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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 09 | Sep 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 2136
Deep Dive into Augmented Reality
Nishita Panchal1, Dr. Seema Shah2
1Student, B. Tech (Integrated) Computer Science, Mukesh Patel School of Technology, Management and
Engineering, NMIMS University, Mumbai, India
2Professor, Department of Computer Engineering, Mukesh Patel School of Technology, Management and
Engineering, NMIMS University, Mumbai, India
---------------------------------------------------------------------***----------------------------------------------------------------------
Abstract - Although Augmented Reality technology was first developed over forty years ago, there has been little survey work
giving an overview of recent research in the field. This paper reviews how one can "Augment Reality" and use this technology to
invent new machines. The tools used for Augment Reality. It explains the advantages and disadvantages of AR. Where AR is used
and its applications. It also explains how augmented reality is changing activism and is becoming a boon for the people using AR
technology. It provides a roadmap for future augmented reality research which will be of great value to this relativelyyoungfield.
1. INTRODUCTION
Augmented Reality (AR) is a technology whichallowscomputer-generatedvirtual imageryto exactlyoverlayphysical objectsin
real-time. Unlike virtual reality (VR), where the user is completely immersed in a virtual environment, AR allows the user to
interact with the virtual images seamlessly using real objects.
Augmented Reality (AR) combines virtual world objects with real environments. Over the years, augmented reality has been
used in many domains for a multitude of purposes. In mostfields,ARisusedasanassistivesystemforperforming humantasks.
AR has proven to be useful in increasing the efficiency and accuracy of the tasks especially in the domains related to surgery
and aeroplane manufacturing. In the case of surgery, it can be used as a tool to render 3D models of the patient's operated
area/organ that can help doctors perform surgeries with minimumrisk and complications.Inaeroplanemanufacturing,ARcan
be used as a tool to assist wiring the electrical harness of a plane which is a long and tedious task and is still done manually.
1.1 How to “Augment Reality”
1. Augment the user
Beginning with the earliest head-mounted display by Sutherland in 1968 [1], researchers have developed a variety of
devices for users to wear, letting them see, hear and touch artificially-created objects and become immersed in virtual
computer environments that range from sophisticated flight simulators tohighlyimaginativegames.Someaugmented
reality researchers have borrowed this "virtual reality" technology to augment the user's interactions with the real-
world. Charade [2] involves wearing a data glove to control the projection of slidesandvideofora formal presentation.
Charade distinguishes between the natural gestures a user makes when just talking or describing something and a set
of specialized gestures that can be recognized by the system, such as "show the next slide" or "start the video".
2. Augment the object
Another approach involves augmenting physical objects directly. In the early 1970s, Papert [3] createda "floorturtle",
actually a small robot, that could be controlled by a child with a computer language called Logo. LEGO/Logo [4] is a
direct descendant, allowing children to use Logo to control constructions made with LEGO bricks, motors and gears.
Electronic bricks contain simple electronic devices such as sensors (light, sound, touch, proximity),logicdevices (and-
gates, flip-flops, timers) and action bricks (motors, lights). A child can adda soundsensortothemotordriveofa toy car
and use a flip-flop brick to make the car alternately start or stop at any loud noise. Children (and their teachers) have
created a variety of whimsical and useful constructions, ranging from an "alarm clock bed" that detects the light in the
morning and rattles a toy bed to a "smart" cage that tracks the behaviour of the hamster inside.
3. Augment the environment
Neither the user nor the object is affected directly. Instead, independent devices provide and collect information from
the surrounding environment, displaying information onto objects and capturing information about the user's
interactions with them.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 09 | Sep 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 2137
1.2 Tools for Augmented Reality
1. Vuforia
Vuforia is an augmented reality software development kit (SDK) for mobile devices that enables the creation of
augmented reality application. It uses computer vision technology to recognize and track planarimagesandsimple 3D
objects. Vuforia provides Application Programming Interface (API) in C++, Java, Objective-C++ (a language utilizing a
combination of C++ and Objective-C syntax), and the .NET languages throughanextensiontothe Unitygameengine. In
this way, the SDK supports both native development for iOS and Android while it also enables the development of AR
applications in Unity that are easily portable to both platforms.
2. Kudan
The Augmented Reality technology uses the existing real environment and overlays a piece of new digital information
on top of it. There are many AR application developed in many aspects of life e.g. health, education, military, industry,
entertainment, etc. It explores the location-basedARtechnologytodevelopa gamenamedMonsterBuster.Thisgameis
an Android platform. This game uses the information of latitude and longitude used to generate the position of the
monster. This research is expected to develop an innovative game application that can give another user's experience
by using location-based AR technology. The Unity 3D is the game engine that is used in this research, and the Kudan
SDK is used to provide the AR technology.
