Combining digital information, photographs and 4G video, streets are represented by three-dimensional graphics which even allow the user to enter buildings and see a live video stream.
Augmented reality (AR) enhances one's current perception of reality by supplementing real-world elements with computer-generated sensory input like sound, video, graphics or GPS data. Unlike virtual reality which replaces the real world, AR augments it. Applications of AR include gaming, education, medicine, navigation, sports/entertainment, research and marketing. In education, AR provides contextual learning through interactive simulations. In medicine, it allows overlaying patient scans and vital signs onto a real-world view. AR also enhances navigation, architecture/interior design, engineering and presentations. While it engages users, AR may decrease creativity and lacks privacy.
Augmented Reality connects the online and offline worlds. Let us have a look at what it is, why it is so popular and what are the businesses to which it can contribute.
AUGMENTED REALITY CONNECTS THE ONLINE AND OFFLINE WORLDS.
Augmented reality (AR) combines real and virtual objects that interact in real-time. AR enhances one's current perception of reality, whereas virtual reality replaces reality entirely. AR uses devices like head-mounted displays and mobile screens to overlay digital content onto the real world. Examples of AR applications include using phones or glasses to get navigation help, visualize products in the home, or assist with medical training or repair work. The future of AR may include ubiquitous information overlays accessible through everyday objects and environments that seamlessly blend the digital and physical worlds.
This document provides an introduction to augmented reality (AR) and its components and applications. It discusses how AR supplements reality by overlaying virtual objects on the real world. The key components of an AR system include head-mounted displays, tracking systems, and mobile computing power. Applications mentioned include medical, manufacturing, aircraft maintenance, and providing instant information. Challenges with AR include accurate registration of virtual and real objects and reducing motion sickness. The conclusion is that while AR is still developing, it has potential for improving navigation and interaction between real and virtual worlds.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
Augmented reality blurs the line between real and virtual by enhancing what we see, hear, feel and smell. With augmented reality displays like normal glasses, informative graphics will appear in the user's field of view as they walk or drive down the street. Examples of augmented reality uses include aiding in visualizing building projects by superimposing computer images before construction, enhancing product previews, complementing education by overlaying supplemental information on textbooks, enhancing gaming experiences in the real world, providing hidden medical information to surgeons, rendering useful battlefield data to soldiers, and augmenting navigation with directional and hazard information directly on windshields.
Augmented reality is a live view of a physical real-world environment whose elements are merged with (or augmented by) virtual computer-generated imagery
Augmented reality (AR) enhances one's current perception of reality by supplementing real-world elements with computer-generated sensory input like sound, video, graphics or GPS data. Unlike virtual reality which replaces the real world, AR augments it. Applications of AR include gaming, education, medicine, navigation, sports/entertainment, research and marketing. In education, AR provides contextual learning through interactive simulations. In medicine, it allows overlaying patient scans and vital signs onto a real-world view. AR also enhances navigation, architecture/interior design, engineering and presentations. While it engages users, AR may decrease creativity and lacks privacy.
Augmented Reality connects the online and offline worlds. Let us have a look at what it is, why it is so popular and what are the businesses to which it can contribute.
AUGMENTED REALITY CONNECTS THE ONLINE AND OFFLINE WORLDS.
Augmented reality (AR) combines real and virtual objects that interact in real-time. AR enhances one's current perception of reality, whereas virtual reality replaces reality entirely. AR uses devices like head-mounted displays and mobile screens to overlay digital content onto the real world. Examples of AR applications include using phones or glasses to get navigation help, visualize products in the home, or assist with medical training or repair work. The future of AR may include ubiquitous information overlays accessible through everyday objects and environments that seamlessly blend the digital and physical worlds.
