurate tracking and orientation. The conclusion states that AR will continue to blend real and virtual experiences.
This document discusses augmented reality and virtual reality. It begins by defining augmented reality and virtual reality, noting that while virtual reality was attempted in the 1990s with devices like the Virtual Boy, the technologies are now improving. It then provides details on the key components of an augmented reality system, including head-mounted displays, tracking systems, and mobile computing power. Examples are given of how augmented reality could be used for education, medicine, tourism, and gaming. Limitations including accuracy of tracking systems and high hardware costs are also outlined. Major companies developing virtual reality technologies are mentioned, such as Oculus VR, Microsoft, Sony, Samsung, and Google.
This document provides an overview of augmented reality (AR) including what it is, examples of how it works, a brief history, and potential applications. AR overlays computer-generated images on top of the real world, enhancing one's current perception. Early examples include overlaying replays with ball trajectories during sports matches. The document traces the evolution of AR from Ivan Sutherland's 1968 "Sword of Damocles" system to modern uses in gaming, healthcare, education, and real estate. AR has the potential to transform how we experience the world through interactive overlays of information.
This document provides an overview of a technical seminar on augmented reality technology. It begins with an introduction that defines augmented reality as overlaying computer graphics on the real world. It then discusses the differences between augmented reality and virtual reality. The document outlines the types of augmented reality and how the technology works by recognizing markers to render 3D objects. It highlights advantages such as shared experiences and improved education. Finally, it lists some applications including medical, entertainment, military training and more.
This document discusses augmented reality (AR), which combines real and virtual elements. It describes AR systems, which overlay computer-generated data onto the real world in real-time using devices like head-mounted displays. The key components of an AR system are displays, tracking systems, and mobile computing. Examples of AR applications mentioned are education, military, and gaming. Limitations include challenges with accurate tracking and orientation. The conclusion states that AR will continue merging real and virtual experiences for users.
This document summarizes augmented reality (AR) technology. It discusses how AR enhances the real-world environment by incorporating digital information like graphics. Examples of AR applications discussed include Intel's x-ray glasses that allow seeing inside objects and Google's Project Tango, which uses sensors and cameras to integrate 3D environments into mobile devices. The document traces the history of AR concepts back to Rene Descartes in the 1600s and discusses ongoing research areas like improving depth sensing and object recognition to advance AR capabilities.
Augmented reality (AR) combines real and virtual elements to enhance one's current perception of reality. AR is interactive and registered in 3D, allowing virtual objects to be overlaid on the real world in real-time. Successful AR requires three components: a display device, a tracking system, and mobile computing power. Current applications of AR include HUDs in vehicles, mobile travel guides, and games that overlay virtual elements onto real environments. Research into AR continues as it could provide instant information to users across many fields like education, medicine, and gaming through seamless integration of real and virtual worlds.
This document discusses augmented reality systems and their components. It describes how augmented reality overlays computer-generated data onto the real world in real-time by using displays like head-mounted displays. Examples of augmented reality applications include Wikitude and Google Glass. The key components of an augmented reality system are a display, tracking system, and mobile computing power. The document also covers the differences between augmented and virtual reality, potential applications, and current limitations.
Augmented reality and virtual reality technologyAMAN148668
This document presents an industrial training presentation on augmented reality. It begins with defining augmented reality as enhancing the real world with computer-generated information using software, apps and hardware like AR glasses. It then discusses why AR was introduced, such as for interactive learning experiences. The document outlines what AR is, how it works by superimposing digital information onto the real world, its current uses and applications. It also covers the impact, future potential in areas like education, gaming and more, as well as limitations and why continued research is important.
Augmented reality (AR) enhances real-world environments by superimposing computer-generated images over a user's view of the real world. AR originated in the 1950s and 1960s from the work of Ivan Sutherland. Key developments included the first use of the term "augmented reality" in 1990 and a 1997 survey of AR uses. AR hardware includes head-up displays, eyeglasses, contact lenses, and retinal displays. Applications of AR span archaeology, architecture, art, commerce, education, games, healthcare, manufacturing, and military uses. However, challenges remain regarding technology limitations, social acceptance, and usability issues that must be addressed for further advancement of AR.
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
OpenID AuthZEN Interop Read Out - AuthorizationDavid Brossard
During Identiverse 2024 and EIC 2024, members of the OpenID AuthZEN WG got together and demoed their authorization endpoints conforming to the AuthZEN API
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
1. PDIT TIRUPATI AUGMENTED REALITY
1
ABSTRACT
Video games have been entertaining us for nearly 30 years, ever since Pong was introduced to
arcades in the early In 1970's. Computer graphics have become much more sophisticated since then.
And soon, game graphics will seem all too real. In the next decade, researchers plan to pull graphics
out of your television screen or computer display and integrate them into real- world environments.