3. ARKit
ARKit (Apple ARKit) is Apple’s Augmented Reality (AR) development platform for iOS mobile devices. ARKit allows
developers to build high-detail AR experiences for iPad and iPhone. With iPhone X, ARKit can perform real-time face
scanning and use this data to drive facial expressions of 3D characters.
4. ARCore
ARCore is a software development kit developed by Google that allows for augmented reality applications to be built.
ARCore uses three key technologies to integrate virtual content with the real world as seen through your phone's
camera:
a.Motion tracking allows the phone to understand and track its position relative to the world.
b.Environmental understanding allows the phone to detect the size and location of flat horizontal surfaceslike
the ground or a coffee table.
c. Light estimation allows the phone to estimate the environment's current lighting conditions.
1.3 Advantages of Augmented Reality
The central advantage of augmented reality is that it enables more interactive and richer human-to-computer and
computer-mediated human-to-human interactions than conventional interfacing.One ofthespecificadvantagesof ARisthatit
expands the features and capabilities of computers and other consumer electronic devices such as smartphones, etc. Some of
the advantages are as follows:
1. Learning and Instruction
Augmented Reality can improve the learning environment by making the entirelearningexperiencemoreimmersive,
thus encouraging better participation andcollaboration betweenlearnersandinstructors.Learnerscanbecomeactive
participants rather than merely passive recipients of instruction. Examples of AR applications in the learning
environment include driving and flight simulation training, visualization of anatomy for biology and medical classes,
laboratory exercises and experimentations, and design activities in engineering and architecture, among others.
Compared to virtual reality, another specific advantage of augmented reality is that it does not replace the natural
environment with a simulated one.
2. Communication and Interaction
The primary benefit of augmented reality is that it introduces a new way for computer-mediated human interaction.
Instead of merely calling one another or sending text messages via SMS or chat apps, Augmented Reality makes
communication more interactive. As an example,remotecollaboration becomesmoreimmersivethroughtheaddition
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 09 | Sep 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 2138
of digital elements. Distanced communication can be supplemented by graphic images overlaid in front of the
participants to aid verbal communication. Social networking sites like Instagram and Snapchat have used AR for
sharing videos and photos more visually appealing.
3. Business Improvements
Augmented Reality has several beneficial applications in business settingslikeitallowsproductdeveloperstoseeand
experience the mockup design of a product before its completion. Because of the applications in instruction and
interaction, it can also be used to improve workplace environments. For example, Augmented Reality can be used to
promote remote work and collaboration between distanced team members. Retailers can also benefit from AR. For
example, clothing retailers using AR can allow their customers totryonvariousclothesoraccessories,whichcreatesa
visual dressing room. The furniture retailers can also overlay a piece of furnishing in a real home or office space to
help a consumer decide if he or she wants to buy the product or not.
4. Navigation and Tourism
The ability of AR to place digital elements on real environments can supplement navigation, as well as tourism. In
vehicles, information such as map data, traffic status, weather, and terraincanbedisplayedonthewindshieldsofcars.
Government tourism agencies and companies can use AR to promote a particularspot.Atanactual location,travellers
can be presented with sensory information that can simulate historical events or render objects to improve their
overall experience. Tourists in a foreign country can use apps ontheirsmartphonesthatcantranslatethetextsintheir
language in real-time.
5. Immersive Video Gaming
Another advantage of augmented reality is that it provides enables more interactive and richer human-to-computer.
AR simply provides additional input-output features to video games, thus making the gameplay more immersiveand
interactive. Games such as Pokémon Go and Star Wars: Jedi Challenges have demonstratedhowARallowsvideogame
players to experience digital gameplay in a real-world environment. This technology mixesthevirtual worldofgames
with the natural world, thus providing a more realistic gaming experience.
1.4 Disadvantages of Augmented Reality
The fact is that augmented reality distorts the real-world whileitalsodependsonthegenerationanddistributionof data in
the form of computer-generated perceptual information.
1. Issues about privacy
One of the drawbacks of augmented reality is that it is based on the collection, analysis and redistribution of different
types of data, through the application of Big Data, which raises concerns over privacy and security like, some AR
devices record the environment in real-time which can create potential legal concerns. AR systems also collect and
analyze information about their users such as biometric data, etc.
2. Dangers of Reality Modification
Another drawback of augmented reality centres on possible dangers that come from reality modification as AR blurs
the line between the real world and the digital world. For example, the introduction of Pokémon Go game created
controversy due to associated accidents and even deaths.
