This document provides a seminar report on augmented reality that was submitted by Siddhartha Chauhan. It includes an introduction to augmented reality, its history from 1901 to present day, and its goals of enhancing one's perception of reality without being able to distinguish between real and virtual elements. Applications discussed include education, military, video games, visual art, and sports/entertainment. Limitations and the conclusion are also briefly mentioned.
AUGMENTED REALITY :-By superimposing virtual imagery, sound and theoretically even other sensorial enrichment over real-world environments in real-time, augmented reality serves as a tool to ever more enhance a human being’s awareness and performance.
Originally developed for military applications, the technology has since been transferred to civilian domains such as the medical field, the automobile or leisure industries and many more. While already in place and constantly receiving improvement, augmented reality still faces many shortcomings that limit its effectiveness and portability.
THIS is about the new technology arriving in 21st century taking the world to a whole new level. We are going to replace this real world interface with an imaginary one by using this concept
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.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
AUGMENTED REALITY :-By superimposing virtual imagery, sound and theoretically even other sensorial enrichment over real-world environments in real-time, augmented reality serves as a tool to ever more enhance a human being’s awareness and performance.
Originally developed for military applications, the technology has since been transferred to civilian domains such as the medical field, the automobile or leisure industries and many more. While already in place and constantly receiving improvement, augmented reality still faces many shortcomings that limit its effectiveness and portability.
THIS is about the new technology arriving in 21st century taking the world to a whole new level. We are going to replace this real world interface with an imaginary one by using this concept
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.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
“Augmented Reality or Computer-Mediated Reality is nothing but the extension of existing reality in real time with the help of computer software’s or programs which helps the user to better interact with it.”
There are many more uses of VR than first realised which range from academic research through to engineering, design, business, the arts and entertainment. But irrespective of the use, virtual reality produces a set of data which is then used to develop new models, training methods, communication and interaction.
Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
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.
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 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.
How it works?, What is Virtual Reality?, Introduction?, History, VR Components,
Virtual Reality's Types, Applications of Virtual Reality, Advantages of Virtual Reality, Disadvantages of virtual Reality, Conclusion of After Learning this Stuff.
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
“Augmented Reality or Computer-Mediated Reality is nothing but the extension of existing reality in real time with the help of computer software’s or programs which helps the user to better interact with it.”
There are many more uses of VR than first realised which range from academic research through to engineering, design, business, the arts and entertainment. But irrespective of the use, virtual reality produces a set of data which is then used to develop new models, training methods, communication and interaction.
Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
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.
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 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.
How it works?, What is Virtual Reality?, Introduction?, History, VR Components,
Virtual Reality's Types, Applications of Virtual Reality, Advantages of Virtual Reality, Disadvantages of virtual Reality, Conclusion of After Learning this Stuff.
Teardowns are powerful tools to gain invaluable insight on how things are designed and built. Critical lessons can be learnt from this process to improve our jobs as designers and manufacturers of electronic products. The Apple Watch went from novelty to market leader in just a few weeks. Added to its impressive commercial success, this device is an incredible work of electronic packaging design. In this presentation we will show the details of the Apple Watch teardown, showing its many layers and complexities. We augment the teardown with x-ray images of several parts of the Apple Watch to gain extra insights on how this tightly packaged device is assembled. We will also present other similar teardowns, including cell phones and wearables. This presentation has images graciously provided by ifixit.com. X-Ray images taken with TruView X-Ray Inspection systems.
Augmented Reality Meetup in Kiev by Hakan Mutlu SonmezBrainberry Global
This presentation was given at the First Augmented Reality Meetup in Kiev by Dr. Hakan Mutlu Sonmez, Chief Business Development Officer at Brainberry Global. Dr. Sonmez's presentation covered many aspects of the uses of augmented reality, including the possible applications of the technology in construction, in advertising, and in the games industry. During Dr. Sonmez's presentation there was a great deal of feedback from the audience, who had the opportunity to say their general industry area and receive an idea for how augmented reality could help them.