This document provides an introduction to augmented reality (AR) and its components and applications. It discusses how AR supplements reality by overlaying virtual objects on the real world. The key components of an AR system include head-mounted displays, tracking systems, and mobile computing power. Applications mentioned include medical, manufacturing, aircraft maintenance, and providing instant information. Challenges with AR include accurate registration of virtual and real objects and reducing motion sickness. The conclusion is that while AR is still developing, it has potential for improving navigation and interaction between real and virtual worlds.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
This seminar report discusses augmented reality (AR) and its applications. AR combines real and virtual scenes by augmenting the real world with computer-generated perceptual information. The report describes Milgram's reality-virtuality continuum, compares AR and virtual reality, and discusses the hardware and software technologies used in AR like displays, sensors, image registration, and AR development platforms. It provides examples of AR applications in fields like archaeology, architecture, construction, and gaming. The report also outlines ways to experience AR and challenges like accuracy issues, information overload, and human perceptual problems.
Augmented reality blurs the line between real and virtual by enhancing what we see, hear, feel and smell. With augmented reality displays like normal glasses, informative graphics will appear in the user's field of view as they walk or drive down the street. Examples of augmented reality uses include aiding in visualizing building projects by superimposing computer images before construction, enhancing product previews, complementing education by overlaying supplemental information on textbooks, enhancing gaming experiences in the real world, providing hidden medical information to surgeons, rendering useful battlefield data to soldiers, and augmenting navigation with directional and hazard information directly on windshields.
Augmented reality is a live view of a physical real-world environment whose elements are merged with (or augmented by) virtual computer-generated imagery
Augmented reality (AR) is the next mass medium that enhances our view of the real world by superimposing digital images and information onto it. AR integrates computer-generated graphics with the real world in real time and allows for digitally enhanced experiences that are not fully immersive like virtual reality. Some applications of AR include entertainment, education, retail and real estate, and medical. While AR has many promising applications, it also faces limitations related to calibration, processing speed and accuracy. Its future applications could include expanding computer screens into the real environment and enhanced media experiences.
This document summarizes a presentation on augmented reality. It discusses what augmented reality is, the components and technologies used including displays, tracking and input devices. Examples of medical, manufacturing, education and military applications are provided. Recent innovations in augmented reality apps and future innovations like AR glasses are outlined. The educational benefits of augmented reality are explained. In conclusion, while augmented reality is still developing, applications in areas like aircraft manufacturing show promise.
This document provides an introduction to augmented reality, including its definition, history, and related technologies. It discusses key components of an augmented reality system, including hardware like displays and sensors, as well as software like AR programs and data storage. Applications of AR are presented across different fields like education, medicine, engineering, and sports. Finally, the document discusses some companies working with augmented reality like Microsoft, Boeing, and Bosch and their applications of the technology.
This document provides an overview of augmented reality (AR), including its main components and applications. AR involves overlaying computer-generated graphics on views of the real world. Key aspects of AR systems include combining real and virtual worlds, interactivity in real time, and registration in 3D. Main applications discussed are medical visualization and image-guided surgery, military and aerospace training, entertainment, education, manufacturing and repair. Future directions may include more portable and higher resolution AR displays.
The document discusses augmented reality, including its definition as a live view of the physical real-world environment that is augmented by computer-generated perceptual information. It provides details on the history of augmented reality, how augmented reality systems work, examples of applications in various fields such as military, medical, education and entertainment, and the future potential of augmented reality. Limitations including tracking accuracy and reliance on mobile devices are also noted.
Augmented reality enhances the real world by overlaying digital information and imagery. It works by combining real-world and computer-generated data in real time. There are several types of augmented reality including projection-based AR, recognition-based AR, location-based AR, outlining AR, and superimposition-based AR. Augmented reality has many applications in fields like medicine, entertainment, education, and more. It is enabled by hardware like head-worn displays, handheld displays, eyeglasses, and contact lenses combined with technologies like image registration, object recognition, GPS, and sensors. Popular AR apps include Google Googles, Wikitude World Browser, and Sky Map.
