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Augumented reallity


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Augumented reallity

  1. 1. Shashwat Shriparv InfinitySoft
  2. 2. Augmented Reality • Augmented reality (AR) is a field of computer research which deals with the combination of real world and computer generated data
  3. 3. • The basic idea of augmented reality is to superimpose graphics, audio and other sense enhancements over a real-world environment in real-time • augmented reality, will blur the line between what's real and what's computer- generated by enhancing what we see, hear, feel and smell.
  4. 4. Indoor and Outdoor AR • AR systems used inside a builiding are called indoor systems – eg.Medical systems used inside a hospital • A new and major area of current research is into the use of AR outdoors. GPS and orientation sensors enable backpack computing systems to take AR outdoors. – Eg. MARS system at Columbia University and ARQuake at the Wearable Computer Lab at the University of South Australia
  5. 5. Augmented-reality displays will overlay computer-generated graphics onto the real world.
  6. 6. An augmented reality system is one that • Combines real and virtual • Is interactive in real time • Is registered in 3D
  7. 7. Augmented Vs Virtual reality • Virtual reality creates immersible, 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 strives for a totally immersive environment. The senses are under control of the system. • The user is completely immersed in an artificial world and cut off from real world.
  8. 8. Augmented Vs Virtual reality • Augmented reality is closer to the real world. Augmented reality adds graphics, sounds and 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.
  9. 9. History and Development • The first AR system was developed in the 1960s by Ivan Sutherland and his students at Harvard University and the University of Utah. • In the 1970s and 1980s a augmented reality was studied at institutions such as the U.S. Air Force's Armstrong Laboratory, the NASA Ames Research Center and the University of North Carolina at Chapel Hill.
  10. 10. • In the early 1990s that the term "augmented reality" was coined by scientists • Augmented reality is still in an early stage of research and development at various universities and high-tech companies.
  11. 11. The components • What augmented reality attempts to do is not only superimpose graphics over a real environment in real-time, but also change those graphics to accommodate a user's head- and eye- movements, so that the graphics always fit the perspective.
  12. 12. • Here are the three components needed to make an augmented-reality system work: – Head-mounted display – Tracking and Orientation system – Mobile computing power
  13. 13. Mobile computer Head mounted display Tracking and orientation system
  14. 14. Head-mounted Displays • head-mounted displays (HMDs) will enable us to view graphics and text created by augmented-reality systems
  15. 15. A model of head mounted display
  16. 16. A head mounted display at Columbia University Computer Graphics Lab Augmented-reality displays are still pretty bulky; but developers believe that they can create a display that resembles a pair of eyeglasses.
  17. 17. how it works?
  18. 18. • There are two basic types of HMDS: • video see-through • optical see-through
  19. 19. • Video see-through displays block out the wearer's surrounding environment, using small video cameras attached to the outside of the goggles to capture images. • On the inside of the display, the video image is played in real-time and the graphics are superimposed on the video. • One problem with the use of video cameras is that there is more lag, meaning that there is a delay in image-adjustment when the viewer moves his or her head. VIDEO SEE THROUGH
  20. 20. • Optical see-through displays is not fully realized yet. It is supposed to consist of a ordinary-looking pair of glasses that will have a light source on the side to project images on to the retina. • Eg. Microvision's Virtual Retinal Display. OPTICAL SEE-THROUGH
  21. 21. 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.
  22. 22. • An AR system needs to know two things precisely: –where the user is located, and –where he is looking.
  23. 23. Small area tracking and orientation systems • For indoor application, where the movement of the user is short ranged we can make use of simpler tracking systems • eg. OPTOELECTRONIS TRACKING SYSTEM which consists of user mounted optical sensors and infrared LEDs, embedded in special ceiling panels. The system uses the known location of the LEDs, the known geometry of the user-mounted optical sensors and a special algorithm to computer and report the user's position and orientation.
  24. 24. Large area tracking and orientation systems • In case of out door applications, where the movement of user will be comparatively larger, his location with respect to his environments is tracked with the help of GPS RECIVERS which works in coordination with the GPS satellites and the direction of vision of the user is calculated down to few degrees by INERTIAL/MAGNETEIC TRACKER.
  25. 25. There are ways to increase tracking accuracy. • Differential GPS, which involves using an area that has already been surveyed. Then the system would use a GPS receiver with an antenna that's location is known very precisely to track your location within that area. Differential GPS allows for sub meter accuracy. • Real-time kinematic GPS, can achieve centimeter-level accuracy. .