The Augmented Reality is the cutting-edge technology which is at its new peak after the massive success of the popular game "Pokemon Go".It is estimated to cross $100 billion investment by the year 2020.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
1. SEMINAR REPORT
On
AUGMENTED REALITY
Submitted by
Siddhartha Chauhan
158429070
Submitted to
Dr. Pooja Pathak
Department of Computer Engineering & Applications
Institute of Engineering & Technology
GLA University
Mathura- 281406, INDIA Dec, 2016
3. 1. INTRODUCTION
A combination of a real scene viewed by a user and a virtual scene generated by a
computer that augments the scene with additional information. It adds virtual
computer-generated objects, audio and other sense enhancements to a real-world
environment in real time. AR is a live direct or indirect view of a physical, real-
world environment whose elements are augmented by computer- generated sensory
inputs. It is related to a more general concept called mediated reality, in which a
view of reality is modified by a computer. As a result, the technology functions by
enhancing one’s current perception of reality. By contrast, virtual reality replaces
the real world with a simulated one. Augmentation is conventionally in real time
and in semantic context with environmental elements, such as sports scores on TV
during a match. With the help of advanced AR technology (eg: adding computer
vision and object recognition) the information about the surrounding real world of
the user becomes interactive and digitally manipulable. Information about the
environment and its objects is overlaid on the real world. This information can be
virtual or real, eg seeing other real sensed or measure information such as
electromagnetic radio waves overlaid in exact alignment with where they actually
are in space. Augmented reality brings out the components of the digital world into
a person’s perceived real world. Augmented reality (AR) is a live direct or indirect
view of a physical, real-world environment whose elements are augmented (or
supplemented) by computer-generated sensory input such as sound, video, graphics
or GPS data. It is related to a more general concept called mediated reality, in
which a view of reality is modified (possibly even diminished rather than
augmented) by a computer. As a result, the technology functions by enhancing
one’s current perception of reality. By contrast virtual reality replaces the real
4. world with a simulated one. Augmentation is conventionally in real time and in
semantic context with environmental elements, such as sports scores on TV during
a match. With the help of advanced AR technology (e.g. adding computer vision
and object recognition) the information about the surrounding real world of the
user becomes interactive and digitally manipulable. Information about the
environment and its objects is overlaid on the real world. This information can be
virtual or real, e.g. seeing other real sensed or measured information such as
electromagnetic radio waves overlaid in exact alignment with where they actually
are in space. Augmented reality brings out the components of the digital world into
a person's perceived real world. One example is an AR Helmet for construction
workers which displays information about the construction sites.
5. 2. History:
1901: L. Frank Baum, an author, first mentions the idea of an electronic
display/spectacles that overlays data onto real life (in this case 'people'), it is
named a 'character marker'.
1957–62: Morton Heilig, a cinematographer, creates and patents a simulator
called Sensorama with visuals, sound, vibration, and smell.
1968: Ivan Sutherland invents the head-mounted display and positions it as a
window into a virtual world.
1975: Myron Krueger creates Videoplace to allow users to interact with
virtual objects for the first time.
1980: Steve Mann creates the first wearable computer, a computer vision
system with text and graphical overlays on a photographically mediated
reality, or Augmediated Reality.
1981: Dan Reitan geospatially maps multiple weather radar images and
space-based and studio cameras to virtual reality Earth maps and abstract
symbols for television weather broadcasts, bringing Augmented Reality to
TV.
1989: Jaron Lanier coins the phrase Virtual Reality and creates the first
commercial business around virtual worlds.
6. 1990: The term 'Augmented Reality' is attributed to Thomas P. Caudell, a
former Boeing researcher.
1992: Louis Rosenberg develops one of the first functioning AR systems,
called Virtual Fixtures, at the U.S. Air Force Research Laboratory—
Armstrong, and demonstrates benefits to human performance.
1992: Steven Feiner, Blair MacIntyre and Doree Seligmann present the first
major paper on an AR system prototype, KARMA, at the Graphics Interface
conference.
1993: Mike Abernathy, et al., report the first use of augmented reality in
identifying space debris using Rockwell WorldView by overlaying
geographic trajectories on live telescope video.
1993 A widely cited version of the paper above is published in
Communications of the ACM – Special issue on computer augmented
environments, edited by Pierre Wellner, Wendy Mackay, and Rich Gold.
1993: Loral WDL, with sponsorship from STRICOM, performed the first
demonstration combining live AR-equipped vehicles and manned
simulators. Unpublished paper, J. Barrilleaux, "Experiences and
Observations in Applying Augmented Reality to Live Training", 1999.
1994: Julie Martin creates first 'Augmented Reality Theater production',
Dancing In Cyberspace, funded by the Australia Council for the Arts,
7. features dancers and acrobats manipulating body–sized virtual object in real
time, projected into the same physical space and performance plane. The
acrobats appeared immersed within the virtual object and environments. The
installation used Silicon Graphics computers and Polhemus sensing system.
1995: S. Ravela et al. at University of Massachusetts introduce a vision-
based system using monocular cameras to track objects (engine blocks)
across views for augmented reality.
1998: Spatial Augmented Reality introduced at University of North Carolina
at Chapel Hill by Ramesh Raskar, Welch, Henry Fuchs.
