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Samrat Ashok Technological Institute, Vidisha

Report on

Augmented Reality

Made By:-
Name - Mohita Singh
Branch - EC (I Year)
Sch. No. - 25817
Batch - 2016

Submitted to:-
Prof. Neelesh Mehra
Preface
This report is on the topic “Augmented Reality”. The AR is a
new technology which is capable of presenting possibilities
that are difficult for other technologies to offer and meet.
Nowadays, numerous augmented reality applications have
been used in the industry of different kinds and disseminated
all over the world. AR will really alter the way individuals
view the world. The AR is yet in its initial phases of research
and development at different colleges and high-tech
institutes. This report provides a comprehensive study of AR
including its history, architecture, applications, current
challenges and future trends.
I have tried to make this project easy to understand by using
simple words, illustrations and tables. This project is
appropriately divided into sub-topics with suitable headings
and sub-headings which make it more understandable.
I have tried to maintain quality and quantity throughout
the project and hope that it is up to the mark.

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Acknowledgement

I want to express my deep sense of gratitude to my HOD


Dr. S.N. Sharma and my tutor guide Prof. Neelesh Mehra of
Electronics and Communication Department for giving me
opportunity to make project on such a good topic that
introduced me to the world of augmented reality which is an
important aspect of today’s technophile world. I also want to
thank my parents and friends who helped me from time to
time.
Also not to forget various websites which I referred to
make my project easily.

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Content

S.NO. CONTENTS PAGE


1. Preface 3
2. Acknowledgement 4
3. Augmented Reality: Introduction 6
4. History and Development 7
5. AR Technology 9
6. AR Rendering Technologies 13
7. Augmented Reality v/s Virtual Reality 18
8. Applications 19
9. Future Trends in AR 24
10. Challenges to AR 27
11. Conclusion 30
12. References 31

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Augmented Reality

Introduction
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
modified (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. Augmentation is conventionally
in real-time and in semantic context with environmental
elements, such as sports scores on TV during a match
(Fig. 1). 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 manipulative. This
information can be virtual or real.

Fig. 1 - Showing score on TV during live Football match

The goal of the AR is to make the life of the user easier


through providing the virtual information to his adjacent
environment as well as to any indirect view of the real-
world environment like the live-video stream. AR not
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only adds items in real word but also represents useful
digital information in real world.

History and Development


In 1901, L. Frank Baum, an author, first mentions the
idea of an electronic display/spectacles that overlays
data onto real life (in this case 'people'), it is named a
'character marker'. The term augmented reality appears
for the first time in 1950s when Morton Heilig, a motion-
picture cameraman, believed that cinema as an art
should be capable of drawing the watcher into the on
screen activity. In 1962, Heilig developed a model of his
idea, that he termed in 1955 as “The Cinema of the
Future”, known as Sensorama, which exist before digital
computing. Then, Ivan Sutherland devised the head
mounted in 1966. While in 1968, he developed a
working prototype of the first AR system. After that
Myron Krueger in 1975 established an artificial reality
laboratory called video place. It is an area which enables
users to easily deal with the virtual elements for the first
time. At the beginning of 1990s, AR became a field of
study. In 1997, Ronald Azuma conducted the first survey
in AR whereas he introduced a broadly accepted
definition of AR. He defined it as assembling real and
virtual environment together while both of them is being
recorded in 3D and interactive in real time.

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Fig. 2 - Evolution of augmented reality

In 2000, Bruce Thomas invented the first mobile AR


game and displayed it during the International
Symposium on Wearable Computers. In 2007 new
medical applications were developed. After that, more
AR applications are designed particularly with mobile
applications e.g. Wikitude AR Travel Guide was created
in 2008. In 2008, Gartner Inc. expected that AR would
be among the first 10 troublemaking technologies in the
period from 2008 to 2012. In addition, it is clear that the
number of AR accessible apps have been augmented
suddenly and expanded to include not only the location-
based search apps but also social networking, games,
instructive, lifestyle and individual healthcare apps.
Figure 2 shows the evolution of augmented reality
throughout the history.

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Fig. 3 - Augmented reality Timeline

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AR Technology
Hardware
Hardware components for augmented reality are:
processor, display, sensors and input devices.
Modern mobile computing devices like smartphones and
tablet computers contain these elements which often
include a camera and MEMS (Micro Electro Mechanical
System) sensors (microscopic sensors in the form of
chips) such as accelerometers, GPS, and solid state
compass making them suitable AR platforms.

