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By Timothy Dedeaux
Augmented Reality is the
   overlay of computer-
   generated media and
information onto a video
  feed of the real world.
   The most familiar, and one of the
    oldest, version of AR is the heads-up display
    most often used in aircraft.
   The heads-up display provides real-time
    information about the aircraft’s
    speed, heading, and condition to the
    pilot, without obscuring the pilot’s view of
    the sky beyond.
   The 2002 film adaptation of Phillip K. Dick’s
    Minority Report, starring Tom
    Cruise, featured near-ubiquitous use of
    augmented reality, including interactive
    personalized advertisements overlaid over the
    real world.
   The ongoing Japanese anime series Ghost in
    the Shell also features augmented reality. In
    this series, characters access the Internet
    wirelessly through augmented reality
    interfaces.
   MIT, Harvard, and the University of Wisconsin at
    Madison have developed the Handheld
    Augmented Reality Program (HARP), using AR
    games to teach math and science skills to
    students in middle school http://isites.
    harvard.edu/icb/icb.do?keyword=harp
   Britain’s Connected Education has created
    software converting PlayStation Portable devices
    into Augmented Reality machines. http://
    www.computeractive.co.uk/computeractive/news
    /2256084/playstations-augmented-reality
 Beyond Reality has registered http://www.
   augmented-reality-games.com/ and begun
  work on markerless AR (and have posted
  several concept videos)
 The number of AR games are increasing
  rapidly, and this site lists the ten with the
  greatest technical and imaginative potential:
  http://gamesalfresco.com/2008/03/03/top-
  10-augmented-reality-demos-that-will-
  revolutionize-video-games/
   PDAs and Smart Phones (Apple’s
    iPhone, Google Phones, etc) are the primary
    widespread tools for accessing Augmented
    Reality content.
   In laboratory and academic settings, users
    can use cutting-edge wearable Augmented
    Reality goggles and cameras, allowing them
    to see the augmented images directly, rather
    than on a small screen.
   The technology is fast becoming available to
    allow the general public to view AR directly.
   Brother is unveiling a wearable Retinal
    Imaging Device (glasses that project images
    directly into the wearer’s eyes).
    http://www.brother.com/en/news/2008/rid/
   Hunter’s Specialties i-Kam Xtreme sunglasses
    include a built-in videocamera.
   Combining the two technologies would allow
    for commercial, wearable AR access.
   Widespread AR use could lead to embedded
    tourist or historical information, accessible
    simply by looking at the corresponding
    location. A viewer could access restaurant
    reviews simply by looking at the outside of
    the restaurant, or could have a virtual tour
    guide to wherever they happen to be.
   Industrial uses are widespread. From
    manufacture to maintenance to training, the
    ability to access reference materials “hands
    free” at any time could be extremely valuable.
   Augmented Reality field trips
   “Scavenger Hunts” in which the students
    search a physical area for embedded virtual
    clues
   Educational AR games that can be played
    anywhere. These can be solo games, but
    they can also involve cooperation and
    competition between massive numbers of
    players/learners.
   Collaborative AR classroom projects

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Augmented Reality Slideshow

  • 2. Augmented Reality is the overlay of computer- generated media and information onto a video feed of the real world.
  • 3. The most familiar, and one of the oldest, version of AR is the heads-up display most often used in aircraft.  The heads-up display provides real-time information about the aircraft’s speed, heading, and condition to the pilot, without obscuring the pilot’s view of the sky beyond.
  • 4. The 2002 film adaptation of Phillip K. Dick’s Minority Report, starring Tom Cruise, featured near-ubiquitous use of augmented reality, including interactive personalized advertisements overlaid over the real world.  The ongoing Japanese anime series Ghost in the Shell also features augmented reality. In this series, characters access the Internet wirelessly through augmented reality interfaces.
  • 5. MIT, Harvard, and the University of Wisconsin at Madison have developed the Handheld Augmented Reality Program (HARP), using AR games to teach math and science skills to students in middle school http://isites. harvard.edu/icb/icb.do?keyword=harp  Britain’s Connected Education has created software converting PlayStation Portable devices into Augmented Reality machines. http:// www.computeractive.co.uk/computeractive/news /2256084/playstations-augmented-reality
  • 6.  Beyond Reality has registered http://www. augmented-reality-games.com/ and begun work on markerless AR (and have posted several concept videos)  The number of AR games are increasing rapidly, and this site lists the ten with the greatest technical and imaginative potential: http://gamesalfresco.com/2008/03/03/top- 10-augmented-reality-demos-that-will- revolutionize-video-games/
  • 7. PDAs and Smart Phones (Apple’s iPhone, Google Phones, etc) are the primary widespread tools for accessing Augmented Reality content.  In laboratory and academic settings, users can use cutting-edge wearable Augmented Reality goggles and cameras, allowing them to see the augmented images directly, rather than on a small screen.
  • 8. The technology is fast becoming available to allow the general public to view AR directly.  Brother is unveiling a wearable Retinal Imaging Device (glasses that project images directly into the wearer’s eyes). http://www.brother.com/en/news/2008/rid/  Hunter’s Specialties i-Kam Xtreme sunglasses include a built-in videocamera.  Combining the two technologies would allow for commercial, wearable AR access.
  • 9. Widespread AR use could lead to embedded tourist or historical information, accessible simply by looking at the corresponding location. A viewer could access restaurant reviews simply by looking at the outside of the restaurant, or could have a virtual tour guide to wherever they happen to be.  Industrial uses are widespread. From manufacture to maintenance to training, the ability to access reference materials “hands free” at any time could be extremely valuable.
  • 10. Augmented Reality field trips  “Scavenger Hunts” in which the students search a physical area for embedded virtual clues  Educational AR games that can be played anywhere. These can be solo games, but they can also involve cooperation and competition between massive numbers of players/learners.  Collaborative AR classroom projects