3. Implementation Requirements
Although business organizations, learning institutions, and other organizations can benefit from using augmented
reality due to its numerous advantages or beneficial applications, developing and implementing an AR systemisboth
costly and technologically taxing. Not everyone can do so. In the context of business, smaller firms can be at a
disadvantage because of their lack of resources.
1.5 Applications of Augmented Reality
Augmented Reality has applications in almost every field;from healthcare to realestatethereisroomtoimplementAR.
It can be used with patients to display their anatomy, or doctors can use it to have guides duringsurgeriesthatrequireimmense
accuracy. The most important innovation, smart glasses that display answers while you write a test or exam. Some of the
applications are:
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 09 | Sep 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 2139
1. Mobile applications
With advances in tracking and increased computing power, researchersaredeveloping mobileARsystems.These
may enable a host of new applications in navigation, situational awareness, and geolocatedinformationretrieval.
Researchers have been investigating mobile AR research systems operating in a well-prepared indoor
environment for some time. NaviCam augments the video stream collected by a handled video camera [5]. The
Touring Machine [6] was developed at Columbia University, which is a self-contained system that includes
tracking (a compass, inclinometer and differential GPS), a mobile computer with a 3D graphics board, and a see-
through HMD. Mobile AR systems must be worn, which shouldchallengethesystemdesignerstominimizeweight
and bulk. With the current technology, one approach is to move some of the computation load to remote servers,
reducing the equipment the user must wear [7] [8].
2. Collaborative applications
Many Augmented Reality applications can benefit from having multiple people simultaneouslyview,discuss,and
interact with the virtual 3D models. As Billinghurst and Kato discussed [9], AR addresses two major issues with
collaboration:
a. Seamless integration with existing tools and practices.
b. Enhancing practice by supporting remote and collocated activities that would otherwise be impossible.
A significant problem with collocated, collaborative AR systems is that it ensures the users a shared
understanding of the virtual space, analogous to their understanding of the physical space. In the Emmie system,
Butz and his colleagues discuss the notion of privacy management in collaborative AR systems and present an
approach to managing the visibility of information using the familiar metaphors of lamps and mirrors [13].
Another form of collaborative AR is in entertainment applications. Researchers have demonstrated several AR
games, including AR air hockey [10], collaborative combat against virtual enemies[11], andanAR-enhancedpool
game [12].
3. Commercial applications
Augmented Reality has been used for real-time augmentation of broadcast video, primarily to enhance sporting
events and to insert or replace advertisements in a scene. An early example is the FoxTrax system, which
highlights the location of a hard-to-see hockey puck as it moves rapidly across the ice [14].
2. How augmented reality is changing activism
GlennCantaveuses technology to highlight the narratives oftheoppressed. Ina tourof immersivevisual projects, heshareshis work
withtheteamatMoversandShakersNYC,acoalitionthatexecutesdirectactionandadvocacycampaignsformarginalizedcommunities
usingvirtualreality,augmentedrealityandthecreativearts.MoversandShakersareagroupofactivists,artists,educatorsandengineers
focused on using immersive technology to highlight the narratives of the oppressed. Glenn Cantave created an augmented reality
installation on the truestory of Christopher Columbusandusedit to host teach-ins inColumbusCircleand TimesSquare.He realised
that with augmented reality you don’t need permission from the government to put up a monument or to make a statement. So, he
decided, why not just put up a bunch of AR monuments of women and people of colour throughout New York City? Typically,
monumentsarecreatedtocommemoratetheachievementsofthedeceased,butwithaugmentedreality,wecanroutetherules.With
augmentedreality,wehavethepowertotellstoriesinpublicspacesthatneedtobetold.AugmentedRealitycanalsobeusedasatoolto
supportorganizationsthatarefightingagainstsystematicoppression.Soontheywillreleaseourfreesmartphoneappwithaugmented
realitymonumentsandcontent.Onecantaketheirsmartphoneandholditoveranyone-dollarbillandseeasceneinaugmentedreality
thatillustratestheinjusticeofcashbail.YoucanthenclickonthescreenandbedirectedtothedonationpageofTheBailProject,afund
thatraisesmoneyforpeoplewhocannotaffordbail.Withaugmentedreality,wethepeoplehavethepowertohighlightthenarrativesof
theoppressedwheninstitutesrefusetodoso.Wecanusethistooltohighlightthesystematicimplicationsoferasingsomeone’shistory.
Andmoreconcretely,wecanusethistechnologyasa waytosupportinitiativesthatarefightingagainstsystemicracism.WithAR,we
have the power to reimagine a world that prioritizes justice over oppression.
