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CHAPTER – 5
AUGMENTED REALITY (AR)
1
2
 Augmented reality
 Features of augmented reality
 Difference between AR, VR, and MR
 Architecture of augmented reality systems
 Application areas of augmented reality
3
4
 The fundamental idea of AR is to combine, or mix, the view of the
real environment with additional virtual content that is presented
through computer graphics.
 Its convincing effect is achieved by ensuring that the virtual content
is aligned and registered with the real objects.
 As a person moves in an environment and their perspective view of
real objects changes, the virtual content should also be presented
from the same perspective.
5
 Augmented reality (AR) is a form of emerging technology that
allows users to overlay computer generated content in the real
world.
 AR refers to a live view of a physical real-world environment whose
elements are merged with augmented computer-generated images
creating a mixed reality.
6
 The augmentation is typically done in real-time and in semantic
context with environmental elements.
 Through this augmented vision, a user can digitally interact with
and adjust information about their surrounding environment.
7
 Augmented reality (AR) is about adding a digital/virtual computer
generated information in to a real-time direct or indirect view of a
physical real-world environment.
 Augmented reality uses the existing environment and overlays new
information on top of it.
 This information can be Sound, Video, Graphics or GPS data.
8
 In augmented reality, users see and interact with the real world
while digital content is added to it.
 There’s a different way to experience augmented reality, though –
with special AR headsets, such as Google Glass, where digital
content is displayed on a tiny screen in front of a user’s eye.
9
10
11
 Examples of augmented reality experiences include Snapchat
lenses and the game Pokemon Go.
12
13
 VR is fully immersive, which tricks your senses into thinking you’re
in a different environment or world apart from the real world.
 Using a head-mounted display (HMD) or headset, you’ll experience
a computer-generated world of imagery and sounds in which you
can manipulate objects and move around using haptic controllers
while tethered to a console or PC.
14
 Also called a Computer-Simulated reality.
 It refers to computer technologies using reality headsets to
generate realistic sounds, images and other sensations that
replicate a real environment or create an imaginary world.
15
 Using VR devices such as HTC Vive, Oculus Rift or Google Cardboard,
users can be transported into a number of real-world and imagined
environments.
 The most advanced VR experiences even provide freedom of
movement – users can move in a digital environment and hear sounds.
 Moreover, special hand controllers can be used to enhance VR
experiences.
16
 Most VR headsets are connected to a computer (Oculus Rift) or a
gaming console (PlayStation VR) but there are standalone devices
(Google Cardboard is among the most popular) as well.
 Most standalone VR headsets work in combination with
smartphones you insert a smartphone, wear a headset, and
immerse in the virtual reality.
17
18
19
20
 Mixed Reality (MR), sometimes referred to as hybrid reality.
 It is the merging of real and virtual worlds to produce new
environments and visualizations where physical and digital objects
co-exist and interact in real-time.
 It means placing new imagery within a real space in such a way that
the new imagery is able to interact, to an extent, with what is real in
the physical world we know.
21
 For example, with MR, you can play a virtual video game, grab your
real-world water bottle, and smack an imaginary character from
the game with the bottle.
 The key characteristic of MR is that the synthetic content and the
real-world content are able to react to each other in real-time.
22
 In mixed reality, you can interact with and manipulate both physical
and virtual items and environments, using next-generation
sensing and imaging technologies.
 MR allows you to see and immerse yourself in the world around
you even as you interact with a virtual environment using your own
hands all without ever removing your headset.
23
 It provides the ability to have one foot (or hand) in the real world,
and the other in an imaginary place, breaking down basic concepts
between real and imaginary, offering an experience that can change
the way you game and work today.
24
 One of the most obvious differences among AR, VR, and MR is the
hardware requirements and also VR is content which is 100%
digital and can be enjoyed in a fully immersive environment, AR
overlays digital content on top of the real-world.
 MR is a digital overlay that allows interactive virtual elements to
integrate and interact with the real-world environment.
25
26
 Augmented Reality Systems (ARS) were usually designed with a
basis on three main blocks:
• Infrastructure Tracker Unit : responsible for collecting data from
the real world, sending them to the Processing Unit.
• Processing Unit : mix the virtual content with the real content and
sent the result to the Video Out module of the Visual Unit.
27
 Visual Unit : can be classified into two types of system, depending on the
followed visualization technology:
1. Video see-through: It uses a Head-Mounted Display (HMD) that employs a
video-mixing and displays the merged images on a closed-view HMD.
• Present video feeds from cameras inside head mounted devices.
28
2. Optical see-through: It uses an HMD that employs optical combiners to
merge the images within an open-view HMD.
• Combine computer-generated imagery with “through the glasses” image of
the real world, usually through a slanted semi-transparent mirror
29
30
 AR systems can be applied to many different disciplines such as
education, medicine, entertainment, military, etc.
31
 Affordable learning materials
 Interactive lessons
 Higher engagement
 Higher retention
 Boost intellectual curiosity
32
 AR is making significant changes in different areas
• Surgery (minimally invasive surgery);
• Education of future doctors;
• Diagnostics;
• AR tools may also aid to detect the signs of depression and other
mental illnesses by reading from facial expressions, voice tones,
and physical gestures.
33
 Describing symptoms
 Nursing care
 Surgery
 Ultrasounds
 Diabetes management
 Navigation
34
35
 AR in games
 AR in music
 AR on TV
 AR in eSports
 AR in the theater
36
37
38
39
“VR is a way to escape the real world into something more fantastic”
John Goddard, HTC Vive
THANK YOU
?