This new technology called augmented reality, will further blur the line between what is real and what
is computer-generated by enhancing what we see, hear, feel and smell. Augmented reality will truly
change the way we view the world. Picture yourself walking or driving down the street. With
augmented-reality displays, which will eventually look much like a normal pair of glasses, informative
graphics will appear in your field of view, and audio will coincide with what very you see. These
enhancements will be refreshed continually to reflect the moments of your head. Augmented reality is
still in the early stage of research and development at various universities and high-tech companies.
Eventually, possibly by the end of this decade we will see the first mass-marketed augmented-reality
system, which can be described as "the Walkman of the 21st Century". Augmented reality (AR) is
the altering your perception of the world by wrapping a layer around reality. A layer of augmentation.
They say reality is a hard pill to swallow. So how about reality served with a sugar coating of
information? Augmented Reality can help in multiple ways – provide critical information about your
surroundings, give you your personal babel fish, help soldiers survive wars better, help law
enforcement officials catch criminals, avoid car accidents, train surgeons, and much more. But AR is
not just about this, it can be fun too! Yep it has limitless possibilities in gaming Should you be
interested in not just experiencing AR but also creating that same magic, the last chapter will help you
take your first steps into AR programming. We tell you about the domain knowledge required for
starting off with each type of AR implementation and we end with an introduction to some of the most
useful frameworks / toolkits available to begin your journey.
2. PDIT TIRUPATI AUGMENTED REALITY
2
1. INTRODUCTION
Augmented reality (AR) refers to computer displays that add virtual information to a user's
sensory perception. Most AR research focuses on see-through devices, usually worn on the head that
overlay graphics and text on the user's view of his or her surroundings. In general it superimposes
graphics over a real world environment in real time.
Getting the right information at the right time and the right place is key in all these applications.
Personal digital assistants such as the Palm and the Pocket PC can provide timely information using
wireless networking and GlobalPositioning System (GPS) receivers that constantly track the handheld
devices. But what makes Augmented Reality different is how the information is presented: not on a
separate display but integrated with the user's perceptions. This kind of interface minimizes the extra
mental effort that a user has to expend when switching his or her attention back and forth between
real-world tasks and a computer screen. In augmented reality, the user's view of the world and the
computer interface literally become one.
Between the extremes of real life and Virtual Reality lies the spectrum of Mixed Reality, in
which views of the real world are combined in some proportion with views of a virtual environment.
Combining direct view, stereoscopic videos, and stereoscopic graphics, Augmented Reality describes
that class of displays that consists primarily of a real world environment, with graphic enhancement or
augmentations.
In Augmented Virtuality, real objects are added to a virtual environment. In Augmented
Reality, virtual objects are added to real world. An AR system supplements the real world with virtual
(computer generated) objects that appear to co-exist in the same space as the real world. Virtual
Reality is a synthetic environment.
Real
Environment
Augmented
Reality
Augmented
Virtuality
Virtual
Environment
3. PDIT TIRUPATI AUGMENTED REALITY
3
1..1 Comparison between AR and virtual environments
The overall requirements of AR can be summarized by comparing them against the
requirements for Virtual Environments, for the three basic subsystems that they require.
1. Scene generator : Rendering is not currently one of the major problems in AR. VE systems have
much higher requirements for realistic images because they completely replace the real world with
the virtual environment . In AR, the virtual images only supplement the real world. Therefore,
fewer virtual objects need to be drawn, and theydo not necessarily have to be realistically rendered
in order to serve the purposes of the application.
2. Display devices: The display devices used in AR may have less stringent requirements than VE
systems demand, again because AR does not replace the real world. For example, monochrome
displays may be adequate for some AR applications, while virtually all VE systems today use full
color. Optical see-through HMD's with a small field-of-view may be satisfactory because the user
can still see the real world with his peripheral vision; the see-through HMD does not shut off the
user's normal field-of-view. Furthermore, the resolution of the monitor in an optical sec-through
HMD might be lower than what a user would tolerate in a VE application, since the optical
see-through HMD does not reduce the resolution of the real environment.
3. Tracking and sending: While in the previous two cases AR had lower requirements than VE that
is not the case for tracking and sensing. In this area, the requirements for AR are much stricter than
those for VE systems. A major reason for this is the registration problem.
Basic Subsytems VR AR
Scene Generator More Advanced Less Advanced
Display device High Quality Low Quality
Tracking and Sensing Less Advanced More advanced
Table No.1 : Comparison of requirements of Augmented Reality and Virtual Reality
4. PDIT,TIRUPATI AUGMENTED REALITY
4
2.HISTROY
• Although augmented reality may seem like the stuff of science fiction, researchers have been
building prototype system for more thanthree decades. The first was developed in the 1960s by
computer graphics pioneer Ivan Surtherland and his students at Harvard University.
• In the 1970s and 1980s a small number of researchers studied augmented reality at institution
such as the U.S. Air Force's Armstrong Laboratory, the NASA Ames Research Center and the
university of North Carolina at Chapel Hill
• It wasn't until the early 1990s that the term "Augmented Reality”was coined by scientists at
Boeing who were developing an experimental AR system to help workers assemble wiring
harnesses.