This document discusses augmented reality (AR), which combines the real world with virtual objects. It defines AR, distinguishes it from virtual reality by noting AR inserts virtual objects into the real environment rather than fully immersing the user. The document outlines the key components of an AR system including requirements for blending real and virtual environments, types of AR systems, and technical issues like tracking, registration, and display. It concludes by describing various applications of AR in fields like entertainment, marketing, automobiles, games, navigation, and more.
Augmented reality (AR) is a field that combines real-world and computer-generated data. AR enhances our senses by overlaying graphics, sounds, and other enhancements onto real-world environments in real-time. Key components of AR systems include head-mounted displays, tracking and orientation sensors, and mobile computing devices. AR has applications in areas like maintenance, military, medicine, media, and gaming. While AR faces challenges like accurate tracking, future applications may allow expanding computer screens into real environments and replacing devices like phones with virtual equivalents.
Recent Trends And Challenges In Augmented Realitysaurabh kapoor
Augmented Reality is a developing area in the field of virtual reality research. Similarly like Virtual Reality, Augmented Reality is becoming an emerging platform for numerous applications. The work done here reveals the current state-of-the-art in Augmented Reality. Moreover current issues, trends and challenges are analyzed here.
This document discusses augmented reality (AR) which overlays computer generated information onto real world video feeds. It provides examples of early AR uses like heads-up displays in aircraft. More recent examples discussed include AR advertisements in the film Minority Report and interfaces in the anime Ghost in the Shell. The document outlines several educational and gaming applications of AR and notes that smartphones and wearable AR glasses could enable widespread AR access.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
Selling a real estate project is tough job. If an Architect helps her client in selling then that can add to competitive advantage. This presentation is about technologies like Augmented Reality, Virtual Reality, Mixed Reality & their usage is Architectural viewing.
A brief intro about Augmented Reality, you can use this presentation for educational purposes, this gives a detail of how augmented reality works with sectors like education, gaming, entertainment and so on.
This document provides an overview of augmented reality (AR), including its definition, evolution, components, implementation methods, applications, and future possibilities. AR enhances the real-world environment by overlaying digital content and information. The key components of an AR system are displays, tracking systems, and mobile computing power. Implementation can be done via markers, markerless recognition, or location-based methods. Applications include medical, education, military, tourism and more. The future of AR may include replacing cell phones and expanding computer screens into the real world.
Recent advances in applications of augmented realityVaibhav Mehta
Augmented reality supplements the real world with virtual objects that appear to coexist in the same environment. Recent advances in AR include using it for educational and medical applications by allowing students to interact with simulations and doctors to practice surgery. AR is also used in navigation, construction, interior design, gaming like Pokemon Go, and the military. While AR has many potential benefits, challenges remain around public awareness, technological limitations, connectivity issues, and improving the user experience beyond mobile and desktop interfaces. The future of AR is promising as it moves from labs into daily life through innovations like the Sixth Sense wearable gestural interface.
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
This document discusses augmented reality (AR) and its key concepts. It defines AR as a combination of real and virtual scenes that augments the real scene with additional computer-generated information. The document contrasts AR with virtual reality and discusses various AR display technologies including monitor-based, video see-through head-mounted displays, and optical see-through head-mounted displays. It also outlines some early applications of AR in areas like maintenance, medical, instruction, and gaming. Overall the document provides a high-level overview of AR, its definition, differences from virtual reality, display technologies, and early applications.
Augmented Reality allows to combine virtual and real images. In contrast to Virtual Reality, which immerses the user in a completely artificial environment, Augmented Reality allows the user to maintain contact with the real world while interacting with virtual objects.
This document discusses the development of transparent cellphone technology. It provides details on Polytron Technologies' prototype of a transparent multi-touch display phone using switchable glass technology. The phone appears white and cloudy when powered off but displays images when turned on as liquid crystal molecules realign. Challenges remain around fully integrating batteries and other components. Transparent electronics could enable new applications like see-through displays and help consolidate devices in small spaces. Significant research continues toward developing high-performance transparent materials and improving device performance.