1999: Frank Delgado, Mike Abernathy et al. report successful flight test of
LandForm software video map overlay from a helicopter at Army Yuma
Proving Ground overlaying video with runways, taxiways, roads and road
names.
1999: The US Naval Research Laboratory engage on a decade long research
program called the Battlefield Augmented Reality System (BARS) to
prototype some of the early wearable systems for dismounted soldier
operating in urban environment for situation awareness and training NRL
BARS Web page
1999: Hirokazu Kato created ARToolKit at HITLab, where AR later was
further developed by other HITLab scientists, demonstrating it at
SIGGRAPH.
8. 2000: Bruce H. Thomas develops ARQuake, the first outdoor mobile AR
game, demonstrating it in the International Symposium on Wearable
Computers.
2001: NASA X-38 flown using LandForm software video map overlays at
Dryden Flight Research Center.
2004: Outdoor helmet-mounted AR system demonstrated by Trimble
Navigation and the Human Interface Technology Laboratory.
2008: Wikitude AR Travel Guide launches on 20 Oct 2008 with the G1
Android phone.
2009: ARToolkit was ported to Adobe Flash (FLARToolkit) by Saqoosha,
bringing augmented reality to the web browser.
2012: Launch of Lyteshot, an interactive AR gaming platform that utilizes
smartglasses for game data
2013: Meta announces the Meta 1 developer kit, the first to market AR see-
through display[citation needed]
2013: Google announces an open beta test of its Google Glass augmented
reality glasses. The glasses reach the Internet through Bluetooth, which
connects to the wireless service on a user’s cellphone. The glasses respond
when a user speaks, touches the frame or moves the head.
9. 2014: Mahei creates the first generation of augmented reality enhanced
educational toys.
2015: Microsoft announces Windows Holographic and the HoloLens
augmented reality headset. The headset utilizes various sensors and a
processing unit to blend high definition "holograms" with the real world.
2016: Niantic released Pokémon Go for iOS and Android in July 2016. The
game quickly became one of the most used applications and has brought
augmented reality to the mainstream.
3. GOALS
Primary goal of AR is to create a system in which the user cannot tell the
difference between the real world and the virtual augmentation of it.
To enhance a person’s performance and perception of the world.
Create a system such that a user CANNOT tell the difference and the virtual
augmentation of it.
10. 4. AUGMENTED REALITY VS VIRTUAL REALITY
It often happens that when some media reports news about augmented
reality’s sector, finishes talking about virtual reality, and vice-versa,
sometimes without indicating which are on different technologies. It seems
like these new virtual progresses are not as clears as they should yet! So we
try to explain the differences and similarities of presenting these digital
contents:
The differences are more abundant than the similarities by definition of
each. Virtual reality shows an alternative world, a completely built and
virtual one which replaces our environment for a fictitious world;
nevertheless, augmented reality overprints computer data to the real world,
this means, we can see our environment with extra elements which has been
built digitally. Till here the basics but, what differences does these
definitions involve?
Augmented reality needs the environment so just use a camera integrated in
our devices (smartphones, tablets, PCs), it isn’t needs any other, although
each time it appears more wearable devices like Google Glass. Virtual
reality needs the opposite, a device which can fully isolate us in virtual
world, this is, specific devices. This way, when we use the AR we can, at the
same time, paying attention to the virtual content and then to the
environment or we control both at the same time; but using the VR there is
no other alternative but paying attention to the virtual content as we have no
control over the real world (except by touch, still does not seem to be part of
11. this situation). For these differences we can see that AR and VR has huge
segmentation possibilities. AR is having more acceptance in formation and
marketing, meanwhile VR is better for videogames and other leisure options.
But they have something in common which is the key for the success of both
technologies: the development of their graphic elements walks hand by
hand, it is a progress at the same time that we can notice more and more.
How do they work together?
It is not always virtual reality vs. augmented reality– they do not always
operate independently of one another, and in fact are often blended together
to generate an even more immersing experience. For example, haptic
feedback-which is the vibration and sensation added to interaction with
graphics-is considered an augmentation. However, it is commonly used
within a virtual reality setting in order to make the experience more lifelike
though touch.
Virtual reality and augmented reality are great examples of experiences and
interactions fueled by the desire to become immersed in a simulated land for
entertainment and play, or to add a new dimension of interaction between
digital devices and the real world. Alone or blended together, they are
undoubtedly opening up worlds-both real and virtual alike.
12. 5. HOW IT WORKS
Augmented Reality turns the environment around you into a digital interface by
placing virtual objects in the real world, in real-time. Augmented Reality can be
seen through a wide variety of experiences. We distinguish 3 main categories of
Augmented Reality tools.
