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Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
Augmented Reality
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Augmented Reality

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Augmented Reality is one of the most exciting technologies of the future. …

Augmented Reality is one of the most exciting technologies of the future.

This was also my area of interest for the Final Year Seminar at Nitte.

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  • 1. Bridging the Real World and the Virtual World A look at Augmented Reality and Ubiquitous Computing Date 15th February, 2010 By Karthik Kastury Monday 5 July 2010
  • 2. The Past 20 Years of Computing Monday 5 July 2010
  • 3. For How Long have we been computing this way?... Paradigm Shift in Computing is here and its Augmented Reality Monday 5 July 2010
  • 4. Augmented Reality Whats that? Monday 5 July 2010
  • 5. Watch this clip... From Iron Man the Movie Monday 5 July 2010
  • 6. Monday 5 July 2010
  • 7. Yes, that’s Augmented Reality And don’t worry its not only in movies, but real life as well... Monday 5 July 2010
  • 8. Augmented   reality   (AR)   is   a   term   for   a   live   direct   or   indirect   view   of   a   physical   real-­‐world   environment   whose   elements   are   merged   with   (or   augmented   by)   virtual   computer-­‐generated   imagery   -­‐   crea<ng  a  mixed  reality. Monday 5 July 2010
  • 9. Augmented Reality Techniques • Heads Mounted Display • Handheld Devices • Spatial Displays • Modern Software Based AR Monday 5 July 2010
  • 10. Head Mounted Display • User can simultaneously view both the real world and the virtual world. • Optical See through or Video See Through. • Can be a bit bulky in its current form. Monday 5 July 2010
  • 11. Handheld Devices • Most commonly used AR Devices • Uses a variety of Sensors • ARToolkit is usually used to map the real world. Monday 5 July 2010
  • 12. Spatial Devices • User does not carry any device with him. • The data is projected onto real world entities. • Multiple Users can interact with the system. • Can support large areas of displays. Monday 5 July 2010
  • 13. Software Based AR • Use multiple sensors and tracking devices, like GPS, RFID, Compasses etc... • Are leading the innovation in AR now. • Two Stages, Detection of Interest Points, Mapping the two worlds. Monday 5 July 2010
  • 14. Working Principle • First interest points, or fiduciary markers, or optical flow detected in the camera images [Corner Detection]. • Second, a real world coordinate system is restored from the data obtained in the first stage[SLAM]. Monday 5 July 2010
  • 15. Corner Detection • Used to identify the interest points. • Can use Correlation Algorithms, but they tend to be very intensive computationally. • So we use Harris and Stephens Corner Detection algorithm Monday 5 July 2010
  • 16. Harris and Stephens Corner Detection Algorithm Assume a grayscale 2-dimensional image is used. Let this image be given by I. Consider taking an image patch over the area (u,v) and shifting it by (x,y). The weighted sum of squared differences (SSD) between these two patches, denoted S, is given by: I(u + x,v + y) can be approximated by a Taylor expansion. Let Ix and Iy be the partial derivatives of I, such that This produces the approximation Monday 5 July 2010
  • 17. contd... which can be written in matrix form where A is the structure tensor, This matrix is a Harris matrix, and angle brackets denote averaging (i.e. summation over (u,v)). By analyzing the eigenvalues of A, this characterization can be expressed in the following way: If and then this pixel (x,y) has no features of interest. If and λ2 has some large positive value, then an edge is found. If λ1 and λ2 have large positive values, then a corner is found. Monday 5 July 2010