• 2016-01-26 Presented on group meeting
• [UIST 2015] FoveAR: Combining an Optically See-Through Near-Eye Display with Spatial Augmented Reality Projections
by Hrvoje Benko, Eyal Ofek, Feng Zheng, Andrew D. Wilson
Augmented reality (AR) is the next mass medium that enhances our view of the real world by superimposing digital images and information onto it. AR integrates computer-generated graphics with the real world in real time and allows for digitally enhanced experiences that are not fully immersive like virtual reality. Some applications of AR include entertainment, education, retail and real estate, and medical. While AR has many promising applications, it also faces limitations related to calibration, processing speed and accuracy. Its future applications could include expanding computer screens into the real environment and enhanced media experiences.
This document summarizes a presentation on augmented reality. It discusses what augmented reality is, the components and technologies used including displays, tracking and input devices. Examples of medical, manufacturing, education and military applications are provided. Recent innovations in augmented reality apps and future innovations like AR glasses are outlined. The educational benefits of augmented reality are explained. In conclusion, while augmented reality is still developing, applications in areas like aircraft manufacturing show promise.
This document provides an introduction to augmented reality, including its definition, history, and related technologies. It discusses key components of an augmented reality system, including hardware like displays and sensors, as well as software like AR programs and data storage. Applications of AR are presented across different fields like education, medicine, engineering, and sports. Finally, the document discusses some companies working with augmented reality like Microsoft, Boeing, and Bosch and their applications of the technology.
This document provides an overview of augmented reality (AR), including its main components and applications. AR involves overlaying computer-generated graphics on views of the real world. Key aspects of AR systems include combining real and virtual worlds, interactivity in real time, and registration in 3D. Main applications discussed are medical visualization and image-guided surgery, military and aerospace training, entertainment, education, manufacturing and repair. Future directions may include more portable and higher resolution AR displays.
The document discusses augmented reality, including its definition as a live view of the physical real-world environment that is augmented by computer-generated perceptual information. It provides details on the history of augmented reality, how augmented reality systems work, examples of applications in various fields such as military, medical, education and entertainment, and the future potential of augmented reality. Limitations including tracking accuracy and reliance on mobile devices are also noted.
Augmented reality enhances the real world by overlaying digital information and imagery. It works by combining real-world and computer-generated data in real time. There are several types of augmented reality including projection-based AR, recognition-based AR, location-based AR, outlining AR, and superimposition-based AR. Augmented reality has many applications in fields like medicine, entertainment, education, and more. It is enabled by hardware like head-worn displays, handheld displays, eyeglasses, and contact lenses combined with technologies like image registration, object recognition, GPS, and sensors. Popular AR apps include Google Googles, Wikitude World Browser, and Sky Map.
This document discusses augmented reality (AR), which combines the real world with virtual objects. It defines AR, distinguishes it from virtual reality by noting AR inserts virtual objects into the real environment rather than fully immersing the user. The document outlines the key components of an AR system including requirements for blending real and virtual environments, types of AR systems, and technical issues like tracking, registration, and display. It concludes by describing various applications of AR in fields like entertainment, marketing, automobiles, games, navigation, and more.
Augmented reality (AR) is a field that combines real-world and computer-generated data. AR enhances our senses by overlaying graphics, sounds, and other enhancements onto real-world environments in real-time. Key components of AR systems include head-mounted displays, tracking and orientation sensors, and mobile computing devices. AR has applications in areas like maintenance, military, medicine, media, and gaming. While AR faces challenges like accurate tracking, future applications may allow expanding computer screens into real environments and replacing devices like phones with virtual equivalents.
Recent Trends And Challenges In Augmented Realitysaurabh kapoor
Augmented Reality is a developing area in the field of virtual reality research. Similarly like Virtual Reality, Augmented Reality is becoming an emerging platform for numerous applications. The work done here reveals the current state-of-the-art in Augmented Reality. Moreover current issues, trends and challenges are analyzed here.