3. CONCLUSION
AR or augmented reality has gone from pipe dream to reality in just over a century. There are many AR applications in use or
under development today, however – the concept will only take off universally when UX designers think about how they can
integrate AR with daily life to improve productivity, efficiency or quality of experiences. Jessica Lowry, a UX Designer, writing
for the Next Web says that AR is the future of design and we tend to agree. Already mobile phones are such an integral part of
our lives that they might as well be extensions of our bodies; as technology can be further integrated into our lives without
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 09 | Sep 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 2140
being intrusive (a la Google Glass) – it is a certainty that augmented realityprovidesopportunitiestoenhanceuser experiences
beyond measure. The future will belong to AR when it improves task efficiency or the quality of the outputofanexperiencefor
the user. This is the key challenge of the 21st century UX profession.
REFERENCES
[1] Sutherland, I. (1968). A head-mounted three-dimensional display. In ProceedingsFJCC'68,ThompsonBooks, Washington,
D.C., pp. 757-764.
[2] Baudel, T. and Beaudouin-Lafon, M. (1993) Charade:Remotecontrol ofobjectsusingfree-handgestures.InCommunications
of the ACM, July 1993, Vol. 36, No. 7, pp. 28-35.
[3] Papert, S. (1980) Mindstorms: Children, Computers and Powerful Ideas. NY: Basic Books.
[4] Resnick, M. Behavior Construction Kits. In Communications of the ACM, July 1993, Vol. 36, No. 7, pp. 96-97.
[5] J. Rekimoto, “NaviCam: A Magnifying Glass Approach to Augmented Reality,” Presence: Teleoperators and Virtual
Environments, vol. 6, no. 4, Aug. 1997, pp. 399-412.
[6] S. Feiner et al., “A Touring Machine: Prototyping 3D Mobile Augmented Reality Systems for Exploring the Urban
Environment,” Proc. 1st Int’l Symp. Wearable Computers (ISWC‘97), IEEE CS Press, Los Alamitos, Calif., 1997, pp. 74-81.
[7] R. Behringer et al., “A Wearable Augmented Reality Testbed for Navigation and Control, Built Solely with Commercial- off-
the-Shelf (COTS) Hardware,” Proc. Int’l Symp. Augmented Reality 2000 (ISAR 00), IEEE CS Press, Los Alamitos, Calif., 2000, pp.
12-19.
[8] S. Mann, "Wearable Computing: The First Step Toward Personal Imaging,” Computer, vol. 30, no. 2, Feb. 1997, pp. 25-32.
[9] M. Billinghurst and H. Kato, “Collaborative Mixed Reality,” Proc. Int’l Symp. Mixed Reality (ISMR 99), Springer-Verlag,
Secaucus, N.J., 1999, pp. 261-284.
[10] T. Ohshima et al., “AR2 Hockey: A Case Study of Collaborative Augmented Reality,” Proc. IEEE Virtual Reality Ann. Int’l
Symp. (VRAIS 98), IEEE CS Press, Los Alamitos, Calif., 1998, pp. 268-275.
[11] T. Ohshima et al., “RV-Border Guards: A Multi-Player Mixed Reality Entertainment,” Trans. VirtualRealitySoc. Japan,vol.4,
no. 4, 1999, pp. 699-705.
[12] T. Jebara et al., “Stochasticks: Augmenting the Billiards Experience with Probabilistic Vision and Wearable Computers,”
Proc. 1st Int’l Symp. Wearable Computers (ISWC
97), 1997, IEEE CS Press, Los Alamitos, Calif., pp. 138-145.
[13] A. Butz et al., “Enveloping Users and Computers in a Collaborative 3D Augmented Reality,” Proc. 2nd Int’l Workshop
Augmented Reality (IWAR 99), IEEE CS Press, Los Alamitos, Calif., 1999, pp. 35-44.
[14] R. Cavallaro, “The FoxTrax Hockey Puck Tracking System,” IEEE Computer Graphics and Applications, vol. 17, no. 2,
Mar./Apr. 1997, pp. 6-12.
[15] To find out more about Frank L Baum’s vision of augmented reality look here - Johnson, Joel. “The Master Key”: L. Frank
Baum envisions augmented reality glasses in 1901Mote & Beam 10 September 2012.
[16] Ivan Sutherland’s research can be found here: http://90.146.8.18/en/archiv_files/19902/E1990b_123.pdf
[17] Steve Mann’s research can be found here: "Eye Am a Camera: Surveillance and Sousveillance in the Glassage".
Techland.time.com
[18] Rosenberg's original research paper was published as L. B. Rosenberg. The Use of Virtual Fixtures as Perceptual Overlays
to Enhance Operator Performance in Remote Environments. Technical Report AL-TR-0089, USAF Armstrong Laboratory,
Wright-Patterson AFB OH, 1992.
