Augmented Reality

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  • The Virtuality Continuum is a phrase used to describe a concept that there is a continuous scale ranging between the completely virtual, a Virtual Reality, and the completely real: Reality. The reality-virtuality continuum therefore encompasses all possible variations and compositions of real and virtual objects
  • Augmented Reality

    1. 1. Virtual Continuum
    2. 2. <ul><li>Paul Milgram </li></ul><ul><li>Milgram's Reality-Virtuality Continuum in 1994 </li></ul>
    3. 3. Augmented Reality <ul><li>Augmented reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics </li></ul>
    4. 4. Why AR ?
    5. 5. <ul><li>HCI – 95% through words </li></ul>
    6. 6. Process <ul><li>Head Tracking Process </li></ul><ul><li>Landmark Tracking Process </li></ul><ul><li>Registration Process </li></ul><ul><li>Mallet Tracking Process </li></ul><ul><li>Space Management Process </li></ul><ul><li>Rendering Process </li></ul><ul><li>Main Process </li></ul><ul><ul><li>Air Hockey Example </li></ul></ul>
    7. 7. Technology <ul><li>Hardware </li></ul><ul><ul><li>GPS,camera,accelerometer,CPU etc.. </li></ul></ul><ul><li>Display </li></ul><ul><ul><li>HMD </li></ul></ul><ul><ul><li>Handheld </li></ul></ul><ul><ul><li>Spatial </li></ul></ul><ul><li>Software and Algos </li></ul><ul><ul><li>Mathematical,Graphics Frameworks(3D) and Co-ordinate System </li></ul></ul><ul><ul><li>Image Processing </li></ul></ul><ul><ul><li>Overall Working </li></ul></ul>
    8. 8. HMD
    9. 12. User Calibration by Registration
    10. 13. HMD Ergonomics <ul><li>Bulk </li></ul><ul><li>Restricted View </li></ul><ul><li>Alignment sensitivity </li></ul><ul><li>Eye Strain </li></ul><ul><li>Tether </li></ul>
    11. 14. AR Handheld Devices
    12. 18. Haptic Technology <ul><li>Ability to experience Touch sensations </li></ul><ul><li>Haptic Interface </li></ul><ul><ul><li>Force reflexive components </li></ul></ul><ul><ul><li>Robotic arm (glove) </li></ul></ul><ul><li>Object Surface compliance and texture </li></ul><ul><li>High computational load requirement </li></ul><ul><ul><li>Each and every joints with motors and sensors </li></ul></ul>
    13. 20. Applications
    14. 21. Types <ul><li>Position Based AR </li></ul><ul><li>Computer Vision AR </li></ul><ul><li>Interactive AR </li></ul>
    15. 22. Challenges
    16. 23. Coordinate System <ul><li>Affine representation </li></ul>
    17. 24. Registration <ul><li>Static and Dynamic </li></ul>
    18. 25. Camera Calibration <ul><li>Epipolar Geometry </li></ul>
    19. 26. Augmented Reality Vs Augmented Virtuality <ul><li>Virtual objects into Real world </li></ul><ul><li>Real world objects into Virtual Environments </li></ul>
    20. 27. Thank You

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