This document discusses augmented reality (AR) which overlays computer generated information onto real world video feeds. It provides examples of early AR uses like heads-up displays in aircraft. More recent examples discussed include AR advertisements in the film Minority Report and interfaces in the anime Ghost in the Shell. The document outlines several educational and gaming applications of AR and notes that smartphones and wearable AR glasses could enable widespread AR access.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
Selling a real estate project is tough job. If an Architect helps her client in selling then that can add to competitive advantage. This presentation is about technologies like Augmented Reality, Virtual Reality, Mixed Reality & their usage is Architectural viewing.
A brief intro about Augmented Reality, you can use this presentation for educational purposes, this gives a detail of how augmented reality works with sectors like education, gaming, entertainment and so on.
This document provides an overview of augmented reality (AR), including its definition, evolution, components, implementation methods, applications, and future possibilities. AR enhances the real-world environment by overlaying digital content and information. The key components of an AR system are displays, tracking systems, and mobile computing power. Implementation can be done via markers, markerless recognition, or location-based methods. Applications include medical, education, military, tourism and more. The future of AR may include replacing cell phones and expanding computer screens into the real world.
Recent advances in applications of augmented realityVaibhav Mehta
Augmented reality supplements the real world with virtual objects that appear to coexist in the same environment. Recent advances in AR include using it for educational and medical applications by allowing students to interact with simulations and doctors to practice surgery. AR is also used in navigation, construction, interior design, gaming like Pokemon Go, and the military. While AR has many potential benefits, challenges remain around public awareness, technological limitations, connectivity issues, and improving the user experience beyond mobile and desktop interfaces. The future of AR is promising as it moves from labs into daily life through innovations like the Sixth Sense wearable gestural interface.
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
This document discusses augmented reality (AR) and its key concepts. It defines AR as a combination of real and virtual scenes that augments the real scene with additional computer-generated information. The document contrasts AR with virtual reality and discusses various AR display technologies including monitor-based, video see-through head-mounted displays, and optical see-through head-mounted displays. It also outlines some early applications of AR in areas like maintenance, medical, instruction, and gaming. Overall the document provides a high-level overview of AR, its definition, differences from virtual reality, display technologies, and early applications.
Augmented Reality allows to combine virtual and real images. In contrast to Virtual Reality, which immerses the user in a completely artificial environment, Augmented Reality allows the user to maintain contact with the real world while interacting with virtual objects.
This document discusses the development of transparent cellphone technology. It provides details on Polytron Technologies' prototype of a transparent multi-touch display phone using switchable glass technology. The phone appears white and cloudy when powered off but displays images when turned on as liquid crystal molecules realign. Challenges remain around fully integrating batteries and other components. Transparent electronics could enable new applications like see-through displays and help consolidate devices in small spaces. Significant research continues toward developing high-performance transparent materials and improving device performance.
• 2016-01-26 Presented on group meeting
• [UIST 2015] FoveAR: Combining an Optically See-Through Near-Eye Display with Spatial Augmented Reality Projections
by Hrvoje Benko, Eyal Ofek, Feng Zheng, Andrew D. Wilson
Google Glass is an augmented reality project led by Google to develop smart glasses. The glasses are designed to display information to the user through a small video screen and can be controlled through voice commands or touch gestures. Some key technologies used include Android, 4G connectivity, cameras, and augmented reality capabilities to overlay information on the real world. The goal is to create a hands-free device that allows users access information and communicate remotely.
This presentation provides an overview of AR & VR smart glasses and contact lenses, and provides forecasts of future growth.