Software
AR applications can be developed using coding
languages like C/C++, java and many others.
To enable rapid development of Augmented Reality
Application, some user-friendly Software Development
Kits (SDK) has emerged. Few of them are listed below:-

Product Company License Supported Platforms


Android, iOS (ARPA SDKs), Google Glass
ARPA
Arpa Solutions Commercial* (ARPA GLASS SDK), Android, iOS,
SDKs
Windows PC (ARPA Unity Plugin)
ARLab Android, iOS
ARLab Commercial
SDKs
DroidAR – Free and Commercial Android
Android, iOS, Windows PC, Google
Metaio
Metaio Free and Commercial Glass, Epson Moverio BT-200, Vuzix M-
SDK
100, Unity
Vuforia Android, iOS, Unity
Qualcomm Free and Commercial
SDK
Android, iOS, Google Glass, Epson
Wikitude
Wikitude GmbH Commercial* Moverio, Vuzix M-100, Optinvent ORA1,
SDK
PhoneGap, Titanium, Xamarin

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Algorithm And Working
AR comes down to the following three fundamental
questions:
“WHERE TO DISPLAY WHAT AND HOW”.

 Where To Display
First step is to get the location or point (Point Of Interest
or POI) where we want to display the digital information.
The software must derive real world coordinates,
independent from the camera, from camera images.
That process is called image registration which uses
different methods of computer vision, mostly related
to video tracking. Many computer vision methods of
augmented reality are inherited from visual odometry.
Usually those methods consist of two parts.

Fig. 4 - Fiducial marker for marker based tracking

First detect interest points, or fiducial markers (Fig.4),


or optical flow in the camera images. First stage can
use feature detection methods like corner detection,
blob detection, edge detection or thresh-holding and/or
other image processing methods. The second stage
restores a real world coordinate system from the data
obtained in the first stage. Some methods assume
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objects with known geometry (or fiducial markers)
present in the scene. In some of those cases the scene
3D structure should be pre-calculated beforehand. If part
of the scene is unknown Simultaneous Localization and
Mapping (SLAM) can map relative positions.

If no information about scene geometry is


available, structure from motion methods like bundle
adjustment are used. Mathematical methods used in the
second stage include projective (epipolar) geometry,
geometric algebra, rotation representation with
exponential map, kalman and particle filters, non-linear
optimization and robust statistics.

Fig. 5 - In Navigation marker less tracking methods are used

What To Display
It can be any piece of digital information (e.g. text,
image, video etc.) that the user might also have the
ability to interact with (e.g. rotate or move it).

 How To Display

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This deals with the way we want to see the things. This
involves area like 3-D model rendering, animations and
gesture detection.

Fig. 6 - Orientation of digital image on marker

Augmented Reality Markup Language (ARML) is a data


standard developed within the Open Geospatial
Consortium (OGC), which consists of an XML
(Extensible Markup Language) grammar to describe
the location and appearance of virtual objects in the
scene, as well as ECMA Script bindings to allow
dynamic access to properties of virtual objects.

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Block Diagram showing the steps involved in working of AR devices
which uses marker based tracking

AR Rendering Technologies

 Display
Various technologies are used in Augmented Reality
rendering including optical projection systems, monitors,
hand held devices, and display systems worn on the
human body.

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 Head-mounted
A head mounted display (HMD) is a display device
paired to the forehead such as a harness or helmet.
HMDs place images of both the physical world and
virtual objects over the user's field of view. Modern
HMDs often employ sensors for six degrees of
freedom monitoring that allow the system to align
virtual information to the physical world and adjust
accordingly with the users tongue movements. HMDs
can provide users immersive, mobile and
collaborative AR experiences.

Fig. 7 - Meta 2 Headset

In January 2015, META launched a $1 project led


by Horizon Ventures, Tim Draper, Alexis Ohanian,
BOE Optoelectronics and Garry Tan. On February
17, 2016, Meta announced their second-generation
product at TED, Meta 2 (Fig. 7). The Meta 2 HMD
headset uses a sensory array for hand interactions
and positional tracking, visual field view of 90
degrees (diagonal), and resolution display of 2560 x
1440 (20 pixels per degree), which is considered the
largest field view (FOV) currently available.

