Augmented Reality (G.n-12)

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Seminar

On
Augmented Reality

Submitted By

Ankit Kumar Singh


Kundan Kumar
Chandan Marandi
Index
Introduction
What is AR?
History
How is it used?
How does it work?
Applications
Augmented Reality vs. Virtual Reality
Implementation Framework
Advantages
Disadvantages
Issues in Augmented Reality
Challenges
Conclusion
References
Introduction

• Augmented Reality (AR) is a growing area in virtual reality


research.
• The world environment around us provides a wealth of
information that is difficult to duplicate in a computer.
• This is evidenced by the worlds used in virtual
environments.
What is AR?
• The process of superimposing digitally rendered images
onto our real-world surroundings, giving a sense of an
illusion or virtual reality. Recent developments have made
this technology accessible using a Smartphone.
HISTORY
 The beginnings of AR, as we define it, date back to
Sutherland’s work in the 1960s, which used a see-
through HMD to present 3D graphics. However, only
over the past decade has there been enough work to refer
to AR as a research field.
 In 1997, Azuma published a survey that defined the field,
described many problems, and summarized the
developments up to that point.
 Since then, AR’s growth and progress have been
remarkable.
How is it used?
• Augmented reality is hidden content, most commonly
hidden behind marker images, that can be included in
printed and film media, as long as the marker is displayed
for a suitable length of time, in a steady position for an
application to identify and analyze it. Depending on the
content, the marker may have to remain visible.
How does it work?
• Using a mobile application, a mobile phone's camera
identifies and interprets a marker, often a black and white
barcode image.
• The software analyses the marker and creates a virtual
image overlay on the mobile phone's screen, tied to the
position of the camera.
• This means the app works with the camera to interpret the
angles and distance the mobile phone is away from the
marker.
Applications

Main classes of applications:


 Medical
 Manufacturing and repair
 Annotation and visualization
 Robot path planning
 Entertainment
 Military aircraft
Simple AR

Medical Use AR Street View Virtual Device

Lbw decisions, spider diagrams,


ball trajectories, etc. in cricket
is a very basic example
Virtual Reality

• Virtual reality is an artificial environment


that is created with software and presented
to the user in such a way that the user
suspends belief and accepts it as a real
environment.
• On a computer, virtual reality is primarily
experienced through two of the five senses:
sight and sound.
Augmented Reality VS Virtual Reality
Augmented Reality Virtual Reality
• System augments the real • Totally immersive
world scene environment
• User maintains a sense of • Senses are under control
presence in real world of system
• Needs a mechanism to • Need a mechanism to feed
combine virtual and real virtual world to user
worlds
• Hard to make VR world
• Hard to register real and interesting
virtual
Implementation Framework

HARDWARE
To make the system to be as lightweight and comfortable as
possible, off-the-shelf hardware can be used to avoid the
expense, effort, and time involved in building our own.

SOFTWARE
Software infrastructure Coterie, a prototyping environment that
provided language-level support for distributed virtual
environments.
AR Contact Lens
Contact lenses are worn daily by more than a
hundred million people. The goal is to create a
contact lens with LEDs to superimpose images
on reality, not meant to improve vision but to
display important information right to the eye in
real time.
A lens with just one pixel could serve as an
indicator for various things. Adding color and
resolution would enhance uses to possibly
offering visual cues from a navigation system.
With basic image processing and internet
access, the possibilities grow even more.
Advantages of AR

• Can increase knowledge and information


• People can share experiences with each other in real time
over long distances
• Games that provide an even more "real" experience
• Things come to life on people's mobile
• Form of escapism
Disadvantages of AR
• Spam and Security
• Social and Real-Time vs. Solitary and Cached
• UX (User Experience): Using AR can be inappropriate in
social situations.
• Openness: Other people can develop their own layers of
content to display
Issues in Augmented Reality

• Performance Issues
Real time processing of images can be a challenge and often can slow down
augmented reality systems.
• Interaction Issues
Users within a mixed environment because of augmented reality have difficulties
interacting with the environment as normal.
• Alignment Issues
People working in an augmented reality are more sensitive to alignment errors.
Proper calibration and alignment with the reference frame of the world is crucial.
CHALLANGES
• Technological limitations
• User interface limitation
• Social acceptance
CONCLUSION

• Augmented reality is another step further into the digital age as we will soon
see our environments change dynamically either through a Smartphone,
glasses, car windshields and even windows in the near future to display
enhanced content and media right in front of us.
• This has amazing applications that can very well allow us to live our lives
more productively, more safely, and more informatively.
References
• https:// www.google.com
• https:// www.Wikipedia.com
• http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.Overview
.html
• https://www.researchgate.net/publication/318707271_A_Compara
tive_Analysis_of_Augmented_Reality_Frameworks_Aimed_at_th
e_Development_of_Educational_Applications

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