Beruflich Dokumente
Kultur Dokumente
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
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Content
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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.
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Fig. 2 - Evolution of augmented reality
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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:-
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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.
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.
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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.
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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.
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.
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.
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.
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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.
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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.
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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.
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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.
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
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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.
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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
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
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Conclusion
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References
Information Links
https://en.m.wikipedia.org/wiki/Augmented_reality
http://computer.howstuffworks.com/augmented-reality.htm
http://mashable.com/category/augmented-reality/
http://www.augment.com/how-augmented-reality-works/
http://file.scirp.org/Html/1-1120011_40277.htm
Image Links
https://www.google.co.in/search?tbm=isch&biw=1366&bih
=578&q=augmented+reality
http://syrusgold.com/services/augmented-reality/
http://tech.co/augmented-reality-future-2014-08
http://www.augmentedrealitytrends.com/augmented-
reality/medical-augmented-reality.html
http://augreality.pbworks.com/w/page/9469034/Current%2
0Applications%20of%20AR
http://2020msl.com/blog/with-augmented-reality-the-
gaming-industry-has-found-its-place-in-the-sun/
https://dulminitc.wordpress.com/
http://augmented-reality-for-web-
devs.herokuapp.com/#slide13
http://futureofmedia.se/magazines/project/the-future-of-
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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