 Head-UP Display (HUD)

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Near eye augmented reality devices can be used as
portable head-up displays as they can show data,
information, and images while the user views the real
world. Crowd Optic, an existing app for smartphones,
applies algorithms and triangulation techniques to
photo metadata including GPS position, compass
heading, and a time stamp to arrive at a relative
significance value for photo objects. Crowd Optic
technology can be used by Google Glass users to
learn where to look at a given point in time.

Fig. 8 - Microsoft HoloLens

In January 2015, Microsoft introduced HoloLens (Fig.


8), which is an independent smartglass unit. First
impressions and opinions have been generally that
HoloLens is a superior device to the Google Glass,
and manages to do several things "right" in which
Glass failed.
 Contact lenses
Contact lenses that display AR imaging are in
development. These bionic contact lenses might
contain the elements for display embedded into the
lens including integrated circuitry, LEDs and an
antenna for wireless communication. The first contact
lens display was reported in 1999 and subsequently,
11 years later in 2010/2011. Another version of
contact lenses, in development for the U.S. Military, is
designed to function with AR spectacles, allowing
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soldiers to focus on close-to-the-eye AR images on
the spectacles and distant real world objects at the
same time.

 EyeTap
The EyeTap (also known as Generation-2 Glass)
captures rays of light that otherwise pass through the
center of a lens of an eye of the wearer, and
substitutes synthetic computer-controlled light for
each ray of real light. The Generation-4 Glass (Laser
EyeTap) uses a computer controlled laser light
source and has infinite depth of focus and causes the
eye itself to, in effect,
function as both a
camera and a
display, by way of
exact alignment with
the eye, and resynthesis (in
laser light) of rays of light entering the eye.

Fig. 9 – EyeTap and its working

 Handheld
Handheld displays employ a small display that fits in
a user's hand. All handheld AR solutions to date opt
for video see-through. Initially handheld AR
employed fiducial markers, and later GPS units

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and MEMS sensors such as digital compasses
and six degrees of freedom accelerometer–
gyroscope. Today SLAM markerless trackers such as
PTAM are starting to come into use. Handheld
display AR promises to be the first commercial
success for AR technologies. The two main
advantages of handheld AR is the portable nature of
handheld devices and ubiquitous nature of camera
phones. The disadvantages are the physical
constraints of the user having to hold the handheld
device out in front of them at all times as well as
distorting effect of classically wide-angled mobile
phone cameras when compared to the real world as
viewed through the eye.

 Spatial Augmented Reality


Spatial Augmented Reality (SAR) augments real world
objects and scenes without the use of special displays
such as monitors, head mounted displays or hand-held
devices. SAR makes use of digital projectors to display
graphical information onto physical objects. The key
difference in SAR is that the display is separated from
the users of the system. Because the displays are not
associated with each user, SAR scales naturally up to
groups of users, thus allowing for collocated
collaboration between users.
Examples include shader lamps, mobile projectors,
virtual tables, and smart projectors. Shader lamps mimic
and augment reality by projecting imagery onto neutral
objects, providing the opportunity to enhance the
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object’s appearance with materials of a simple unit- a
projector, camera, and sensor.
A SAR system can display on any number of surfaces of
an indoor setting at once. SAR supports both a graphical
visualization and passive haptic sensation for the end
users. Users are able to touch physical objects in a
process that provides passive haptic sensation.

Fig. 10 – Various SAR Display

 Tracking
Modern mobile AR systems use one or more tracking
technologies: digital cameras, optical sensors,
accelerometers, GPS, gyroscopes, solid state
compasses, RFID and wireless sensors. These
technologies offer varying levels of accuracy and
precision. Most important is the position and orientation
of the user's head. Tracking the user's hand(s) or a
handheld input device can provide a 6DOF interaction
technique.

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 Input devices
Techniques include speech recognition systems that
translate a user's spoken words into computer
instructions and gesture recognition systems that can
interpret a user's body movements by visual detection or
from sensors embedded in a peripheral device such as
a wand, stylus, pointer, glove or other body wear. Some
of the products which are trying to serve as a controller
of AR Headsets include Wave by Seebright Inc. and
Nimble by Intugine Technologies.

