AUGMENTED REALITY
SEMINAR [CS681]
GROUP-II
SERIAL NO. NAME ROLL NO.
01 Suchit Agarwal 01
02 Anirban Bannerjee 03
03 Devaneeta Basu 07
04 Manan Ranjan Chakroborty 11
05 Samarpan Dutta 27
06 Tamoghna Hazra 36
1
AUGMENTED REALITY
2
CONTENTS
Introduction
Literature survey
Basics of AR
Virtual reality
Virtual reality vs. Augmented reality
Best Practices of AR
Applications
Hardware Overview
Software Overview
Future of AR
Conclusion
References
3
INTRODUCTION
Augmented reality superimposes information in our field of view.
It takes us into a world where real and virtual worlds are tightly coupled.
4
LITERATURE SURVEY
In 1997, a survey was published which described many problems
and summarized the developments up to the point.
In the late 1990s, several conferences, workshops and symposiums
on Augmented reality was conducted.
Mixed Reality Systems Laboratory in Japan and Project ARVIKA in
Germany focused on AR.
5
BASICS OF AR
6
SCENE
CAPTURE
SCENE
IDENTIFICATION
SCENE
PROCESSING
SCENE
VISUALISATION
VIRTUAL REALITY
Virtual reality is an environment which is computer simulated and the
simulation could be that of an imaginary world.
7
1. Virtual reality (VR) is an
artificial, computer-generated
simulation or recreation of a
real life environment or
situation.
2. Virtual reality creates its own
reality that is completely
computer generated and
driven.
1. Augmented reality (AR) is a
technology that layers
computer-generated
enhancements atop an existing
reality.
2. Augmented reality enhances
experiences by adding virtual
components as a new layer of
interaction with the real world.
8
VIRTUAL REALITY vs. AUGMENTED REALITY
System
augments
the real
world scene.
Totally
immersive
environment
9
VR vs AR
10
 Augmented reality and virtual reality are inverse reflections of one
in another.
 Virtual reality offers a digital recreation of a real life setting, while
augmented reality delivers virtual elements as an overlay to the
real world.
BEST PRACTICES OF AR
11
CONTEXT-SENSITIVE INFORMATION -
INFORMATION AT RIGHT TIME AND PLACE
AR Gadget gives information relevant to the real world object.
12
ENHANCES SENSES
AR gadgets can sense the real world thus giving us real-time information on
weather and all other user specific details.
RECON JET
13
EXPLORING THE VIRTUAL IN REAL
These so-called mixed-reality simulations allow users to dynamically
adapt or change virtual objects in the real environment.
14
VIRTUAL INTERFACES –
CONTROLLING THE REAL THROUGH VIRTUAL
Virtual interfaces, focuses on AR technologies that offer new options
for controlling real-world objects through digital means.
REVOLV-HOME AUTOMATION SYSTEM
15
APPLICATIONS OF
AUGMENTED REALITY
16
NAVIGATION
GOOGLE EARTH
17
HMDs for
Ground Troops
HUDs for
Air Force
MILITARYAPPLICATIONS
18
 Tumour surgery using an iPad app developed
by Fraunhofer Institute for Medical Image
Computing MEVIS in Germany.
 VR Dentist is a dental app that uses virtual
and augmented reality for educational
purposes.
 Vipaar - A remote surgeon could essentially
project his hands into the display of a
surgeon on site wearing Glass and point and
guide.
 AccuVein
MEDICAL APPLICATIONS
19
A mechanic wearing a tracked head-worn display performs a
maintenance task inside an LAV-25A1 armoured personnel carrier.
MAINTENANCE AND REPAIR
20
A user manipulates 3D virtual buttons while receiving
haptic feedback from the underlying grooves of an engine
compression section.
21
22
INVENTION OF THE ERA
MICROSOFT
HOLOLENSE
23
HARDWARE OVERVIEW
 Hand-held Devices
 Stationary AR Systems
 Spatial AR systems
 Head Mounted Displays
(HMDs)
 Heads Up Displays (HUDs)
24
SOFTWARE OVERVIEW
The software must derive real world coordinates, independent from the
camera, from camera images by a process called image registration .