[19] Jessica Lowry’s article on the future of design can be found here - http://thenextweb.com/dd/2015/08/31/augmented-
reality-is-the-future-of-design/

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IRJET- Deep Dive into Augmented Reality

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 09 | Sep 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 2136 Deep Dive into Augmented Reality Nishita Panchal1, Dr. Seema Shah2 1Student, B. Tech (Integrated) Computer Science, Mukesh Patel School of Technology, Management and Engineering, NMIMS University, Mumbai, India 2Professor, Department of Computer Engineering, Mukesh Patel School of Technology, Management and Engineering, NMIMS University, Mumbai, India ---------------------------------------------------------------------***---------------------------------------------------------------------- Abstract - Although Augmented Reality technology was first developed over forty years ago, there has been little survey work giving an overview of recent research in the field. This paper reviews how one can "Augment Reality" and use this technology to invent new machines. The tools used for Augment Reality. It explains the advantages and disadvantages of AR. Where AR is used and its applications. It also explains how augmented reality is changing activism and is becoming a boon for the people using AR technology. It provides a roadmap for future augmented reality research which will be of great value to this relativelyyoungfield. 1. INTRODUCTION Augmented Reality (AR) is a technology whichallowscomputer-generatedvirtual imageryto exactlyoverlayphysical objectsin real-time. Unlike virtual reality (VR), where the user is completely immersed in a virtual environment, AR allows the user to interact with the virtual images seamlessly using real objects. Augmented Reality (AR) combines virtual world objects with real environments. Over the years, augmented reality has been used in many domains for a multitude of purposes. In mostfields,ARisusedasanassistivesystemforperforming humantasks. AR has proven to be useful in increasing the efficiency and accuracy of the tasks especially in the domains related to surgery and aeroplane manufacturing. In the case of surgery, it can be used as a tool to render 3D models of the patient's operated area/organ that can help doctors perform surgeries with minimumrisk and complications.Inaeroplanemanufacturing,ARcan be used as a tool to assist wiring the electrical harness of a plane which is a long and tedious task and is still done manually. 1.1 How to “Augment Reality” 1. Augment the user Beginning with the earliest head-mounted display by Sutherland in 1968 [1], researchers have developed a variety of devices for users to wear, letting them see, hear and touch artificially-created objects and become immersed in virtual computer environments that range from sophisticated flight simulators tohighlyimaginativegames.Someaugmented reality researchers have borrowed this "virtual reality" technology to augment the user's interactions with the real- world. Charade [2] involves wearing a data glove to control the projection of slidesandvideofora formal presentation. Charade distinguishes between the natural gestures a user makes when just talking or describing something and a set of specialized gestures that can be recognized by the system, such as "show the next slide" or "start the video". 2. Augment the object Another approach involves augmenting physical objects directly. In the early 1970s, Papert [3] createda "floorturtle", actually a small robot, that could be controlled by a child with a computer language called Logo. LEGO/Logo [4] is a direct descendant, allowing children to use Logo to control constructions made with LEGO bricks, motors and gears. Electronic bricks contain simple electronic devices such as sensors (light, sound, touch, proximity),logicdevices (and- gates, flip-flops, timers) and action bricks (motors, lights). A child can adda soundsensortothemotordriveofa toy car and use a flip-flop brick to make the car alternately start or stop at any loud noise. Children (and their teachers) have created a variety of whimsical and useful constructions, ranging from an "alarm clock bed" that detects the light in the morning and rattles a toy bed to a "smart" cage that tracks the behaviour of the hamster inside. 3. Augment the environment Neither the user nor the object is affected directly. Instead, independent devices provide and collect information from the surrounding environment, displaying information onto objects and capturing information about the user's interactions with them.
