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