Learn more at http://www.idtechex.com
The Moverio BT-200 is a binocular see-through smart glasses device that allows for augmented reality applications. It has a high resolution display, runs Android 4.0, and includes sensors, connectivity, and a camera. The device is positioned as a platform for augmented reality and hands-free computing applications. Developers can create apps for the Moverio using standard Android SDK tools and target an emerging market for augmented reality experiences.
Augmented Reality Smartglasses 2016 trends and challengesAlexandre BOUCHET
This document discusses trends and challenges in augmented reality hardware, specifically smartglasses. It begins by outlining the transition from handheld augmented reality to head-worn augmented reality devices. It then provides an overview of current smartglasses technologies and challenges, including field of view, weight, battery life, rendering latency, tracking accuracy and more. Finally, it argues that while early smartglasses generated hype, the next phase will focus on addressing challenges to enable productive use cases in industries like manufacturing.
Smart Glasses Market report 2015: towards 1 billion shipments Ori Inbar
A new report by AugmentedReality.Org, authored by world expert Ori Inbar, is predicting that the Smart Glasses market will soar towards 1 billion shipments near the end of the decade. The report, "Smart Glasses Market 2015", defines the scope of the Smart Glasses (or Augmented Reality Glasses) market, predicts how fast it will ramp up, and which companies are positioned to gain from it. It forecasts the adoption phases between 2014-2023, the drivers and challenges for adoption, and how hardware and software companies, as well as investors should plan ahead to take part in the next big computing cycle.
Companies Mentioned in this Report
Google, Epson, Microsoft, Intel, Sony, Vuzix, Optinvent, Lumus, Meta, Samsung, Apple, Amazon, Kopin, ODG, Atheer, Glassup, Mirama, Penny, Laster, Recon, Innovega, Elbit, Brother, Oakley, Fujitsu, Canon, Lenovo, Baidu, Nokia, LG, Olympus, Foxconn, Konica Minolta, Daqri, Skully Helmets, Fusar, Seebright, Caputer, RideOn, Zebra Technologies, Magic Leap, Oculus.
The document discusses augmented reality (AR) hardware, software, algorithms and applications. It describes various AR display technologies including head-mounted displays, eyeglasses, contact lenses, and handheld and spatial displays. It also covers tracking technologies, input devices, computer vision algorithms and areas where AR has applications such as education, medical, industrial design, navigation, sports and more.
Augmented reality is a type of virtual reality that aims to duplicate the world’s environment in a computer. An augmented reality system generates a composite view for the user that is the combination of the real scene viewed by the user and a virtual scene generated by the computer.
This document provides an overview of augmented reality (AR) including its history, key components, types, and applications. It discusses:
- The origins and early development of AR from the 1960s to present day research.
- The main components of an AR system including head-mounted displays, tracking systems, and mobile computing power.
- Types of AR such as projection-based AR which projects graphics onto surfaces, recognition-based AR which provides information about recognized objects, and outlining AR which uses special cameras to outline objects.
- Examples of AR applications including using projected lights on hands as buttons, providing information about recognized objects, and outlining road boundaries in low visibility conditions.
This document provides an overview of a technical seminar on augmented reality technology. It begins with an introduction that defines augmented reality as overlaying computer graphics on the real world. It then discusses the differences between augmented reality and virtual reality. The document outlines the types of augmented reality and how the technology works by recognizing markers to render 3D objects. It highlights advantages such as shared experiences and improved education. Finally, it lists some applications including medical, entertainment, military training and more.
This document discusses augmented reality, which combines real and virtual elements to enhance one's current perception of reality. It describes the components of an augmented reality system, including head-mounted displays, tracking systems, and mobile computing power. Applications mentioned include use in maintenance, construction, the military, video games, and cell phone apps that overlay information about nearby locations. Limitations include accuracy of tracking and limited computing power, while future scopes involve enhanced media and replacing cell phones with augmented displays.
