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Augmented Reality

by Chintan-CS1068 Vikas-CS1067
4/23/12

Introduction
Q-What is Augmented Reality?
Augmented reality adds information and

meaning to a real object or place. Augmented reality does not create a simulated reality. Instead, it takes a real object or space and uses technologies to add contextual data to deepen understanding of it. The image displayed below demonstrates the use of Augmented reality.

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Introduction

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Properties
AR system to have the following properties: Combines real and virtual objects in a real environment; Runs interactively, and in real time; and Registers (aligns) real and virtual objects with each other. Definition of AR to particular display technologies, such as a head mounted display (HMD). Nor do we limit it to our sense of sight. AR can potentially apply to all senses, including hearing, touch, and smell.
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History

1957-62: Morton Heilig, a cinematographer, creates and patents a simulator called Sensorama with visuals, sound, vibration, and smell. 1966: Ivan Sutherland invents the head-mounted display and positions it as a window into a virtual world. 1975: Myron Krueger creates Videoplace to allow users to interact with virtual objects for the first time. 1989: Jaron Lanier coins the phrase Virtual Reality and creates the first commercial business around virtual worlds.

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History

1990:

Tom

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Caudell coins the phrase

The term Virtual Reality was defined as "a computer generated, interactive, three-dimensional environment in which a person is immersed." There are three key points in this definition. First, this virtual environment is a computer generated three-dimensional scene which requires high performance computer graphics to provide an adequate level of realism. The second point is that the virtual world is interactive. A user requires real-time response from the system to be able to interact with it in an effective manner. The last point is that the user is immersed in this virtual environment

Augmented Reality Vs Virtual Reality

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Augmented Reality Vs Virtual Reality

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Technology

Hardware

The main hardware components for augmented reality are: processor, display, sensors and input devices. These elements, specifically CPU, display, camera and MEMS sensors such as accelerometer, GPS, solid state compass are often present in modern smartphones, which make them prospective AR platforms. Displays There are three major display techniques for Augmented Reality: headmounted displays, handheld displays and spatial displays.
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Various Displays

Head-mounted Display Hand-held Display

Spatial Display

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Technology

Tracking

Modern mobile augmented reality systems use one or more of the following tracking technologies: digital cameras and/or other 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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Technology

Computer

The computer analyzes the sensed visual and other data to synthesize and position augmentations. Software and algorithms A key measure of AR systems is how realistically they integrate augmentations with the real world. The software must derive real world coordinates, independent from the camera, from camera images. That process is called image registration and is part of Azuma's definition of Augmented Reality.

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Applications

Advertisement Navigation Industries Task Support Military and emergency services Architecture Art Sightseeing

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Applications

Collaboration Entertainment Education Performance Translations

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Potential Applications

Devices Multi-screen simulation Holodecks Automotive X-ray vision Furnishings Public Displays Gadgets Speech synthesis

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Challenges

Technological Limitations
Although there is much progress in the basic enabling technologies, they still primarily prevent the deployment of many AR applications. Displays, trackers, and AR systems in general need to become more accurate, lighter, cheaper, and less power consuming. Since the user must wear the PC, sensors, display, batteries, and everything else required, the end result is a heavy backpack. Laptops today have only one CPU, limiting the amount of visual and hybrid tracking that we can do.

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Challenges

User interface Limitations


We need a better understanding of how to display data to a user and how the user should interact with the data. AR introduces many highlevel tasks, such as the need to identify what information should be provided, whats the appropriate representation for that data, and how the user should make queries and reports. Recent work suggests that the creation and presentation of narrative performances and structures may lead to more realistic and richer AR experience.

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Challenges

Social Acceptance
The final challenge is social acceptance. Given a system with ideal hardware and an intuitive interface, how AR can become an accepted part of a users everyday life, just like a mobile phone or a personal digital assistant. Through films and television, many people are familiar with images of simulated AR. However, persuading a user to wear a system means addressing a number of issues. These range from fashion to privacy concerns. To date, little attention has been placed on these fundamental issues. However, these must be addressed before AR becomes widely accepted

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Conclusion

The research topic "Augmented Reality" (AR) is receiving significant attention due to striking progress in many subfields triggered by the advances in computer miniaturization, speed, and capabilities and fascinating live demonstrations. AR, by its very nature, is a highly inter-disciplinary field, and AR researchers work in areas such as signal processing, computer vision, graphics, user interfaces, human factors, wearable computing, mobile computing, computer networks, distributed computing, information access, information visualization, and hardware design for new displays.

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?
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Thank you
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