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