44328856 augmented-reality


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44328856 augmented-reality

  1. 1. Contents Introduction  Augmented reality  Augmented reality system  Augmenting our world  Example – Wikitude  Implementation  Components of AR system  Head mounted display  Video see through  Optical see through  Tracking & orientation  Global positioning system  Differential GPS  Digital compass  Mobile computing  Augmented Reality Vs Virtual reality  History  Using Augmented reality  Limitations  Looking into future..  Conclusion  references
  2. 2. Introduction Augmented reality will truly change the way we view the world. Picture yourself walking or driving down the street. With augmented-reality displays, which will eventually look much like a normal pair of glasses, informative graphics will appear in your field of view, and audio will coincide with whatever you see. These enhancements will be refreshed continually to reflect the movements of your head. In this article, we will take a look at this future technology, its components and how it will be used.
  3. 3. An augmented reality system is one that Combine real n virtual world Is interactive in real time Is registered in 3D. Augmented Reality System
  4. 4. Software based on Augmented Reality … Wikitude – Wiki attitude
  5. 5. Wikitude –wiki attitude WIKITUDE World Browser presents the user with data about their surroundings, nearby landmarks, and other points of interest by overlaying information on the real-time camera view of a smart-phone.
  6. 6. Implementation To implement there are four things that we require to do find user’s locationfind user’s orientation (view)generating informationaugmenting it to user’s view Find user’s location Find user’s orientation (view) Generate data Augment generated data to user’s view
  7. 7. Here are the three components needed to make an augmented-reality system work: display tracking system mobile computing power Components
  8. 8. Head-mounted Displays Just as monitors allow us to see text and graphics generated by computers, head-mounted displays (HMDs) will enable us to view graphics and text created by augmented-reality systems There are two basic types of HMDS:  video see-through optical see-through
  9. 9. Tracking and Orientation The biggest challenge facing developers of augmented reality is the need to know where the user is located in reference to his or her surroundings. There's also the additional problem of tracking the movement of users' eyes and heads.
  10. 10. GPS – Tracking Technology Currently, the best tracking technology available for large open areas is the Global Positioning System. However, GPS receivers have an accuracy of about 10 to 30 meters, which is not bad in the grand scheme of things, but isn't good enough for augmented reality, which needs accuracy measured in millimeters or smaller. GPS Network
  11. 11. Digital compass A digital compass consists of sensors to measure the earth's magnetic field, some conditioning of those sensor signals, and a microcontroller to interpret the data Components Three magnetic sensors One tilt sensor
  12. 12. Mobile Computing Power Wearable computers Mobile computing can be accomplished with help of wearable computers A wearable computer is a battery powered computer system worn on the user’s body(belt, backpack etc). It is designed for mobile & predominantly hand free operations often incorporating head mounted display & speech input.
  13. 13. Augmented VS Virtual Reality Virtual reality creates immersive, computer generated environments which replaces real world Here the head mounted displays block out all the external world from the viewer and present a view that is under the complete control of the computer. Virtual reality serves for at totally immersive environment . The senses are under control of the system. The user is completely immersed is an artificial world and cut off from real world. Augmented reality is closer to the real world. augmented reality add graphics, sounds & smell to the natural world, as it exists. Thus it augments the real world scene in such a way that the user can maintain a sense of presence in that world. That is ,the user can interact with the real world, and at the same time can see, both the real and virtual world co-existing. User is not cut off from the reality
  14. 14. Using Augmented Reality Education In an Augmented Reality interface students can be seated around a table and see each other at the same time as a virtual heart floating in their midst. This results in conversational behavior that is more similar to natural face-to- face collaboration than to screen based collaboration [Kiyokawa 2002]. Once researchers overcome the challenges that face them, augmented reality will likely pervade every corner of our lives. It has the potential to be used in almost every industry, including:
  15. 15. Using Augmented Reality Military - The military has been devising uses for augmented reality for decades. The idea here is that an augmented-reality system could provide troops with vital information about their surroundings, such as showing where entrances are on the opposite end of a building, somewhat like X-ray vision. Augmented reality displays could also highlight troop movements, and give soldiers the ability to move to where the enemy can't see them.
  16. 16. Using Augmented Reality Instant information -Tourists and students could use these systems to learn more about a certain historical event. Imagine walking onto a Civil War battlefield and seeing a re-creation of historical events on a head- mounted, augmented-reality display. It would immerse you in the event, and the view would be panoramic.
  17. 17. Limitations Accurate tracking and orientation For wearable augmented reality system, there are still enough computing power to create stereo 3D graphics The size of AR systems is yet another problem.
  18. 18. Looking into future …… Expanding a PC screen to real environment..program windows & icons appear as virtual devices in real space & are eye or gesture operated, by gazing or pointing. Enhanced media application ,like pseudo holographic virtual screens, virtual surround cinema.
  19. 19. References … http://www.metalliccloud.com/rob/future_thinking/ http://en.wikipedia.org/wiki/Augmented_reality http://www.howstuffworks.com/augmented- reality.htm http://www.youtube.com/watch?v=tpaJBu4BEuA