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 09 | Sep 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 2137 1.2 Tools for Augmented Reality 1. Vuforia Vuforia is an augmented reality software development kit (SDK) for mobile devices that enables the creation of augmented reality application. It uses computer vision technology to recognize and track planarimagesandsimple 3D objects. Vuforia provides Application Programming Interface (API) in C++, Java, Objective-C++ (a language utilizing a combination of C++ and Objective-C syntax), and the .NET languages throughanextensiontothe Unitygameengine. In this way, the SDK supports both native development for iOS and Android while it also enables the development of AR applications in Unity that are easily portable to both platforms. 2. Kudan The Augmented Reality technology uses the existing real environment and overlays a piece of new digital information on top of it. There are many AR application developed in many aspects of life e.g. health, education, military, industry, entertainment, etc. It explores the location-basedARtechnologytodevelopa gamenamedMonsterBuster.Thisgameis an Android platform. This game uses the information of latitude and longitude used to generate the position of the monster. This research is expected to develop an innovative game application that can give another user's experience by using location-based AR technology. The Unity 3D is the game engine that is used in this research, and the Kudan SDK is used to provide the AR technology. 3. ARKit ARKit (Apple ARKit) is Apple’s Augmented Reality (AR) development platform for iOS mobile devices. ARKit allows developers to build high-detail AR experiences for iPad and iPhone. With iPhone X, ARKit can perform real-time face scanning and use this data to drive facial expressions of 3D characters. 4. ARCore ARCore is a software development kit developed by Google that allows for augmented reality applications to be built. ARCore uses three key technologies to integrate virtual content with the real world as seen through your phone's camera: a.Motion tracking allows the phone to understand and track its position relative to the world. b.Environmental understanding allows the phone to detect the size and location of flat horizontal surfaceslike the ground or a coffee table. c. Light estimation allows the phone to estimate the environment's current lighting conditions. 1.3 Advantages of Augmented Reality The central advantage of augmented reality is that it enables more interactive and richer human-to-computer and computer-mediated human-to-human interactions than conventional interfacing.One ofthespecificadvantagesof ARisthatit expands the features and capabilities of computers and other consumer electronic devices such as smartphones, etc. Some of the advantages are as follows: 1. Learning and Instruction Augmented Reality can improve the learning environment by making the entirelearningexperiencemoreimmersive, thus encouraging better participation andcollaboration betweenlearnersandinstructors.Learnerscanbecomeactive participants rather than merely passive recipients of instruction. Examples of AR applications in the learning environment include driving and flight simulation training, visualization of anatomy for biology and medical classes, laboratory exercises and experimentations, and design activities in engineering and architecture, among others. Compared to virtual reality, another specific advantage of augmented reality is that it does not replace the natural environment with a simulated one. 2. Communication and Interaction The primary benefit of augmented reality is that it introduces a new way for computer-mediated human interaction. Instead of merely calling one another or sending text messages via SMS or chat apps, Augmented Reality makes communication more interactive. As an example,remotecollaboration becomesmoreimmersivethroughtheaddition
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 09 | Sep 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 2138 of digital elements. Distanced communication can be supplemented by graphic images overlaid in front of the participants to aid verbal communication. Social networking sites like Instagram and Snapchat have used AR for sharing videos and photos more visually appealing. 3. Business Improvements Augmented Reality has several beneficial applications in business settingslikeitallowsproductdeveloperstoseeand experience the mockup design of a product before its completion. Because of the applications in instruction and interaction, it can also be used to improve workplace environments. For example, Augmented Reality can be used to promote remote work and collaboration between distanced team members. Retailers can also benefit from AR. For example, clothing retailers using AR can allow their customers totryonvariousclothesoraccessories,whichcreatesa visual dressing room. The furniture retailers can also overlay a piece of furnishing in a real home or office space to help a consumer decide if he or she wants to buy the product or not. 4. Navigation and Tourism The ability of AR to place digital elements on real environments can supplement navigation, as well as tourism. In vehicles, information such as map data, traffic status, weather, and terraincanbedisplayedonthewindshieldsofcars. Government tourism agencies and companies can use AR to promote a particularspot.Atanactual location,travellers can be presented with sensory information that can simulate historical events or render objects to improve their overall experience. Tourists in a foreign country can use apps ontheirsmartphonesthatcantranslatethetextsintheir language in real-time. 5. Immersive Video Gaming Another advantage of augmented reality is that it provides enables more interactive and richer human-to-computer. AR simply provides additional input-output features to video games, thus making the gameplay more immersiveand interactive. Games such as Pokémon Go and Star Wars: Jedi Challenges have demonstratedhowARallowsvideogame players to experience digital gameplay in a real-world environment. This technology mixesthevirtual worldofgames with the natural world, thus providing a more realistic gaming experience. 