• In 1996 developers at Columbia University develop 'The Touring Machine'
• In 2001 MIT came up with a very compact AR system known as "MIThriir.
• Presently research is being done in developing BARS (Battlefield Augmented Reality
Systems) by engineers at Naval Research Laboratory, Washington D.C.
5. PDIT,TIRUPATI AUGMENTED REALITY
5
3. WORKING
AR system tracks the position and orientation of the user's head so that the overlaid material
can be aligned with the user's view of the world. Through this process, known as registration, graphics
software canplace a three dimensional image of a tea cup, for example on top of a real saucer and keep
the virtual cup fixed in that position as the user moves about the room. ARsystems employ some of the
same hardware technologies used in virtual reality research, but there's a crucial differences: whereas
virtual reality brashly aims to replace the real world, augmented reality respectfully supplement it.
Augmented Reality is still in anearly stage of research and development at various universities
and high-tech companies. Eventually, possible by the end of this decade, we will see first
mass-marketed augmented reality system, which one researcher calls "The Walkman of the 2 Is1
century". What augmented reality' attempts to do is not only super impose graphics over a real
environment in real time, but also change those graphics to accommodate a user's head- and
eye-movements, so that the graphics always fit and perspective.
Here are the three components needed to make an augmented-reality system work:
• Head-mounted display
• Tracking system
• Mobile computing power
3.1 Head-Mounted Display
Just as monitor allow us to see text and graphics generated by computers, head-mounted
displays (HMD's) will enable us to view graphics and text created by augmented-reality systems.
There are two basic types of HMD's
• Video see-through
• Optical see-through
6. PDIT,TIRUPATI AUGMENTED REALITY
6
3.1.1 Optical see-through display
Fig 2: Optical see-through HMD conceptual diagram.
A simple approach to optical see-through display employs a mirror beam splitter- a half
silvered mirror that both reflects and transmits light. If properly oriented in front of the user's eye, the
beamsplitter can reflect the image of a computer display into the user's line of sight yet still allow light
from the surrounding world to pass through. Such beam splitters, which are called combiners, have
long been used in head up displays for fighter-jet- pilots (and, more recently, for drivers of luxury-
cars). Lenses can be placed between the beam splitter and the computer display to focus the image so
that it appears at a comfortable viewing distance. If a display and optics are provided for each eye, the
view can be in stereo. Sony makes a see-through display that some researchers use, called the
"Glasstron".
7. PDIT,TIRUPATI AUGMENTED REALITY
7
3.1.2 Video see-through displays
Combined Video
Fig 3: Video see-through HMD conceptual diagram
In contrast, a video see throughdisplay uses video mixing technology, originally developed for
television special effects, to combine the image from a head worn camera with synthesized graphics.
The merged image is typically presented on an opaque head worn display. With careful design the
camera can be positioned so that its optical path is closed to that of the user's eye; the video image thus
approximates what the userwould normally see. As with optical see through displays, a separate
system can be provided for each eye to support stereo vision. Video composition can be done in more
than one way. A simple way is to use chroma-keying: a technique used in many video special effects.
The background of the computer graphics images is set to a specific color, say green, which none of
the virtual objects use. Then the combining step replaces all green areas with the corresponding parts
from the video of the real world. This has the effect of superimposing the virtual objects over the real
world. A more sophisticated composition would use depth information at each pixel for the real world
images; it could combine the real and virtual images by a pixel-by-pixel depthcomparison. This would
allow real objects to cover virtual objects and vice-versa.
3.1.3 Comparison of optical sec through and video see through displays
Each of approaches to sec through display design has its pluses and minuses. Optical see
throughsystems allows the user to see the real world withresolutionand field of view. But the overlaid
graphics in current optical see through systems are not opaque and therefore cannot completely
8. PDIT,TIRUPATI AUGMENTED REALITY
8
obscure the physical objects behind them. As result, the superimposed text may be hard to read against
some backgrounds, and three-dimensional graphics may not produce a convincing illusion.
Furthermore, although focus physical objects depending on their distance, virtual objects are alt
focused in the plane of the display. This means that a virtual object that is intended to be at the same
position as a physical object may have a geometrically correct projection, yet the user may not be able
to view both objects in focus at the same time.
In video see-through systems, virtual objects can fully obscure physical ones and can be
combined with them using a rich variety of graphical effects. There is also discrepancy between how
the eye focuses virtual and physical objects, because both are viewed on same plane, the limitations of
current video technology, however, mean that the quality of the visual experience of the real world is
significantlydecreased, essentially to the levelof the synthesized graphics, witheverything focusingat
the same apparent distance. At present, a video camera and display is no match for the human eye.
