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-   Yesha Kava
       SYCO-A
   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.
   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.
   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:
    ◦ optical see-through
    ◦ video see-through

    Optical see-through     Video see-through
    displays:               displays:
   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.
   Spatial Augmented Reality (SAR) makes use of
    digital projectors to display graphical
    information onto physical objects.
   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.
   Medical
   Entertainment
   Military training
   Engineering design
   Robot path planning
   Manufacturing, Maintenance and Repair
   Consumer Design
   Portability
   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.
   AR has a great future
    as it promises better
    navigation and
    interaction with real
    and virtual world in
    ways which has
    previously been
    unimaginable.
   www.google.com
   www.wikipedia.com
   www.ask.com
   www.esnips.com
   www.howstuffworks.com
   www.youtube.com
Augmented Reality

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Augmented Reality

  • 1. - Yesha Kava SYCO-A
  • 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.
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  • 14. www.google.com  www.wikipedia.com  www.ask.com  www.esnips.com  www.howstuffworks.com  www.youtube.com