Augmented Reality Markup Language (ARML) is a data standard
developed within the Open Geospatial Consortium (OGC), which consists
of XML grammar to describe the location and appearance of virtual
objects in the scene.
Some of the well known AR SDKs are offered by Vuforia, AR Toolkit,
Catchoom CraftAR, Mobinett AR, Wikitude, Blippar, Layar, and Meta.
25
POKEMON GO SNAPCHAT
 Perceived as the technology of the future.
 Changing perspective and transforming surrounding.
 Revolutionising company’s business models.
 One day might surpass smartphones as the dominant way people
interact with computers.
 It seems the average customer isn’t as eager to pay US $600 for
bulky goggles simply to peruse the rather limited catalogue of
available VR content.
 Can only succeed if people are educated about the true worth of the
products.
FUTURE OF
AUGMENTED REALITY
26
CONCLUSION
Augmented reality (AR) is quickly becoming an important technology
in the enterprise.
Bridges the digital world and the physical world .
Covered a long way from a science-fiction concept to a science-based
reality.
AR or augmented reality has gone from pipe dream to reality in just
over a century.
However, AR is limited by a highly fragmented ecosystem of
hardware platforms and operating systems.
A new step towards a better future.
27
28
REFERENCES
 Virtual Reality and Its Impact on Society by Joseph D. Cotrell and Valerie
Schroeder, published on February 6, 2011.
 “AUGMENTED REALITY IN LOGISTICS Changing the way we see
logistics –a DHL perspective 2014”- written by Holger Glockner, Kai Jannek,
Johannes Mahn, Björn Theis.
 ‘A Survey of Augmented Reality’, R. Azuma, Presence: Teleoperators and
Virtual Environments vol. 6, no. 4, Aug. 1997, pp. 355-385.
 International Symposium on Mixed Reality. The link is http://www.mr-
system.co.jp/ismr.
 International Symposium on Augmented Reality. The link where the details
can be found is http://www.Augmented-Reality.org/isar.
 Project ARVIKA http://www.arvika.de/www/e/miscel/sitemap.htm.
29
THANK YOU
30

Augmented reality

  • 1.
    AUGMENTED REALITY SEMINAR [CS681] GROUP-II SERIALNO. NAME ROLL NO. 01 Suchit Agarwal 01 02 Anirban Bannerjee 03 03 Devaneeta Basu 07 04 Manan Ranjan Chakroborty 11 05 Samarpan Dutta 27 06 Tamoghna Hazra 36 1
  • 2.
  • 3.
    CONTENTS Introduction Literature survey Basics ofAR Virtual reality Virtual reality vs. Augmented reality Best Practices of AR Applications Hardware Overview Software Overview Future of AR Conclusion References 3
  • 4.
    INTRODUCTION Augmented reality superimposesinformation in our field of view. It takes us into a world where real and virtual worlds are tightly coupled. 4
  • 5.
    LITERATURE SURVEY In 1997,a survey was published which described many problems and summarized the developments up to the point. In the late 1990s, several conferences, workshops and symposiums on Augmented reality was conducted. Mixed Reality Systems Laboratory in Japan and Project ARVIKA in Germany focused on AR. 5
  • 6.
  • 7.
    VIRTUAL REALITY Virtual realityis an environment which is computer simulated and the simulation could be that of an imaginary world. 7
  • 8.
    1. Virtual reality(VR) is an artificial, computer-generated simulation or recreation of a real life environment or situation. 2. Virtual reality creates its own reality that is completely computer generated and driven. 1. Augmented reality (AR) is a technology that layers computer-generated enhancements atop an existing reality. 2. Augmented reality enhances experiences by adding virtual components as a new layer of interaction with the real world. 8 VIRTUAL REALITY vs. AUGMENTED REALITY
  • 9.
  • 10.
    10  Augmented realityand virtual reality are inverse reflections of one in another.  Virtual reality offers a digital recreation of a real life setting, while augmented reality delivers virtual elements as an overlay to the real world.
  • 11.