An optical approach has the following advantages over a video approach
1. Simplicity': Optical blending is simpler and cheaper than video blending. Optical approaches have
only one "stream" of video to worry about: the graphic images. The real world is seen directly through
the combiners, and that time delay is generally a few nanoseconds. Video blending, on the other hand,
must deal with separate video streams for the real and virtual images. The two streams of real and
virtual images must be properly synchronized or temporal distortion results. Also, optical see through
HMD's with narrow field of view combiners offer views of the real world that have little distortion.
Video cameras almost always have some amount of distortion that must be compensated for, along
with any distortion from the optics in front of the display devices. Since video requires cameras and
combiners that optical approaches do not need, video will probably be more expensive and
complicated to build than optical based systems.
2. Resolution: Video blending limits the resolution of what the user sees, both real and virtual, to the
resolution of the display devices. With current displays, this resolution is far less than the resolving
power of the fovea. Optical see-through also shows the graphic images at the resolution of the display
devices, but the user's view of the real world is not degraded. Thus, video reduces the resolution of the
real world, while optical see-through docs not.
3. Safety: Video see-throughHMD's arc essentially modified closed-view HMD's, If the power is cut
off, the user is effectivelyblind. This is a safetyconcern in some applications. In contrast, when power
is removed from an optical see-through HMD, the user still has a direct view of the real world. The
HMD then becomes a pair of heavy sunglasses, but the user can still see.
9. PDIT,TIRUPATI AUGMENTED REALITY
9
4. No eye offset: With video see-through, the user's view of the real world is provided by the video
cameras. In essence, this puts his "eyes" where the video cameras are not located exactly where the
user's eyes are, creating an offset between the cameras and the real eyes. The distance separating the
cameras may also not be exactly the same as the user's interpupillary distance (IPD). This difference
between camera locations and eye locations introduces displacements from what the user sees
compared to what he expects to see. For example, if the cameras are above the user's eyes, he will see
the world from a vantage point slightly taller than he is used to.
Video blending offers the following advantages over optical blending
1. Flexibility in composition strategies: A basic problem with optical see-through is that the virtual
objects do not completely obscure the real world objects, because the optical combiners allow light
from both virtual and real sources. Building an optical see-through HMD that can selectively shut out
the light from the real world is difficult. Any filter that would selectivelyblock out light must be placed
in the optical path at a point where the image is in focus, which obviously cannot be the user's eye.
Therefore, the optical system must have two places where the image is in focus: at the user's eye and
the point of the hypothetical filter. This makes the optical design much more difficult and complex. No
existing optical see-through HMD blocks incoming light in this fashion. Thus, the virtual objects
appear Ghost-like and semi-transparent. This damages the illusion of reality because occlusion is one
of the strongest depth cues. In contrast, video see-through is far more flexible about how it merges the
real and virtual images. Since both the real and virtual are available in digital form, video see-through
compositors can, on a pixel-by-pixel basis, take the real, or the virtual, or some blend between the two
to simulate transparency.
2. Wide field-of-view: Distortions in optical systems are a function of the radial distance away from
the optical axis. The further one looks away from the center of the view, the larger the distortions get.
A digitized image taken through a distorted optical system can be undistorted by applying image
processing techniques to unwrap the image, provided that the optical distortion is wellcharacterized.
This requires significant amount of computation, but this constraint will be less important in the future
as computers become faster. It is harder to build wide field-of-view displays with optical see-through
techniques. Any distortions of the user's view of the real world must be corrected optically, rather than
digitally, because the system has no digitized image of the real world to manipulate. Complexoptics is
expensive and add weight to the HMD. Wide field-of-view systems are an exception to the general
trend of optical approaches being simpler and cheaper than video approaches.
10. PDIT,TIRUPATI AUGMENTED REALITY
10
3. Real and virtual view delays can be matched: Video offers anapproach for reducing or avoiding
problems caused by temporal mismatches between the real and virtual images. Optical see-through
HMD's offer an almost instantaneous view of the real world but a delayed view of the virtual. This
temporal mismatch can cause problems. With video approaches, it is possible to delay the video of the
real world to match the delay from the virtual image stream.
4. Additional registration strategies: In optical see-through, the only information the system has
about the user's head location comes from the head tracker. Video blending provides another source of
information: the digitized image of the real scene. This digitized image means that video approaches
can employ additional registration strategies unavailable to optical approaches.
5. Easier to match the brightness of the real and virtual objects: Both optical and video
technologies have their roles, and the choice of technologydepends uponthe application requirements.
Many of the mismatch assembly and repair prototypes use optical approaches, possibly because of the
cost and safety issues. If successful, the equipment would have to be replicated in large numbers to
equip workers on a factory floor. In contrast, most of the prototypes for medical applications use video
approaches, probably for the flexibility in blending real and virtual and for theadditional registration
strategies offered.
3.2 Tracking and Orientation
The biggest challenge facing developers of augmented reality the need to know where the user
is located in reference to his or her surroundings. There's also the additional problem of tracking the
movement of users eyes and heads. A tracking system has to recognize these movements and project
the graphics related to the real-world environment the user is seeing at any given movement. Currently
both video see-through and optical see-through displays optically have lag in the overlaid material due
to the tracking technologies currently available.