Augmented Reality 3D viewers, like Augment, allow users to place life-
size 3D models in your environment with or without the use of trackers.
Trackers are simple images that 3D models can be attached to in Augmented
Reality.
Augmented Reality browsers enrich your camera display with contextual
information. For example, you can point your smartphone at a building to
display its history or estimated value.
The main h/w components for augmented reality are: display, tracking, input
devices, sensors and processor.
The last way that Augmented Reality is generally experienced is through
gaming, creating immersive gaming experiences that utilize your actual
surroundings. Imagine shooting games with zombies walking in your own
bedroom! The biggest use of Augmented Reality gaming to-date is Pokémon
Go, allowing users to catch virtual Pokémon who are hidden throughout a
map of the real world.
13. 6. APPLICATIONS
Education: Augmented reality applications can complement a standard
curriculum. Text, graphics, video and audio can be superimposed into a
student’s real time environment. Text books, flashcards and other
educational reading material can contain embedded “markers” that, when
scanned by an AR device, produce supplementary information to the student
rendered in multimedia format. Students can participate interactively with
computer generated simulations of historical events, exploring and learning.
Military: In combat, AR can serve as a networked communication system
that renders useful battlefield data onto a soldier's goggles in real time. From
the soldier's viewpoint, people and various objects can be marked with
special indicators to warn of potential dangers. Virtual maps and 360° view
camera imaging can also be rendered to aid a soldier's navigation and
battlefield perspective, and this can be transmitted to military leaders at a
remote command center.
An interesting application of AR occurred when Rockwell International
created video map overlays of satellite and orbital debris tracks to aid in
space observations at Air Force Maui Optical System. In their 1993 paper
"Debris Correlation Using the Rockwell WorldView System" the authors
describe the use of map overlays applied to video from space surveillance
telescopes. The map overlays indicated the trajectories of various objects in
geographic coordinates. This allowed telescope operators to identify
satellites, and also to identify – and catalog – potentially dangerous space
debris.
14. Starting in 2003 the US Army integrated the SmartCam3D augmented
reality system into the Shadow Unmanned Aerial System to aid sensor
operators using telescopic cameras to locate people or points of interest. The
system combined both fixed geographic information including street names,
points of interest, airports and railroads with live video from the camera
system. The system offered "picture in picture" mode that allows the system
to show a synthetic view of the area surrounding the camera's field of view.
This helps solve a problem in which the field of view is so narrow that it
excludes important context, as if "looking through a soda straw". The system
displays real-time friend/foe/neutral location markers blended with live
video, providing the operator with improved situation awareness.
Researchers at USAF Research Lab (Calhoun, Draper et al.) found an two-
fold increase in the speed at which UAV sensor operators found points of
interest using this technology. This ability to maintain geographic awareness
quantitatively enhances mission efficiency. The system is in use on the US
Army RQ-7 Shadow and the MQ-1C Gray Eagle Unmanned Aerial Systems.
Video Games: Augmented reality allows video game players to experience
digital game play in a real world environment. Companies and platforms like
Niantic and LyteShot emerged as augmented reality gaming crators.
However, though the popular press overwhelming calls Pokemon Go an
augmented reality game, most experts in AR and experts in game
development agree that it is best described as a location-based game.
Military: In combat, AR can serve as networked communication system that
renders useful battlefield data onto a soldier’s goggles in real time. From the
15. soldier’s viewpoint, people and various objects can be marked with special
indicators to warn of potential dangers. Virtual maps and 360º view camera
imaging can also be rendered to aid a soldier’s navigation and battlefield
perspective, and this can be transmitted to military leaders at a remote
command center.
Visual art: AR technology has helped disabled individuals create visual art
by using eye tracking to translate a user's eye movements into drawings on a
screen. An item such as a commemorative coin can be designed so that when
scanned by an AR-enabled device it displays additional objects and layers of
information that were not visible in a real world view of it. In 2013, L'Oreal
used CrowdOptic technology to create an augmented reality at the seventh
annual Luminato Festival in Toronto, Canada.
AR in visual art opens the possibility of multidimensional experiences and
interpretations of reality. Augmenting people, objects, and landscapes is
becoming an art form in itself. In 2011, artist Amir Bardaran's the Mona
Lisa infiltrates Da Vinci's painting using an AR mobile application called
Junaio. Aim a Junaio loaded smartphone camera at any image of the Mona
Lisa and watch as Leonardo's subject places a scarf made of a French flag
around her head. The AR app allows the user to train his or her smartphone
on Da Vinci's Mona Lisa and watch the mysterious Italian lady loosen her
hair and wrap a French flag around her in the form a (currently banned)
Islamic hijab.