  • 12.
    CONTEXT-SENSITIVE INFORMATION - INFORMATIONAT RIGHT TIME AND PLACE AR Gadget gives information relevant to the real world object. 12
  • 13.
    ENHANCES SENSES AR gadgetscan sense the real world thus giving us real-time information on weather and all other user specific details. RECON JET 13
  • 14.
    EXPLORING THE VIRTUALIN REAL These so-called mixed-reality simulations allow users to dynamically adapt or change virtual objects in the real environment. 14
  • 15.
    VIRTUAL INTERFACES – CONTROLLINGTHE REAL THROUGH VIRTUAL Virtual interfaces, focuses on AR technologies that offer new options for controlling real-world objects through digital means. REVOLV-HOME AUTOMATION SYSTEM 15
  • 16.
  • 17.
  • 18.
    HMDs for Ground Troops HUDsfor Air Force MILITARYAPPLICATIONS 18
  • 19.
     Tumour surgeryusing an iPad app developed by Fraunhofer Institute for Medical Image Computing MEVIS in Germany.  VR Dentist is a dental app that uses virtual and augmented reality for educational purposes.  Vipaar - A remote surgeon could essentially project his hands into the display of a surgeon on site wearing Glass and point and guide.  AccuVein MEDICAL APPLICATIONS 19
  • 20.
    A mechanic wearinga tracked head-worn display performs a maintenance task inside an LAV-25A1 armoured personnel carrier. MAINTENANCE AND REPAIR 20
  • 21.
    A user manipulates3D virtual buttons while receiving haptic feedback from the underlying grooves of an engine compression section. 21
  • 22.
    22 INVENTION OF THEERA MICROSOFT HOLOLENSE
  • 23.
    23 HARDWARE OVERVIEW  Hand-heldDevices  Stationary AR Systems  Spatial AR systems  Head Mounted Displays (HMDs)  Heads Up Displays (HUDs)
  • 24.
    24 SOFTWARE OVERVIEW The softwaremust derive real world coordinates, independent from the camera, from camera images by a process called image registration . Augmented Reality Markup Language (ARML) is a data standard developed within the Open Geospatial Consortium (OGC), which consists of XML grammar to describe the location and appearance of virtual objects in the scene. Some of the well known AR SDKs are offered by Vuforia, AR Toolkit, Catchoom CraftAR, Mobinett AR, Wikitude, Blippar, Layar, and Meta.
  • 25.
  • 26.
     Perceived asthe technology of the future.  Changing perspective and transforming surrounding.  Revolutionising company’s business models.  One day might surpass smartphones as the dominant way people interact with computers.  It seems the average customer isn’t as eager to pay US $600 for bulky goggles simply to peruse the rather limited catalogue of available VR content.  Can only succeed if people are educated about the true worth of the products. FUTURE OF AUGMENTED REALITY 26
  • 27.
    CONCLUSION Augmented reality (AR)is quickly becoming an important technology in the enterprise. Bridges the digital world and the physical world . Covered a long way from a science-fiction concept to a science-based reality. AR or augmented reality has gone from pipe dream to reality in just over a century. However, AR is limited by a highly fragmented ecosystem of hardware platforms and operating systems. A new step towards a better future. 27
  • 28.
    28 REFERENCES  Virtual Realityand Its Impact on Society by Joseph D. Cotrell and Valerie Schroeder, published on February 6, 2011.  “AUGMENTED REALITY IN LOGISTICS Changing the way we see logistics –a DHL perspective 2014”- written by Holger Glockner, Kai Jannek, Johannes Mahn, Björn Theis.  ‘A Survey of Augmented Reality’, R. Azuma, Presence: Teleoperators and Virtual Environments vol. 6, no. 4, Aug. 1997, pp. 355-385.  International Symposium on Mixed Reality. The link is http://www.mr- system.co.jp/ismr.  International Symposium on Augmented Reality. The link where the details can be found is http://www.Augmented-Reality.org/isar.  Project ARVIKA http://www.arvika.de/www/e/miscel/sitemap.htm.
  • 29.
  • 30.