3.2.1 Indoor Tracking
Tracking is easier in small spaces than in large spaces, Trackers typically have two parts: one
worn by the tracked person or object and other built into the surrounding environment, usually within
the same room. Inoptical trackers, the targets - LED's or reflectors, for instance - canbe attached to the
tracked person or to the object, and an array of optical sensors can be embedded in the room's ceiling.
Alternatively the tracked users can wear the sensors, and targets can be fixed to the ceiling. By
calculating the distance to reach visible target, the sensors can determine the user's position and
orientation.
11. PDIT,TIRUPATI AUGMENTED REALITY
11
Researchers at the University of North Carolina-Chapel Hill have developed a very precise
system that works within 500 sq feet. The HiBall Tracking System is an optoelectronic tracking
system made of two parts:
Six user-mounted, optical sensors.
Infrared-light-emitting diodes (LED's) embedded in special ceiling panels.
The system uses the known locationof LED's the known geometry of the user-mounted optical
sensors and a special algorithm to compute and report the user's position and orientation. The system
resolves linear motion of less than 0.2 millimeters, and angular motions less than 0.03 degrees. It has
an update rate of more than 1500Hz, and latency is kept at about one millisecond. In everyday life,
people rely on several senses-including what they see, cues from their inner earsand gravity's pull on
their bodies- to maintain their bearings. In a similar fashion. "Hybrid Trackers" draw on several
sources of sensory information. For example, the wearer of an AR display can be equipped with
inertial sensors (gyroscope and accelerometers) to record changes in head orientation. Combining this
information with data from optical, video or ultrasonic devices greatly improve the accuracy of
tracking.
3.2.2 Outdoor Tracking
Head orientation is determined with a commercially available hybrid tracker that combines
gyroscopes and accelerometers with magnetometers that measure the earth's magnetic field. For
position tracking we take advantage OF a high-precision version of the increasingly popular Global
Positioning system receiver.
A GPS receiver can determine its position by monitoring radio signals from navigation
satellites. GPS receivers have an accuracy of about 10 to 30 meters. An augmented reality, system
would be worthless if the graphics projected were of something 10 to 30 meters away from what you
were actually looking at.
User can get better result with a technique known as differential GPS. In this method, the
mobile GPS receiver also monitors signals from another GPS receiver and a radio transmitter at a fixed
location on the earth. This transmitter broadcasts the correction based on the difference between the
stationary GPS antenna's known and computed positions. By using these signals to correct the satellite
signals, the differential GPS can reduce the margin of error to less than one meter.
The system is able to achieve the centimeter-level accuracy by employing the real-time
kinematics GPS, a more sophisticated form of differential GPS that also compares the phases of the
12. PDIT,TIRUPATI AUGMENTED REALITY
12
signals at the fixed and mobile receivers. Trimble Navigation reports that they have increased the
precision of their global positioning system (GPS) by replacing local reference stations with what they
term a Virtual Reference Station (VRS), This new VRS will enable users to obtain a centimeter-level
positioning without local reference stations; it can achieve long-range, real-time kinematics (RTK)
precision over greater distances via wireless communications wherever they are located. Real-time
kinematics technique is a way to use GPS measurements to generate positioning within one to two
centimeters (0,39 to 0.79 inches). RTK is often used as the key component in navigational system or
automatic machine guidance.
Unfortunately, GPS is not the ultimate answer to position tracking. The satellite signals are
relatively weak and easily blocked by buildings or even foliage. This rule out useful tracking indoors
or in places likes midtown Manhattan, where rows of tall building block most of the sky. GPS tracking
works well in wide open spaces and relatively low buildings.
3.3 Mobile Computing Power
For a wearable augmented realty system, there is still not enough computing power to create
stereo 3-D graphics. So researchers are using whatever they can get out of laptops and persona!
Computers, for now. Laptops are just now starting to be equipped with graphics processing unit
(CPU's), Toshiba just now added a NVIDIA to their notebooks that is able to process more than
17-miilion triangles per second and 286-miIlion pixels per second, which can enable CPU-intensive
programs, such as 3D games. But still notebooks lag far behind-NVID1A has developed a custom
300-MHz 3-D graphics processor for Microsoft's Xbox game console that can produce 150 million
polygon per second—and polygons are more complicated than triangles. So you can see how far
mobiles graphics chips have to go before theycan create smooth graphics like the ones you see on your
home video-game system.
13. PDIT,TIRUPATI AUGMENTED REALITY
13
4. TYPES OF AUGMENTED REALITY
4.1 ProjectionbasedAR
Just like anything else which is beyond our reach, projection based AR feels more attractive (at
least as of now) compared to an AR app you can install on your phone. As is obvious by its name,
projection based AR functions using projection onto objects. What makes it interesting is the wide
array of possibilities. One of the simplest is projection of light on a surface. Speaking of lights,
surfaces and AR, did you ever think those lines on your fingers (which divide each finger into three
parts) can create 12 buttons? Have a look at the image and you would quickly grasp what we’re talking
about. The picture depicts one of the simplest uses of projection based AR where light is fired onto a
surface and the interaction is done by touching the projected surface with hand. The detectionof where
the user has touched the surface is done by differentiating between an expected (or known) projection
image and the projection altered by interference of user’s hand.