  26. 26. • ORIENTATION • For orientation, an inertial/magnetic tracker rides on a headband above the AR glasses. • This device detects head movements along with an electronic compass that establishes the direction of the viewer's gaze in relation to Earth's magnetic field.
  27. 27. Mobile Computing Power • WEARABLE COMPUTERS Mobile computing can be accomplished with the help of a wearable computer. A wearable computer is a battery-powered computer system worn on the user's body (on a belt, backpack or vest). It is designed for mobile and predominantly hands-free operations, often incorporating head- mounted displays and speech input.
  28. 28. Wearable computes • Three important features of wearable computers are • Constancy • Augmentation • Mediation
  29. 29. Constancy – The computer runs continuously, and is “always ready'' to interact with the user. It does not need to be opened up and turned on prior to use. The signal flow from human to computer, and computer to human runs continuously to provide a constant user--interface
  30. 30. Augmentation • Traditional computing paradigms are based on the notion that computing is the primary task. Wearable computing, however, is based on the notion that computing is NOT the primary task. • The assumption of wearable computing is that the user will be doing something else at the same time as doing the computing. • Thus the computer should serve to augment the intellect, or augment the senses.
  31. 31. Mediation • The wearable computer can encapsulate us. It doesn't necessarily need to completely enclose us, but the concept allows for a greater degree of encapsulation than traditional portable computers
  32. 32. Using Augmented Reality • Once researchers overcome the challenges that face them, augmented reality will likely pervade every corner of our lives
  33. 33. The different areas can be… • Maintenance and construction - This is one of the first uses for augmented reality. Markers can be attached to a particular object that a person is working on, and the augmented-reality system can draw graphics on top of it.
  34. 34. The different areas can be… • Military • 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.  wearable systems, showing instructions, maps, enemy locations, fire cells etc.)
  35. 35. The different areas can be… • Medical Eg. Most of the medical applications deal with IMAGE GUIDED SURGERY. Pre-operative imaging studies, such as CT or MRI scans, of the patient provide the surgeon with the necessary view of the internal anatomy. From these images the surgery is planned. Visualization of the path through the anatomy to the affected area where, for example, a tumor must be removed is done by first creating a 3D model from the multiple views and slices in the preoperative study.
  36. 36. The different areas can be… • Media and entertainment • It is possible to create a virtual studio environment so that the actors can appear to be positioned in a studio with computer generated decorating. • Augmented reality system allows broadcasters to insert advertisements into specific areas of the broadcast image. For example, while broadcasting a baseball game this system would be able to place an advertisement in the image so that it appears on the outfield wall of the stadium
  37. 37. The different areas can be… • 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.
  38. 38. The different areas can be… • Gaming - How cool would it be to take video games outside? The game could be projected onto the real world around you, and you could, literally, be in it as one of the characters. • Eg. One Australian researcher has created a prototype game that combines Quake, a popular video game, with augmented reality.
  39. 39. more areas can be… • Support to complex tasks • Navigation devices ( in airplanes etc) • emergency services • Simulation, e.g. flight and driving simulators • Enhanced sightseeing • Visualization of architecture etc.
  40. 40. Some Specific applications • LifeClipper, a wearable AR system • Characteroke, a portable AR display costume, whereby the head and neck are concealed behind an active flat panel display. • MARISIL, a media phone user interface based on AR
  41. 41. Current Limitations • Accurate tracking and orientation • For a wearable augmented reality system , there is still not enough computing power to create stereo 3D graphics. • The size of AR system is yet another problem
  42. 42. Looking into the Future ….. • Expanding a PC screen into the real environment: program windows and icons appear as virtual devices in real space and are eye or gesture operated, by gazing or pointing. • Enhanced media applications, like pseudo holographic virtual screens, virtual surround cinema.
  43. 43. Looking into the Future ….. • Replacement of cellphone and car navigator screens: eye-dialing, insertion of information directly into the environment, e.g. guiding lines directly on the road • Virtual plants, wallpapers, panoramic views, artwork, decorations, illumination etc., enhancing everyday life
  44. 44. • Virtual gadgetry becomes possible. Any physical device currently produced to assist in data-oriented tasks such as the clock, radio, PC, stock ticker, PDA, informational posters /fliers / billboards , in- car navigation systems, etc. could be replaced by virtual devices that cost nothing to produce aside from the cost of writing the software. • The list continues as your imagination augments !!!
  45. 45. Shashwat Shriparv InfinitySoft