Augmented reality and virtual reality technologyAMAN148668
This document presents an industrial training presentation on augmented reality. It begins with defining augmented reality as enhancing the real world with computer-generated information using software, apps and hardware like AR glasses. It then discusses why AR was introduced, such as for interactive learning experiences. The document outlines what AR is, how it works by superimposing digital information onto the real world, its current uses and applications. It also covers the impact, future potential in areas like education, gaming and more, as well as limitations and why continued research is important.
This document discusses augmented reality (AR), which blends computer generated information with the real world. AR works using computer vision and sensors to overlay sound, video and graphics onto real-world objects. Some key applications mentioned include e-commerce, gaming, navigation and photo filters. Advantages include enriching content and increasing sales, while disadvantages include eye strain and dizziness. The future scope discussed using AR for car navigation and identification of external objects.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR combines real and virtual worlds, with real-time interaction. Current uses of AR include heads-up displays, smartphone apps, and more. Future applications of AR are predicted in industries like military, medicine, education, and gaming. Continued AR research aims to instantly retrieve and display related data based on a user's real-world view.
Spatial computing combines virtual reality, augmented reality, and Internet of Things technologies to digitally map physical spaces and allow digital objects and sensors to interact seamlessly within them. It uses location-based technologies like GPS, LiDAR, and computer vision to precisely track objects in 3D space. Some benefits of spatial computing include more interactive employee training, lower product development costs, and more accessible real estate tours. However, the high costs of spatial computing devices and potential health issues like eye strain and hearing problems pose drawbacks to its adoption.
Augmented reality (AR) supplements reality by adding computer-generated perceptual information, like sound, video, graphics or GPS data to enhance the user's real-world experience. AR is achieved using devices like head-mounted displays or smartphone screens that overlay virtual objects on the real world. AR systems generate composite views by combining real scenes with virtual objects using tracking and computer vision. Examples of AR applications include medical visualization, military training, navigation aids, education, and entertainment experiences.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
This document summarizes augmented reality (AR) technology. It discusses how AR enhances the real-world environment by incorporating digital information like graphics. Examples of AR applications discussed include Intel's x-ray glasses that allow seeing inside objects and Google's Project Tango, which uses sensors and cameras to integrate 3D environments into mobile devices. The document traces the history of AR concepts back to Rene Descartes in the 1600s and discusses ongoing research areas like improving depth sensing and object recognition to advance AR capabilities.
This document provides an overview of augmented reality (AR) including:
- A definition of AR as overlaying digital information on the real world
- A brief history of AR and comparison to virtual reality
- Current applications of AR in areas like mobile devices, automotive repair, and medical procedures
- Future possibilities for AR including use in contact lenses and advanced head-mounted displays
- A demonstration of an AR product catalog and conclusions about the technology's potential growth.
Engineering Seminar Report on Augmented RealityAyush Agarwal
The document summarizes a seminar report on augmented reality. It begins with an introduction defining augmented reality as computer displays that add information to a user's senses in an integrated manner. It then discusses the evolution of augmented reality from early prototypes in the 1960s to modern applications. Key technologies needed for augmented reality like head mounted displays, glasses, tracking systems, input devices and software are also outlined. Finally, examples of applications in fields like archaeology, architecture, education, gaming, medicine and military are provided.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
AN Introduction to Augmented Reality(AR)Jai Sipani
Augmented reality (AR) involves overlaying computer-generated information on top of the real world. This document discusses AR systems, which combine real and virtual data in real-time using displays, tracking systems, and mobile computing. Example AR applications include Wikitude, Google Glass, and Pokemon Go. The document also outlines some key components of AR systems like head-mounted displays, tracking orientation, and challenges like tracking accuracy and limited mobile computing power. Overall, the document provides an overview of AR technology, examples, components, applications, and current limitations.
Augmented Reality Report by Singhan Gangulysinghanganguly
The document is a project report on augmented reality (AR) submitted by Singhan Ganguly to the Department of Electronics and Communication Engineering at Future Institute of Engineering & Management. It provides an overview of AR, including a definition, history, examples and applications. It discusses how AR superimposes computer-generated graphics, sounds, and other information over real-world environments in real-time. A key example discussed is the popular AR game Pokémon Go, which uses location tracking and GPS on smartphones to overlay virtual Pokémon characters onto real-world locations and environments.