Projection-based AR can build you a castle in air, or ma dialler on hand
4.2 RecognitionbasedAR
Recognition based AR focuses on recognition of objects and then provides us more
information about the object. e.g. when using your mobile phone to scan a barcode or QR code, you
actually use object recognition technology. Fact is, except location based AR systems, all other types
do use some type of recognition system to detect the type of object over which augmentation has to be
done. Recognition based AR technology has varied uses as well. One of them is to detect the object in
front of the camera and provide information about the object on screen. This is something similar to the
AR apps for travellers (locationbrowsers). However, the difference lies in the fact that the AR location
browsers usually do not know about the objects that they see while recognition based AR apps do. A
second type of recognition-based AR application is to recognize the object and replace it with
something else.
14. PDIT,TIRUPATI AUGMENTED REALITY
14
Augmented Reality for simulating chemical formulae
4.3 Outlining AR
Though the human eye is known to be the best camera in the world, there are limitations. We
cannot look at things for too long. We cannot see well in low light conditions and sure as anything,
your eye cannot see in infrared. For such cases, special cameras were built. Augmented reality apps
which performoutlining use suchcameras. Once again, object recognition sits behind all that outlining
AR can do. Let us begin with a life-saving implementation example. When driving a car on a road
infoggy weather, the boundaries of the road may not be very visible to the human eye, leading to
mishaps. Advanced cameras tuned specially to see the surroundings in low light conditions can be used
to outline the road boundaries within which the car should stay. Sucha system would prove very useful
in avoiding accidents. With extra sensors capable of detecting objects around (e.g. by using
ultrasound) the overall risk of hitting some living object can be minimized as well. The technologycan
help you save pedestrian lives as well. Outlining people crossing the road on a HUD (Heads Up
Display) windscreen can be more useful than having a separate infrared video feed.
Outlining the road can help save you a mishap
15. PDIT,TIRUPATI AUGMENTED REALITY
15
5. APPLICATIONS
Only recently have the capabilities of real-time video image processing, computer graphics
systems and new display technologies converged to make possible the display of a virtual graphical
image correctly registered with a view of the 3D environment surrounding the user. Researchers
working with the AR system have proposed them as solutions in many domains. The areas have been
discussed range from entertainment to militarytraining. Many of the domains, such as medical are also
proposed for traditional virtual reality systems. This section will highlight some of the proposed
application for augmented reality.
5.1 Medical
Because imaging technology is so pervasive throughout the medical field, it is not surprising
that this domain is viewed as one of the more important for augmented reality systems. Most of the
medical application deal with image guided surgery. Pre-operative imaging studies suchas CT or MR]
scans, of the patient provide the surgeon with the necessary view of the internal anatomy. From these
images the surgery is planned. Visualization of the path through the anatomy to the affected area
where, for example, a tumor must be removed is done by first creating the 3D model from the multiple
views and slices in the preoperative study. This is most often done mentally though some systems will
create 3D volume visualization from the image study. AR can be applied so that the surgical team can
see the CT or MR1 data correctly registered on the patient in the operating theater while the procedure
is progressing. Being able to accurately register the images at this point will enhance the performance
of the surgical team.
Another application for AR in the medical domain is in ultra sound imaging. Using an optical
see-through display the ultrasound technician can view a volumetric rendered image of the fetus
overlaid on the abdomen of the pregnant woman. The image appears as if it were inside of the
abdomen and is correctly rendered as the user moves.
16. PDIT,TIRUPATI AUGMENTED REALITY
16
Fig 6: Virtual fetus inside womb of pregnant patient.
Fig 7: Mockup of breast tumor biopsy. 3-D graphics guide needle insertion.
5.2 Entertainment
A simple form of the augmented reality has been in use in the entertainment and news business
for quite some time. Whenever you are watching the evening weather report the weather reporter is
shown standing in the front of changing weather maps. In the studio the reporter is standing in front of
a blue or a green screen. This real image is augmented with the computer generated maps using a
technique called chroma-keying. It is also possible to create a virtual studio environment so that the
actors can appear to be positioned in a studio with computer generated decorating.
Movie special effects make use of digital computing to create illusions. Strictly speaking with
current technology this may not be considered augmented reality because it is not generated in the
real-time. Most special effects are created off-line, frame by frame with a substantial amount of user
interaction and computer graphics system rendering. But some work is progressing in computer
analysis of the live action images to determine the camera parameters and use this to drive the
generation of the virtual graphics objects to be merged.