40

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Chapter 5 - EMTE.pptx

  • 1. CHAPTER – 5 AUGMENTED REALITY (AR) 1
  • 2. 2  Augmented reality  Features of augmented reality  Difference between AR, VR, and MR  Architecture of augmented reality systems  Application areas of augmented reality
  • 3. 3
  • 4. 4  The fundamental idea of AR is to combine, or mix, the view of the real environment with additional virtual content that is presented through computer graphics.  Its convincing effect is achieved by ensuring that the virtual content is aligned and registered with the real objects.  As a person moves in an environment and their perspective view of real objects changes, the virtual content should also be presented from the same perspective.
  • 5. 5  Augmented reality (AR) is a form of emerging technology that allows users to overlay computer generated content in the real world.  AR refers to a live view of a physical real-world environment whose elements are merged with augmented computer-generated images creating a mixed reality.
  • 6. 6  The augmentation is typically done in real-time and in semantic context with environmental elements.  Through this augmented vision, a user can digitally interact with and adjust information about their surrounding environment.
  • 7. 7  Augmented reality (AR) is about adding a digital/virtual computer generated information in to a real-time direct or indirect view of a physical real-world environment.  Augmented reality uses the existing environment and overlays new information on top of it.  This information can be Sound, Video, Graphics or GPS data.
  • 8. 8  In augmented reality, users see and interact with the real world while digital content is added to it.  There’s a different way to experience augmented reality, though – with special AR headsets, such as Google Glass, where digital content is displayed on a tiny screen in front of a user’s eye.
  • 9. 9
  • 10. 10
  • 11. 11  Examples of augmented reality experiences include Snapchat lenses and the game Pokemon Go.
  • 12. 12
  • 13. 13  VR is fully immersive, which tricks your senses into thinking you’re in a different environment or world apart from the real world.  Using a head-mounted display (HMD) or headset, you’ll experience a computer-generated world of imagery and sounds in which you can manipulate objects and move around using haptic controllers while tethered to a console or PC.
  • 14. 14  Also called a Computer-Simulated reality.  It refers to computer technologies using reality headsets to generate realistic sounds, images and other sensations that replicate a real environment or create an imaginary world.
  • 15. 15  Using VR devices such as HTC Vive, Oculus Rift or Google Cardboard, users can be transported into a number of real-world and imagined environments.  The most advanced VR experiences even provide freedom of movement – users can move in a digital environment and hear sounds.  Moreover, special hand controllers can be used to enhance VR experiences.
  • 16. 16  Most VR headsets are connected to a computer (Oculus Rift) or a gaming console (PlayStation VR) but there are standalone devices (Google Cardboard is among the most popular) as well.  Most standalone VR headsets work in combination with smartphones you insert a smartphone, wear a headset, and immerse in the virtual reality.
  • 17. 17
  • 18. 18
  • 19. 19
  • 20. 20  Mixed Reality (MR), sometimes referred to as hybrid reality.  It is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real-time.  It means placing new imagery within a real space in such a way that the new imagery is able to interact, to an extent, with what is real in the physical world we know.
  • 21. 21  For example, with MR, you can play a virtual video game, grab your real-world water bottle, and smack an imaginary character from the game with the bottle.  The key characteristic of MR is that the synthetic content and the real-world content are able to react to each other in real-time.
  • 22. 22  In mixed reality, you can interact with and manipulate both physical and virtual items and environments, using next-generation sensing and imaging technologies.  MR allows you to see and immerse yourself in the world around you even as you interact with a virtual environment using your own hands all without ever removing your headset.
  • 23. 23  It provides the ability to have one foot (or hand) in the real world, and the other in an imaginary place, breaking down basic concepts between real and imaginary, offering an experience that can change the way you game and work today.
  • 24. 24  One of the most obvious differences among AR, VR, and MR is the hardware requirements and also VR is content which is 100% digital and can be enjoyed in a fully immersive environment, AR overlays digital content on top of the real-world.  MR is a digital overlay that allows interactive virtual elements to integrate and interact with the real-world environment.
  • 25. 25
  • 26. 26  Augmented Reality Systems (ARS) were usually designed with a basis on three main blocks: • Infrastructure Tracker Unit : responsible for collecting data from the real world, sending them to the Processing Unit. • Processing Unit : mix the virtual content with the real content and sent the result to the Video Out module of the Visual Unit.
  • 27. 27  Visual Unit : can be classified into two types of system, depending on the followed visualization technology: 1. Video see-through: It uses a Head-Mounted Display (HMD) that employs a video-mixing and displays the merged images on a closed-view HMD. • Present video feeds from cameras inside head mounted devices.
  • 28. 28 2. Optical see-through: It uses an HMD that employs optical combiners to merge the images within an open-view HMD. • Combine computer-generated imagery with “through the glasses” image of the real world, usually through a slanted semi-transparent mirror
  • 29. 29
  • 30. 30  AR systems can be applied to many different disciplines such as education, medicine, entertainment, military, etc.
  • 31. 31  Affordable learning materials  Interactive lessons  Higher engagement  Higher retention  Boost intellectual curiosity
  • 32. 32  AR is making significant changes in different areas • Surgery (minimally invasive surgery); • Education of future doctors; • Diagnostics; • AR tools may also aid to detect the signs of depression and other mental illnesses by reading from facial expressions, voice tones, and physical gestures.
  • 33. 33  Describing symptoms  Nursing care  Surgery  Ultrasounds  Diabetes management  Navigation
  • 34. 34
  • 35. 35  AR in games  AR in music  AR on TV  AR in eSports  AR in the theater
  • 36. 36
  • 37. 37
  • 38. 38
  • 39. 39 “VR is a way to escape the real world into something more fantastic” John Goddard, HTC Vive