The visual representation of a product and the role of visualization have recently become a central issue in
design research. By enriching a real scene with computer generated objects, Augmented Reality, has
proven itself as a valuable Human-Computer Interface in numerous application areas, such as medicine,
military, entertainment and manufacturing. In this paper we propose an approach by which a user can
create own 3D augmented reality scenes that enable interaction between the real world and virtual
assembly's components, while including an animation at the same time. For this purpose, BuildAR Pro
software is employed using marker-based camera tracking, while assembly design is obtained with
standard CAD system SolidWorks. The animations are developed in 3ds max software package in order to
save the assembly as .ive file format, which is helpful to increase the performance of scene rendering
and/or viewing.
IMPLEMENTATION OF INTERACTIVE AUGMENTED REALITY IN 3D ASSEMBLY DESIGN PRESENT...ijcsit
The visual representation of a product and the role of visualization have recently become a central issue in
design research. By enriching a real scene with computer generated objects, Augmented Reality, has proven itself as a valuable Human-Computer Interface in numerous application areas, such as medicine, military, entertainment and manufacturing. In this paper we propose an approach by which a user can create own 3D augmented reality scenes that enable interaction between the real world and virtual
assembly's components, while including an animation at the same time. For this purpose, BuildAR Pro software is employed using marker-based camera tracking, while assembly design is obtained with standard CAD system SolidWorks. The animations are developed in 3ds max software package in order to
save the assembly as .ive file format, which is helpful to increase the performance of scene rendering and/or viewing.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
2. In fundamental terms, the expression augmented
reality, often abbreviated to AR, refers to a simple
combination of real and virtual (computer-generated)
worlds.
Given a real subject, captured on video or camera, the
technology 'augments' (= adds to) that real-world
image with extra layers of digital information.
Combining digital information, photographs and 4G
video, streets are represented by three-dimensional
graphics which even allow the user to enter buildings
and see a live video stream.
3. A notable example of an augmented reality app is
Recognizer, which links face recognition software to
social networking profiles. This means that you could
simply capture a person's image in your mobile's
viewfinder, and potentially have access to their
identity, contact details and a range of personal
information.
Most Augmented Reality
research focuses on see-
through devices, usually worn
on the head that overlay
graphics and text on the
user's view of surroundings.
4. 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.
5. There are two basic types of HMDS:
◦ optical see-through
◦ video see-through
Optical see-through Video see-through
displays: displays:
6. Handheld Augment Reality employs a small
computing device with a display that fits in a
user's hand. Handheld AR employed sensors such
as digital compasses and GPS units for its six
degree of freedom tracking sensors.
7. Spatial Augmented Reality (SAR) makes use of
digital projectors to display graphical
information onto physical objects.
8. Objects in the real and virtual
worlds have to be properly
aligned with respect to each
other.
Some applications demand
accurate registration., e.g., virtual
surgery where error can be fatal!!
Registration errors can also cause
motion-sickness.
9. Medical
Entertainment
Military training
Engineering design
Robot path planning
Manufacturing, Maintenance and Repair
Consumer Design
Portability
10. Technological Limitations:
◦ Displays, trackers, and AR systems in general need
to become more accurate, lighter, cheaper, and less
power consuming.
◦ The display isn’t very bright and completely washes
out in bright sunlight.
◦ The equipment isn’t nearly as portable as desired.
Since the user must wear the PC, sensors, display,
batteries, and everything else required.
User Interface Limitations:
o Need a better understanding of how to display data
to a user and how the user should interact with the
data.
11. AR has a great future
as it promises better
navigation and
interaction with real
and virtual world in
ways which has
previously been
unimaginable.