1.4 Disadvantages of Augmented Reality The fact is that augmented reality distorts the real-world whileitalsodependsonthegenerationanddistributionof data in the form of computer-generated perceptual information. 1. Issues about privacy One of the drawbacks of augmented reality is that it is based on the collection, analysis and redistribution of different types of data, through the application of Big Data, which raises concerns over privacy and security like, some AR devices record the environment in real-time which can create potential legal concerns. AR systems also collect and analyze information about their users such as biometric data, etc. 2. Dangers of Reality Modification Another drawback of augmented reality centres on possible dangers that come from reality modification as AR blurs the line between the real world and the digital world. For example, the introduction of Pokémon Go game created controversy due to associated accidents and even deaths. 3. Implementation Requirements Although business organizations, learning institutions, and other organizations can benefit from using augmented reality due to its numerous advantages or beneficial applications, developing and implementing an AR systemisboth costly and technologically taxing. Not everyone can do so. In the context of business, smaller firms can be at a disadvantage because of their lack of resources. 1.5 Applications of Augmented Reality Augmented Reality has applications in almost every field;from healthcare to realestatethereisroomtoimplementAR. It can be used with patients to display their anatomy, or doctors can use it to have guides duringsurgeriesthatrequireimmense accuracy. The most important innovation, smart glasses that display answers while you write a test or exam. Some of the applications are:
  • 4. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 09 | Sep 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 2139 1. Mobile applications With advances in tracking and increased computing power, researchersaredeveloping mobileARsystems.These may enable a host of new applications in navigation, situational awareness, and geolocatedinformationretrieval. Researchers have been investigating mobile AR research systems operating in a well-prepared indoor environment for some time. NaviCam augments the video stream collected by a handled video camera [5]. The Touring Machine [6] was developed at Columbia University, which is a self-contained system that includes tracking (a compass, inclinometer and differential GPS), a mobile computer with a 3D graphics board, and a see- through HMD. Mobile AR systems must be worn, which shouldchallengethesystemdesignerstominimizeweight and bulk. With the current technology, one approach is to move some of the computation load to remote servers, reducing the equipment the user must wear [7] [8]. 2. Collaborative applications Many Augmented Reality applications can benefit from having multiple people simultaneouslyview,discuss,and interact with the virtual 3D models. As Billinghurst and Kato discussed [9], AR addresses two major issues with collaboration: a. Seamless integration with existing tools and practices. b. Enhancing practice by supporting remote and collocated activities that would otherwise be impossible. A significant problem with collocated, collaborative AR systems is that it ensures the users a shared understanding of the virtual space, analogous to their understanding of the physical space. In the Emmie system, Butz and his colleagues discuss the notion of privacy management in collaborative AR systems and present an approach to managing the visibility of information using the familiar metaphors of lamps and mirrors [13]. Another form of collaborative AR is in entertainment applications. Researchers have demonstrated several AR games, including AR air hockey [10], collaborative combat against virtual enemies[11], andanAR-enhancedpool game [12]. 3. Commercial applications Augmented Reality has been used for real-time augmentation of broadcast video, primarily to enhance sporting events and to insert or replace advertisements in a scene. An early example is the FoxTrax system, which highlights the location of a hard-to-see hockey puck as it moves rapidly across the ice [14]. 