  • 18. Simultaneous Localization and Mapping • SLAM is a technique to build up a map within an unknown environment (without a priori knowledge) or to update a map within a known environment (with a priori knowledge from a given map) while at the same time keeping track of the current location. • Maps are used to determine a location in an environment and to depict this environment for an overview. • Simultaneous localization and mapping (SLAM) is a concept to bind the process of locating and mapping in a loop and therefore supports the continuity of both aspects in separated processes. Monday 5 July 2010
  • 19. So this how AR Systems work... Now let us have a look at a Software Based AR Tool for the iPhone/Android Monday 5 July 2010
  • 20. Monday 5 July 2010
  • 21. Other Applications of AR • Support with complex tasks • Navigation device • Military and emergency services • Sightseeing • and  many  more... Monday 5 July 2010
  • 22. Ubiquitous Computing • Ubiquitous computing (ubicomp) is a post desktop model of human-computer interaction in which information processing has been thoroughly integrated into everyday objects and activities. • This paradigm is also described as pervasive computing, ambient intelligence. When primarily concerning the objects involved, it is also physical computing, the Internet of Things, haptic computing, and things that think. Monday 5 July 2010
  • 23. C9*.% 1":"6*#0% *.% "8.&% 6$./:*)$6% ".% 1$:=".*=$% /&01,-*2#A% "0)*$2-% *2-$88*#$2/$?% Challenges of Ubiquitous D9$2%1:*0":*8<%/&2/$:2*2#%-9$%&)>$/-.%*2=&8=$6A%*-%*.%"8.&%19<.*/"8%/&01,-*2#A%-9$% @2-$:2$-%&'%C9*2#.A%9"1-*/%/&01,-*2#A%"26%-9*2#.%-9"-%-9*27?%E"-9$:%-9"2%1:&1&.$% "% .*2#8$% 6$'*2*-*&2% '&:% ,)*+,*-&,.% /&01,-*2#% "26% '&:% -9$.$% :$8"-$6% -$:0.A% Computing -"F&2&0<% &'% 1:&1$:-*$.% '&:% ,)*+,*-&,.% /&01,-*2#% 9".% )$$2% 1:&1&.$6A% ':&0% ;9*/9% 6*''$:$2-% 7*26.% &:% '8"=&:.% &'% ,)*+,*-&,.% .<.-$0.% "26% "118*/"-*&2.% /"2% )$% 6$./:*)$6?% % % % G-% -9$*:% /&:$A% "88% 0&6$8.% &'% ,)*+,*-&,.% /&01,-*2#% 3"8.&% /"88$6% 1$:=".*=$% /&01,-*2#4% .9":$% "% =*.*&2% &'% .0"88A% *2$F1$2.*=$A% :&),.-% 2$-;&:7$6% 1:&/$..*2#% Monday 5 July 2010 6$=*/$.A%6*.-:*),-$6%"-%"88%./"8$.%-9:&,#9&,-%$=$:<6"<%8*'$%"26%#$2$:"88<%-,:2$6%-&%
  • 24. "//%+,$%9"7%+&%+,$%+)"26%0"35%:&-2$%)$2&#.-+-&.5%".3%-.+$)'"2$4%3$4-#.$3%+&%*"6$%-+% %&'()*'&+(,-./01-12)*3'4- $"4-$)%'&)%+,$%3-4"8/$3%+&%14$%2&*01+$)45%2&*01+-.#%-.+$)'"2$4%,":$%0)&#)$44$3% %&'()'*+,-&&, Redefining the Vision of )"0-3/7%9-+,-.%+,$%/"4+%'$9%3$2"3$4;% % <1+%+,-4%-4%.&+%+,$%$.3%&'%+,$%)&"35%+,$%(1+1)$%&'%=&*01+-.#%/-$4%-.%+,$%*$)#$)%&'% +$2,.&/&#-$4%/-6$%>1/+-?&12,5%@$4+1)$45%A&-2$%=&.+)&/5%B1#*$.+$3%C$"/-+75%<)"-.% Future Computing =&*01+-.#%".3%,&4+%&'%&+,$)%)$4$")2,%")$"4%-.%.$:$)%8$'&)$%4$$.%9"74;% % B+% +,$% =DE% FGHG% I=&.41*$)% D/$2+)&.-24% E,&95% J"4% A$#"4K% 2&*0".-$4% 1.:$-/$3% "% ,&4+% &'% +$2,.&/&#-$4% +,"+% 9-//% '&)$:$)% 2,".#$% +,$% /".342"0$% &'% 2&*01+-.#;% L$)$% ")$%4&*$%&'%+,$%+$2,.&/&#-$4%+,"+%9-//%8$%2&**&.0/"2$%-.%&1)%/-:$4%M14+%/-6$%+,$% +)"3-+-&."/%3$46+&0%-.+$)'"2$4%,":$%8$$.%'&)%+,$%0"4+%FG%7$")4%&)%4&;% % % %&'()'*+,-&&, % %&'()*'&+(,-./01-12)*3'4- 5678+(,+9-:+'32,4-2(-'-;<(,'=,-/+()- , ./+0,12+3)4(,%5(56, % % Transparent OLED % 5678+(,+9-:+'32,4-2(-'-;<(,'=,-/+()- AR In a Contact Lens !"#$%!"%&'%#$% , , % 7&42+8+9(,:;2954),<+=>;(&'?, ./+0,12+3)4(,%5(56, %, XBox Project Natal 7&42+8+9(,:;2954),<+=>;(&'?, !"#$%!"%&'%#$% , % Microsoft Surface Computing !"#$%!"%&'%#$% % Monday 5 July 2010
  • 25. Office Labs Vision 2019 Monday 5 July 2010
  • 26. Final Words... • The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it. • Augmented Reality and various principles of Ubiquitous Computing will drive innovation in the future and take computing to an extent that our future generations will no longer be able to relate themselves to the initial forms of computing. Monday 5 July 2010
  • 27. References • Azuma, R. A Survey of Augmented Reality, Presence, 6, 4, pp. 355-385, 1997 • "If You’re Not Seeing Data, You’re Not Seeing". Wired Magazine • Hand of God - Wearable Computer Lab, South Australia • Mark Weiser - Ubiquitous Computing, during his term at XEROX- SPARC • Pervasive Computing – M Satyanarayan, School of Computer Science, Carnegie Mellon University • Collaborative Augmented Reality - Mark Billinghurst, Hirokazu Kato Monday 5 July 2010
  • 28. Thank You Do you have any questions? Monday 5 July 2010

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