16. Sports and entertainment: AR has become common in sports telecasting.
Sports and entertainment venues are provided with see-through and overlay
augmentation through tracked camera feeds for enhanced viewing by the
audience. Examples include the yellow “first down” line seen in television
broadcasts of American football games showing the line the offensive team
must cross to receive a first down. AR is also used in association with
football and other sporting events to show commercial advertisements
overlaid onto the view of the playing area.
17. 7. LIMITATIONS
AR still has some challenges to overcome. eg: GPS is only accurate to
within 30 feet and doesn’t work as well indoors.
Improved image recognition technology is a must for more fluid AR
experience.
Data should be rendered across the wearer’s full scope of vision, not
partially. The technology should also be equipped with a better
understanding of natural body movements, ensuring that the displays get
lighter and thinner. Internet connectivity is still a problem since there are so
many places where no connection is available.
Battery life of such a device, which should be extended to allow users make
the most from the technology in daily use.
A serious concern about the technology is related to the issue of privacy.
Image-recognition s/w together with AR will allow users to access
information about strangers imported from their online profiles.
Finally, there’s the argument of information overload which is often applied
to technology in general. Many people argue that we live in a constantly
switched on society and such 24/7 technology on demand will radically
change the way we see and think about reality. They often cite the danger of
spending too much time in the virtual world and missing out on moments
that are happening in the real world.
18. 8. ETHICAL ISSUES
Controlled matter: Arguably the most technically challenging approach
would be to manipulate or reconfigure atoms in order to change the physical
environment. Think Star Trek Holodeck. While this may seem outlandish
today, there is research in this direction. The researchers point to “displays
that use magnetic fields to rapidly create shapes out of ferromagnetic fluid,”
and another class of displays that “levitate solid objects in a field of overlaid
ultrasonic or magnetic waves.” The challenges to realizing this approach
include safety and energy requirements.
Surround AR: The “next best thing to manipulating atoms is manipulating
photons,” in order to make objects in the environment visually
indistinguishable from physical reality. The researchers imagine
environments replete with light-field displays that create very realistic visual
effects. Haptics might be achieved by “stimulating the user’s skin through
ultrasound waves.” The challenges to this approach include the immensity of
the data processing required and the ability to achieve high resolution. Thus,
technology for plenoptic displays remains “in its infancy,” even while light-
field sensors have advanced.
Personalized AR: This approach revolves around displaying information
only in the subset of the environment that a particular user is experiencing.
Examples of this approach include some the most commonly known devices
today, i.e. Google Glass and Microsoft’s HoloLens. Challenges approach
include tracking at “sufficiently high update rates and low latency.”
19. 9. COMPANIES IN INDIA
Hyperlink Infosystem: This company is excellent into mobile app & web
development. They have done tremendous work on AR & VR both. Their
work speaks more than the words. In very few years they have captured the
whole app market with their developer’s high proficiency of skills & talent.
SDM Digital: One of the very good mobile app development companies
which is working on AR technology. There are not so many companies who
are working on AR but yes number is increasing day by day so competition
is going to be very high and Small Planet digital has worked on some
successful projects on AR platform.
PC App: PC App is one really creative company which is known as it’s
innovation & unique creation. Here we are talking about AR so it has very
good expertise to create something out of the box on AR. They have 3
simple steps in their process: Design, Develop, & Distribute.
Zynga: Zynga is one of the famous game developer company in USA. It has
created some of the very popular games and now they are into AR too. Price
wise yes it is quite high our Zynga has those experience and expertise which
is unbeatable.
KetchieApp: KethieApp is one of the best companies as far as game
development is concerned. They are famous in making complex games.
20. 10. CONCLUSION
Augmented reality is the next “BIG THING” it will absolutely revolutionize
almost every aspect of life we have.
Everything from medicine to education to construction to entertainment.
AR application is already starting to appear on the world’s laptops, tablets
and smart phones.
Augmented reality is likely to worm its way into our daily lives more and
more in the 21st century. Once wearable computers become more common it
won’t be strange to see people interacting with and reacting to things that
aren’t there from your perspective. Thanks to technology such as AR the
way we work with computing devices and think about the divide between
digital and analogue reality is likely to change fundamentally. Nothing is
stopping you from experiencing augmented reality for yourself today
though. Just hop onto smartphone’s app store and search for “AR” apps.
There are plenty to try, many of them free.
REFERENCES
www.slideshare.com
www.seminarsonly.com
www.wikipedia.com
www.google.com