2. How augmented reality is changing activism GlennCantaveuses technology to highlight the narratives oftheoppressed. Ina tourof immersivevisual projects, heshareshis work withtheteamatMoversandShakersNYC,acoalitionthatexecutesdirectactionandadvocacycampaignsformarginalizedcommunities usingvirtualreality,augmentedrealityandthecreativearts.MoversandShakersareagroupofactivists,artists,educatorsandengineers focused on using immersive technology to highlight the narratives of the oppressed. Glenn Cantave created an augmented reality installation on the truestory of Christopher Columbusandusedit to host teach-ins inColumbusCircleand TimesSquare.He realised that with augmented reality you don’t need permission from the government to put up a monument or to make a statement. So, he decided, why not just put up a bunch of AR monuments of women and people of colour throughout New York City? Typically, monumentsarecreatedtocommemoratetheachievementsofthedeceased,butwithaugmentedreality,wecanroutetherules.With augmentedreality,wehavethepowertotellstoriesinpublicspacesthatneedtobetold.AugmentedRealitycanalsobeusedasatoolto supportorganizationsthatarefightingagainstsystematicoppression.Soontheywillreleaseourfreesmartphoneappwithaugmented realitymonumentsandcontent.Onecantaketheirsmartphoneandholditoveranyone-dollarbillandseeasceneinaugmentedreality thatillustratestheinjusticeofcashbail.YoucanthenclickonthescreenandbedirectedtothedonationpageofTheBailProject,afund thatraisesmoneyforpeoplewhocannotaffordbail.Withaugmentedreality,wethepeoplehavethepowertohighlightthenarrativesof theoppressedwheninstitutesrefusetodoso.Wecanusethistooltohighlightthesystematicimplicationsoferasingsomeone’shistory. Andmoreconcretely,wecanusethistechnologyasa waytosupportinitiativesthatarefightingagainstsystemicracism.WithAR,we have the power to reimagine a world that prioritizes justice over oppression. 3. CONCLUSION AR or augmented reality has gone from pipe dream to reality in just over a century. There are many AR applications in use or under development today, however – the concept will only take off universally when UX designers think about how they can integrate AR with daily life to improve productivity, efficiency or quality of experiences. Jessica Lowry, a UX Designer, writing for the Next Web says that AR is the future of design and we tend to agree. Already mobile phones are such an integral part of our lives that they might as well be extensions of our bodies; as technology can be further integrated into our lives without
  • 5. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 09 | Sep 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.34 | ISO 9001:2008 Certified Journal | Page 2140 being intrusive (a la Google Glass) – it is a certainty that augmented realityprovidesopportunitiestoenhanceuser experiences beyond measure. The future will belong to AR when it improves task efficiency or the quality of the outputofanexperiencefor the user. This is the key challenge of the 21st century UX profession. REFERENCES [1] Sutherland, I. (1968). A head-mounted three-dimensional display. In ProceedingsFJCC'68,ThompsonBooks, Washington, D.C., pp. 757-764. [2] Baudel, T. and Beaudouin-Lafon, M. (1993) Charade:Remotecontrol ofobjectsusingfree-handgestures.InCommunications of the ACM, July 1993, Vol. 36, No. 7, pp. 28-35. [3] Papert, S. (1980) Mindstorms: Children, Computers and Powerful Ideas. NY: Basic Books. [4] Resnick, M. Behavior Construction Kits. In Communications of the ACM, July 1993, Vol. 36, No. 7, pp. 96-97. [5] J. Rekimoto, “NaviCam: A Magnifying Glass Approach to Augmented Reality,” Presence: Teleoperators and Virtual Environments, vol. 6, no. 4, Aug. 1997, pp. 399-412. [6] S. Feiner et al., “A Touring Machine: Prototyping 3D Mobile Augmented Reality Systems for Exploring the Urban Environment,” Proc. 1st Int’l Symp. Wearable Computers (ISWC‘97), IEEE CS Press, Los Alamitos, Calif., 1997, pp. 74-81. [7] R. Behringer et al., “A Wearable Augmented Reality Testbed for Navigation and Control, Built Solely with Commercial- off- the-Shelf (COTS) Hardware,” Proc. Int’l Symp. Augmented Reality 2000 (ISAR 00), IEEE CS Press, Los Alamitos, Calif., 2000, pp. 12-19. [8] S. Mann, "Wearable Computing: The First Step Toward Personal Imaging,” Computer, vol. 30, no. 2, Feb. 1997, pp. 25-32. [9] M. Billinghurst and H. Kato, “Collaborative Mixed Reality,” Proc. Int’l Symp. Mixed Reality (ISMR 99), Springer-Verlag, Secaucus, N.J., 1999, pp. 261-284. [10] T. Ohshima et al., “AR2 Hockey: A Case Study of Collaborative Augmented Reality,” Proc. IEEE Virtual Reality Ann. Int’l Symp. (VRAIS 98), IEEE CS Press, Los Alamitos, Calif., 1998, pp. 268-275. [11] T. Ohshima et al., “RV-Border Guards: A Multi-Player Mixed Reality Entertainment,” Trans. VirtualRealitySoc. Japan,vol.4, no. 4, 1999, pp. 699-705. [12] T. Jebara et al., “Stochasticks: Augmenting the Billiards Experience with Probabilistic Vision and Wearable Computers,” Proc. 1st Int’l Symp. Wearable Computers (ISWC 97), 1997, IEEE CS Press, Los Alamitos, Calif., pp. 138-145. [13] A. Butz et al., “Enveloping Users and Computers in a Collaborative 3D Augmented Reality,” Proc. 2nd Int’l Workshop Augmented Reality (IWAR 99), IEEE CS Press, Los Alamitos, Calif., 1999, pp. 35-44. [14] R. Cavallaro, “The FoxTrax Hockey Puck Tracking System,” IEEE Computer Graphics and Applications, vol. 17, no. 2, Mar./Apr. 1997, pp. 6-12. [15] To find out more about Frank L Baum’s vision of augmented reality look here - Johnson, Joel. “The Master Key”: L. Frank Baum envisions augmented reality glasses in 1901Mote & Beam 10 September 2012. [16] Ivan Sutherland’s research can be found here: http://90.146.8.18/en/archiv_files/19902/E1990b_123.pdf [17] Steve Mann’s research can be found here: "Eye Am a Camera: Surveillance and Sousveillance in the Glassage". Techland.time.com [18] Rosenberg's original research paper was published as L. B. Rosenberg. The Use of Virtual Fixtures as Perceptual Overlays to Enhance Operator Performance in Remote Environments. Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH, 1992. [19] Jessica Lowry’s article on the future of design can be found here - http://thenextweb.com/dd/2015/08/31/augmented- reality-is-the-future-of-design/