3. What is Augmented Reality?
• Augmented reality (AR) is a field of computer research which deals with
the combination of real-world and computer-generated data.
• Ronald Azuma defines an augmented reality system as one that:
• The overlay of computer-presented information on top of the real world
• Combines real and virtual realities
• Interactive in real time
• Registered in 3D
• Not the same as “virtual reality”
4. Historical Background
• From 1957 to 1962, Heilig created cinema of visuals, sounds, vibrations,
and smells called Sensorama.
• 1966 – Ivan Sutherland, head-mounted display
• 1975 – Myron Krueger, Video place
• 1989 – Jaron Lanier coined the term Virtual Reality
• 1992 – Tom Caudell coined the term Augmented Reality
7. Augmented Reality vs. Virtual Reality
• Augmented reality (AR) and virtual reality (VR) are fields in which the lines of distinction
are kind of blurred.
• To put it another way, you can think of VR as the precursor to AR, with some parts
overlapping in both. The main difference between the two technologies is that VR
• Virtual reality
• Immerses the viewer into computer-generated
environments
• Requires equipment which completely
obstructs visual view of physical objects in the
real world
• Does not use a camera feed.
• All the things displayed in VR are either
animations or prerecorded bits of films
• Augmented reality
• Augments or adds graphics, audio, and
other sensory enhancements to the
natural world as it exists.
• Use Camera feed not Animations
• System augments the real world scene
• Needs a mechanism to combine virtual
and real worlds
• User maintains a sense of presence in
real world
8. What is needed?
• There are three components needed in order to make an augmented-reality system work:
• Head-mounted display
• Tracking system
• Mobile computing power
11. Marker-based AR
• In a marker-based AR application the images (or the
corresponding image descriptors) are provided beforehand.
• In this case you know exactly what the application should
recognize while acquiring camera data.
• Marker-based AR application where image recognition is
involved, the marker can be an image, or the corresponding
descriptors (features + key points)
• Marker-based augmented reality is when the tracked object is black-white square marker. A great
example that is really easy to follow shown.
• These are easily recognized and tracked not a lot of processing power on the end-used device is
needed to perform the recognition (and tracking)
12. • Marker-less AR application recognizes images that were not provided to the application
beforehand.
• This scenario is much more difficult to implement because the recognition algorithm running in
your AR application should identify patterns, colors or some other "features" that may exist in
camera frames.
Marker-less Augmented Reality
13. Marker-less Augmented Reality
• Marker-less AR typically uses the GPS feature of a Smart Phone to locate and interact with
AR resources.
• Marker less augmented reality is when the tracked object can be anything else: picture,
human body, head, eyes, hand or fingers etc. and on top of that you add virtual objects
• Marker less augmented reality systems are a better option for final applications, because
they use normal images or objects as targets and they are no invasive like marker-based
systems.
15. Applications of Augmented Reality
• Augmented Reality for Advertising Applications
• Augmented Reality for Marketing Applications
• Augmented Reality for Industrial Applications
• Augmented Reality for Scientific Applications
• Augmented Reality for Arts Applications
• Augmented Reality for Educational Applications
16. Augmented Reality for Advertising Applications
• Movie character speaks to you when you
pass her outdoor movie poster
City Sites Tour
• The other example is a city sites tour available in
most major metropolitan areas.
18. Augmented Reality for Industry Applications
• Compare the data of digital mock-ups with physical mock-ups
• Provide instructions, specs, and training for mechanics and machine operators
19. AR for Scientific
Applications
Whole body PET scan
Laser Scanned
Patient
Terrain rendering
AR for Educational
Applications
AR for Arts
Applications
20. Wikitude – Augmented Reality Travel Guide
• Mobile travel guide for the Android platform (open source OS for cell phones).
• Plan a trip or find about current surroundings in real-time.
21. Braille Reader
Application
• The user would scan the
braille using edge detection
software to recognize the
braille dots then the software
would read out loud what the
braille says to the user.
Augmented Audio
• The majority of AR apps create visible
augmentation such as 3D objects.
• This app would focus on the audio
possibilities of AR.
• The idea was created whilst reading
Harma (2004) paper on augmented
audio.
• Braille-like interface used to navigate the visually impaired around
urban areas, would further extended the concept.
• The user would scan written/typed text translating it into braille,
raising the dots on the attachment for the user to read.
23. Sensors support for AR
• Accelerometer - Accelerometers in mobile phones are used to detect the orientation of the phone.
• Magnetometer – To identify the direction of which the camera is pointed and changes the Augmented 3D object
direction to match.
• Gyroscope – To identify the orientation of the floor and the 3D objects camera.
Magnetometer
Accelerometer Gyroscope
24. • Hardware of the AR systems – (Type of tracking systems)
• Visualization approach – (ST, Video mixture) – most well known
classification
• Distance – (Indoor, Outdoor)
• Communication – (Wireless, Hardwired)
Classifications of AR Systems
25. Components in AR systems
• There are 4 general components in AR systems
1) Displays - Critical components where the level of immersion is concerned
2) Tracking Systems - Responsible for accurate positioning and orientation in the real world
3) Devises or Interaction – HMD
4) Graphics Systems - Responsible for generating the virtual objects
• Setup of AR Systems
1) MB_AR - (Monitor-Based AR Systems)
2) ST_AR – (See-Through AR Systems)
3) SAR – (Spatial AR Systems)
26. Monitor-Based AR Systems (MB_AR)
• Allows the user to observe the real world and the superimposed virtual objects on a regular display, thus without need to
wear special glasses.
• Widely used in laboratories for testing systems and creating low-cost demonstrations
• Real world are enhanced with the virtual scene (generated by a conventional graphic system) and visualized on the screen
27. • Much more complex - Allow the user to observe the surrounding environment.
• Most of the research and development efforts are toward development of ST-AR systems
See-Through AR Systems (ST_AR)
28. Spatial AR Systems
AR Keyboard
AR Phone Keypad
• Spatially Augmented Reality (SAR) systems is also gaining popularity
• Projecting the view in the real world and thus avoiding the use of HMD.
• Virtual Object projected onto physical environment.
#4:From 1957 to 1962, Heilig created cinema of visuals, sounds, vibrations, and smells called Sensorama.
In 1966, Sutherland invented the head-mounted display which acted like a window into a virtual world.
In 1975, Krueger created Videoplace where users interacted with virtual objects.
In 1989, Lanier coined the term “virtual reality” and created the first commercial business around virtual worlds.
By the 1990s, augmented reality was being used for visualization, training, and other purposes.
As mentioned earlier, in 1992, Caudell coined the term “augmented reality.”
#6:The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it usually refers to a specific type of reality emulation.
Virtual reality entails presenting our senses with a computer generated virtual environment that we can explore in some fashion.
simulation of a real or imagined environment that can be experienced visually in the 3 dimensions of width, height, and depth and that may additionally provide an interactive experience visually in full real-time motion with sound and possibly with tactile and other forms of feedback.
You would be presented with a version of reality that isn’t really there, but from your perspective it would be perceived as real. Something we would refer to as a virtual reality.