Princeton Electronics Billboard has developed an augmented reality system that allows
broadcasters to insert advertisement into specific areas of the broadcast image. For example, while
broadcasting a baseball game this system would be able to place an advertisement in the image so that
17. PDIT,TIRUPATI AUGMENTED REALITY
17
it appears on the outfield wall of the stadium. By using pre-specified reference points in the stadium,
the system automatically determines the camera angles being used and referring to the pre-defined
stadium map inserts the advertisement into the current place. AR QUAKE, 76 designed using the same
platform, blends users in the real world with those in a purely virtual environment. A mobile AR user
plays as a combatant in the computer game Quake, where the game runs with a virtual model of the
real environment.
Fig 8: AR in sports broadcasting. The annotations on the race cars and the yellow first down
tine arc inserted into the broad cast in real time.
5.3 Engineering Design
Imagine that a group of designers are working on the model of a complex device for their
clients. The designers and clients want to do a joint design reviews even though they are physically
separated. If each of them had a conference room that was equipped with an augmented re4ality
display this could be accomplished. The physical prototype that the designers have mocked up is
imaged and displayed in the client's conference room in 3D, The clients can walk around display
looking at different aspects of it. To hold the discussion the client can point at the prototype to
highlight sections and this will be reflected on the real model in the augmented display that the
designers are using. Or perhaps in an earlier stage of the design, before a prototype is built, the view in
each conference room is augmented with a computer generated image of the current design built from
the CAD file describing it. This would allow real time interactions with elements of the design so that
either side can make adjustments and change that are reflected in the view seen by both groups.
5.4 Robotics and Telerobotics
In the domain of robotics and Telerobotics an augmented display can assist the user of the
system. A Telerobotics operator uses a visual image of the remote workspace to guide the robot.
Annotationof the view would still be useful just as it is whenthe scene is in front of the operator. There
18. PDIT,TIRUPATI AUGMENTED REALITY
18
is an added potential benefit. Since often the view of the remote scene is monoscopic, augmentation
with wire frame drawings of structures in the view can facilitate visualization of the remote 3D
geometry. If the operator is attempting a motion it could be practiced on a virtual robot that is
visualized as an augmentation to the real scene. The operator can decide to proceed with the motion
after seeing the results. The robot motion could then be executed directly which in a telerobotics
application would eliminate any oscillations caused by long delays to the remote site.
Fig 9: Virtual lines show a planned motion of a robot arm
5.6 Consumer design
Virtual reality systems are already used for consumer design. Using perhaps more of a graphics
system than virtual reality, when you go to the typical home store wanting to add a new deck to your
house, they will show you a graphical picture of what the deck will look like. It is conceivable that a
future system would allow you to bring a video tape of your house shot from various viewpoints in
your backyard and in real time it would augment that view to show the new deck in its finished form
attached to your house. Or bring in a tape of your current kitchen and the augmented reality processor
would replace your current kitchen cabinetry with virtual images of the new kitchen that you are
designing.
19. PDIT,TIRUPATI AUGMENTED REALITY
19
6. ADVANTAGES AND ITS LIMITATIONS
Advantages
Augmented Reality is set to revolutionize the mobile user experience as did gesture and touch
(multi-modal interaction) in mobile phones. This will redefine the mobile user experience for
the next generation making mobile search invisible and reduce search effort for users.
Augmented Reality, like multi-modal interaction (gestural interfaces) has a long history of
usability research, analysis and experimentation and therefore has a solid history as an
interface technique.
Augmented Reality improves mobile usability by acting as the interface itself, requiring little
interaction. Imagine turning on your phone or pressing a button where the space, people,
objects around you are “sensed” by your mobile device- giving you location based or context
sensitive information on the fly.
Limitations
Current performance levels (speed) on today’s [2009] iPhone or similar touch devices like the
Google G1 will take a few generations to make Augmented Reality feasible as a general
interface technique accessible to the general public.
Content may obscure or narrow a user’s interests or tastes. For example, knowing where
McDonald’s or Starbucks is in Paris or Rome might not interest users as much as “off the
beaten track information” that you might seek out in travel experiences.
Privacy control will become a bigger issue than with today’s information saturation
levels. Walking up to a stranger or a group of people might reveal status, thoughts (Tweets), or
other information that usually comes with an introduction, might cause unwarranted breaches
of privacy.
20. PDIT,TIRUPATI AUGMENTED REALITY
20
7. FUTURE ENHANCEMENT
This section identifiers areas and approaches that require further researches to produce
improved AR systems.
Hybrid approach
Further tracking systems may be hybrids, because combining approaches can cover
weaknesses. The same may be true for other problems in AR. For example, current registration
strategies generally focus on a single strategy. Further systems may be more robust if several
techniques are combined. An example is combining vision-based techniques with prediction. If the
fiducially arc not available, the system switches to open-loop prediction to reduce the registration
errors, rather than breaking down completely. The predicted viewpoints in turn produce a more
accurate initial location estimate for the vision-based techniques.