Fig. 12 – AR glove and AR Wand used to get input for AR devices

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Augmented Reality v/s Virtual Reality
Augmented reality is the integration of digital information
with the user's environment in real time. It uses the
existing environment and overlays new information on
top of it. But virtual reality creates a totally artificial
environment.

Difference between Augmented and Virtual reality

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Applications
Augmented reality has many applications. First used for
military, industrial, and medical applications, it has also
been applied to commercial and entertainment areas.
Starting with the most known one:-

 Television
Weather visualizations were the first application of
augmented reality to television. It has now become
common in weathercasting to display full motion video
of images captured in real-time from multiple cameras
and other imaging devices. Coupled with 3D graphics
symbols and mapped to a common virtual geo-space
model, these animated visualizations constitute the
first true application of AR to TV.

Fig. 13 – AR in weather and sports telecasting

Augmented reality has also become common in sports


telecasting. Sports and entertainment venues are
provided with see-through and overlay augmentation
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through tracked camera feeds for enhanced viewing
by the audience. Examples include commercial
advertisements overlaid onto the view of the playing
area. Swimming telecasts often add a line across the
lanes to indicate the position of the current record
holder as a race proceeds to allow viewers to
compare the current race to the best performance.
Augmented reality is starting to allow Next Generation
TV viewers to interact with the programs they are
watching.

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 Military
In combat, AR can serve as a networked
communication system that renders useful battlefield
data onto a soldier's goggles in real time. From the
soldier's viewpoint, people and various objects can be
marked with special indicators to warn of potential
dangers. Virtual maps and 360° view camera imaging
can also be rendered to aid a soldier's navigation and
battlefield perspective, and this can be transmitted to
military leaders at a remote command center.

Fig.14 - Screen capture of SmartCam3D in picture in picture (PIP) mode. This


helps sensor operators maintain broader situation awareness than a telescopic camera
"soda-straw". It was shown to essentially double the speed at which points can be
located on the ground.

Starting in 2003 the US Army integrated the


SmartCam3D augmented reality system into the
Shadow Unmanned Aerial System to aid sensor
operators using telescopic cameras to locate people
or points of interest. The system combined both fixed
geographic information including street names, points
of interest, airports and railroads with live video from
the camera system. The system offered "picture in
picture" mode that allows the system to show a
synthetic view of the area surrounding the camera's
field of view. It displays real-time friend/foe/neutral

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location markers blended with live video, providing the
operator with improved situation awareness.

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 Navigation
AR can augment the effectiveness of navigation
devices. Information can be displayed on an
automobile's windshield indicating destination directions
and meter, weather, terrain, road conditions and traffic
information as well as alerts to potential hazards in their
path. Aboard maritime vessels, AR can allow bridge
watch-standers to continuously monitor important
information such as a ship's heading and speed.

Fig.15 - Augmented reality map on iPhone


In fig. 15 we can see the map markers indicating
runways, air traffic control tower, taxiways, and hangars
overlaid on the video.
 Industries
AR can help industrial designers experience a product's
design and operation before completion. Volkswagen
uses AR for comparing calculated and actual crash test
imagery. AR can be used to visualize and modify a car
body structure and engine layout (Fig. 16). AR can also
be used to compare digital
mock-ups with physical
mock-ups for finding
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discrepancies between them.

Fig.16 – Modifying car engine using AR

Complex tasks such as assembly, maintenance, and


surgery can be simplified by inserting additional
information into the field of view. For example, labels
can be displayed on parts of a system to clarify
operating instructions for a mechanic who is performing
maintenance on the system. Big machines are difficult to
maintain because of the multiple layers or structures
they have. With the use of AR the workers can complete
their job in a much easier way because AR permits them
to look through the machine as if it was with x-ray,
pointing them to the problem right away.

Fig.17 - Augmented reality in manufacturing

 Commerce
AR can enhance product previews such as allowing a
customer to view what's inside a product's packaging
without opening it. AR can also be used as an aid in
selecting products from a catalog or through a kiosk (fig.
19). AR is used to integrate print and video marketing.
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Printed marketing material can be designed with certain
"trigger" that, when scanned by an AR enabled device
using image recognition, activate a video version of the
promotional material (fig. 18).

Fig. 18 Fig. 19
 Medical
Augmented Reality can provide the surgeon with
information, which are otherwise hidden, such as
showing the heartbeat rate, the blood pressure, the state
of the patient’s organ (fig. 20), etc. AR can be used to let
a doctor look inside a patient by combining one source
of images such as an X-ray with another such as video.
Examples include a virtual X-ray view based on prior
tomography or on real time images from ultrasound and
confocal microscopyprobes, visualizing the position of a
tumor in the video of an endoscope, or radiation
exposure risks from X-ray imaging devices. AR can
enhance viewing a fetus inside a mother's womb.

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Fig.20 – Hidden data like heart beat rate of patient can be seen using AR device

 Emergency management / search and rescue


Augmented reality systems are used in public safety
situations - from super storms to suspects at large. Two
interesting articles from Emergency
Management magazine discuss the power of the
technology for emergency management. The first is
"Augmented Reality--Emerging Technology for
Emergency Management" by Gerald Baron. Per Adam
Crowe: "Technologies like augmented reality (ex:
Google Glass) and the growing expectation of the public
will continue to force professional emergency managers
to radically shift when, where, and how technology is
deployed before, during, and after disasters."

Other than this augmented reality find its use in


architecture, archeology, construction, education,
gaming, tourism and many other areas.
Future Trends in AR
Augmented Reality is still in its initial phases;
consequently, its upcoming potential applications are
never-ending. Advanced research in AR takes account
of suggests for an era where the

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 Interaction between individuals and information will be
done in a straight line without needing the utilization of
any halfway device. As shown in Figure 21, MIT
Media Lab project “Sixth Sense” is the best model of
AR research and Parviz’s contact lens project
proposal find environment where information can only
be viewed by the user.

Fig.21 – The Sixth Sense augmented reality system lets you project a phone pad onto
your hand and phone a friend -- without removing the phone from your pocket.

 Augmented reality provides an opportunity to replace


and remedy the absent senses for some impaired
individuals, i.e. AR could be utilized as a sense
alternate instrument. Hearing-impaired individuals
could be given visual signals guiding them to catch
missed aural signals and sightless individuals could
be given aural signals guiding them to unknown
events.
 A small number of related studies have been prepared
for the approval and the usability of AR systems and
innovations in manufacturing instructions and training
that require additional investigations and research in
future.

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 Since many experts and researchers positively
declared the potential likelihood of AR in industrial and
commercial fields in their studies, AR in manufacturing
venues has an opportunity for the growth of its extent
into other business fields such as manufacturing,
services, government-related sections, and other
industrial settings.
 Along with such sections, appears a good opportunity
of AR to be experienced in occupational safety and
health (OSH) sectors. AR could be assumed into
safety check up in power plants, chemical plants, and
oil refineries, OSH training for executives and
members of staff with computer-generated 3D
settings, as well as AR games and simulations about
dangerous resources management.
 An additional app provided by application developer
Crowd Optic may head for a new development in
augmented reality apps. This new technology of
Crowd Optic put fans gathering like shows or sports
events in focus.
In the future augmented reality will provide opportunities
for businesses and dealers to spend their money and
efforts in new fields of AR. The researchers expected all
augmented reality applications returns will come up to
$5155.92 million by 2016. Also, as shown in Figure 22
the total mobile AR revenues from 2012 to 2017 will be
come up to $5.2 billion on mobile devices split by
different categories of application.

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Figure 22

Here is the table showing the development done in the


field of augmented reality till present time and the things
which are currently experimental but can be seen in
practical use in future:-

Commercially Available Today Experimentally Only

Body-worn RGB cameras


Sensors
GPS (error of 5 meters or more) Haptic sensors
(Inputs) Accurate motion sensing (e.g., Kinect)

Phone display/speaker Embedded displays(eg. contact lenses)


Feedback
Opaque near-eye display Transparent near-eye display
(Outputs) Invisible Bluetooth earpiece Haptic feedback

Simple cloud services (e.g., photo Complex cloud services (e.g., object
gallery) recognition)
Marker-based tracking Marker-less tracking
Good face detection (not recognition) Good face recognition
Expensive or cheap but inaccurate Cheap accurate transcription
Services
transcription

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Selective sharing (photos, videos,
Sharing location)
Automatic sharing