Portability
It is essential that potential AR applications give the user the ability to walk around large
environments, even outdoors. This requires making the requirement self-continued and portable.
Existing tracking technology is not capable of tracking a user outdoors at the required accuracy.
Multimodal displays
Almost all work in AR has focused on the visual sense: virtual graphic objects and overlays.
But augmentation might apply to all other senses as well. In particular, adding and removing 3-D
sound is a capability that could be useful in some AR applications.
Perceptual and psychophysical studies
Augmented reality is an area ripe for psychophysical studies. How much lag can a user detect?
How much registration error is detectable when the head is moving? Besides questions on perception,
psychological experiments that explore performance issues are also needed. How much does
head-motion prediction improve user performance on a specific task? How much registration error is
tolerable for a specific application before performance on that task degrades substantially? Is the
allowable error larger while the user moves her head versus when she stands still? Furthermore, no
much is known about potential optical illusion caused byerrors or conflicts in the simultaneous display
of real and virtual objects.
21. PDIT,TIRUPATI AUGMENTED REALITY
21
8. CONCLUSION
Augmented reality is far behind Virtual Environments in maturity. Several commercial
vendors sell complete, turnkey Virtual Environment systems. However, no commercial vendor
currently sells an HMD-based Augmented Reality system. A few monitor-based "virtual set" systems
are available, but today AR systems are primarily found in academic and industrial research
laboratories.
The first deployed HMD-based AR systems will probably be in the application of aircraft
manufacturing. Both Boeing and McDonnell Douglas are exploring this technology. The former uses
optical approaches, while the letter is pursuing video approaches. Boeing has performed trial runs with
workers using a prototype system but has not yet made any deployment decisions. Annotation and
visualization applications in restricted, limited range environments are deployable today, although
much more work needs to be done to make them cost effective and flexible.
Applications in medical visualization will take longer. Prototype visualization aids have been
used on an experimental basis, but the stringent registration requirements and ramifications of
mistakes will postpone common usage for many years. AR will probably be used for medical training
before it is commonly used in surgery.
The next generation of combat aircraft will have Helmet Mounted Sights with graphics
registered to targets in the environment. These displays, combined with short-range steer able missiles
that can shoot at targets off-bore sight, give a tremendous combat advantage to pilots in dogfights.
Instead of having to be directly behind his target in order to shoot at it, a pilot can now shoot at
anything within a 60-90 degree cone of his aircraft's forward centerline. Russia and Israel currently
have systems with this capability, and the U.S is expected to field the AIM-9X missile with its
associated Helmet-mounted sight in 2002.
Augmented Reality is a relatively new field, where most of the research efforts have occurred
in the past four years. Because of the numerous challenges and unexplored avenues in this area, AR
will remain a vibrant area of research for at least the next several years.
After the basic problems with AR are solved, the ultimate goal will be to generate virtual objects that
are so realistic that they are virtually indistinguishable from the real environment. Photorealism has
been demonstrated in feature films, but accomplishing this in an interactive application will be much
harder. Lighting conditions, surface reflections, and other properties must be measured automatically
,in real time.
22. PDIT,TIRUPATI AUGMENTED REALITY
22
9.REFERENCES
Augmented reality Wikipedia,http://en.wikipedia.org/wiki/Augmented_reality
Augmented reality: A practical guide. (2008)
http://media.pragprog.com/titles/cfar/intro.pdf
http://arcadia.eafit.edu.co/Publications/AugmentedRealityIADATEnglish.pdf
http://upcommons.upc.edu/eprints/bitstream/2117/9839/1/IEM_number16_WN.2.pdf
International Conference on EngineeringEducation & Research, Korea, (2009).
http://robot.kut.ac.kr/papers/DeveEduVirtual.pdf
Jochim, S., Augmented Reality in Modern Education
http://augmentedrealitydevelopmentlab.com/wpcontent/uploads/2010/08/
ARDLArticle8.5-11Small.pdf
Blalock, J., Carringer, J.: Augmented Reality Applications for Environmental
Designers. In E. Pearson & P. Bohman (Eds.), Proceedings of World
Conference on Educational Multimedia, Hypermedia and
Telecommunications, pp. 2757--2762. Chesapeake, VA: AACE. (2006). 15.
Dix, J., Finlay, J., Abowd, D., Beale, R.:Human-Computer Interaction.
Third Edition, Pearson: Prentice Hall Europe,(2004).
8.. Valenzuela, D., Shrivastava, P.: Interview as a Method for Qualitative
Research.Presentation
http://www.public.asu.edu/~kroel/www500/ Interview%20Fri.pdf
Thomas, W.: A Review of ResearchonProject BasedLearning. March,
(2000).http://www.bobpearlman.org/BestPractices/PBL_Research.pdf
Shtereva, K., Ivanova, M., Raykov, P.: Project BasedLearning
In Microelectronics: Utilizing ICAPP. Interactive Computer Aided Learning
Conference, 23 – 25 September Villach, Austria, (2009).