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Challenges to AR
There are certain challenges in the way of augmented
reality which we need to overcome for the successful
development of this technology. They are classified as
follows:
1. Environment
There are some perceptual matters associated with the
environment which can cause problems through the
interaction between the environment and the
augmentations. The most important challenges facing
the environment are:-
• Lighting and weather conditions - shadows caused
by light being blocked by objects in the scene help
corners and lines to occur and to move as lighting or
climate conditions change which result in a large
number of outliners and divergences influence
localization quality, regardless of selecting
corresponding algorithm.
• The color scheme and diversity of an environment
can hamper accurate perception on the whole and
result in major problems while illustrating it. In
addition, the color scheme of an environment would
cause major problems in the light conditions variation.
At last, surfaces with high color variances would
influence the reflectiveness of projected images in
projector-camera systems.
2. Display Device

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There are some technical problems connected with the
display device. They are as follows:
• Camera quality and handling in the light of bad
lighting conditions, the imaging competences of
camera sensors that are being widespread in devices
become poor. Pictures are fuzzy and colors begin to
undergo significant aberration.
• Color fidelity in outside environments is considered
an extremely difficult issue. Altering the external
conditions greatly influence optical see-through
displays than video see-through displays, whereas in
video see-through both the real world and the
overlays are presented in the same color gamut. Still,
there are some major challenges even with the much
more developed hardware.
3. Content Management
A lot of the current handheld AR systems are incomplete
on the way of attaching the new content to them. In
general, such systems are controlled by a small number
of professional domains. The authority to add new
content is only given to application developers, and this
is available through the backend of the application due
to the need of programming skills to make a link
between current systems and data sources. The regular
users, visitors and/or businessmen, in mobile AR
systems, should have the ability to add their personal
content without spending great technical efforts.
Moreover, there is a user created feature in these
systems, which is presenting a way that is easy for all
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users to mash up the content they have already created
from various sources into an identical handheld AR
view.
4. User Concerns
There are also some user concerns which could be a
challenge for AR.
• Privacy - The concept of modern augmented reality
depends on the ability of the device to record and
analyze the environment in real time.
Because of this, there are potential
legal concerns over privacy. Legal
complications would be found in
areas where a right to certain amount
Figure 23
of privacy is expected or where copyrighted media are
displayed but constant recording of an AR device makes
it difficult to do so.
In terms of individual privacy, there exists the ease of
access to information that one should not readily
possess about a given person (fig. 24). This is
accomplished through facial recognition technology.
Assuming that AR automatically passes information
about persons that the user sees, there could be
anything seen from social media, criminal record, and
marital status.

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Fig. 24 – Getting information about a person just by pointing AR device towards him
affects the privacy of that person

• Safety – Sometime people get so much immersed in this


technology that they forget the difference between
virtuality and reality and eventually push themselves into
some mishappening. For example, 1,10,000 road
accidents were recorded alone in the US because of an
augmented reality game called PokemonGo in which a
person has to catch virtual pokemons
that appear at real places. Some even
lost their lives due to this game.
• Social Acceptance – This is also one of
the challenges for augmented reality
as people will find it difficult to accept
it in their day to day life as it is totally different from
presently available technologies.
Figure 25

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Conclusion

Augmented reality is considered a competence that has


been around for years. Augmented reality is still in its
initial phases; and thus the upcoming possible apps are
endless. A lot of AR products have been presented in
several kinds and spread around the world. The layering
of information over 3D space creates completely new
experiences of the world, and supports the broader
transition of computing from the desktop to the mobile
devices, and at the same time raising new outlook
concerning reaching information and new chances for
learning. In spite of the fact that AR is utilized broadly in
the customers sector, for example it is used in social
engagement, entertainment and marketing, new forms
of usage appear every day. It can be easily utilized as a
tool for developing new apps. In addition, AR will be
more accessible in the recently future and it will be a
complementary part in our lives.

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References

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augmented-reality-and-magazines/
 http://www.shortlist.com/tech/gadgets/forget-vr-this-
augmented-reality-system-is-the-future
 http://mashable.com/2015/02/22/augmented-reality-
family/#bgZ.GJegssqW
 http://urbanwearables.technology/daqri-smart-helmet-
augmented-reality-hard-hat/

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