SlideShare a Scribd company logo
A
Technical Presentation
On
AUGMENTED REALITY
A Novel Expanded Cinematic Form
technology
SUBMITTED BY
MEGHA GAMBHIRE (20153183)
UNDER THE GUIDANCE OF
PROF.POURNIMA KAWALKAR
 What is AR?
 How does it work?
 Litrature Review
 Conclusion
 References
Table Content:
What Is Augmented Reality (AR)?
 Augmented Reality (AR) is a
growing area in virtual reality
research.
 Basically augmented reality (AR) is
Combination of a real and a
computer-generated or virtual world.
 Though many people are familiar
with simple AR entertainment
applications, such as Snapchat filters
and the game Pokémon Go
Authors Public
ation
Proposed Work Out-Comes
1-Riya
aggrawal
2-Abhishek
Singhal
(IEEE)
2019  Major threats that augmented reality will face
in the near future and about its current and
future applications.
 Information about Augmented Reality and
how it started. It analyses various types of
augmented reality, its applications
 Helps us blend real and virtual worlds
while giving equal space to both. It is
like a double-edged sword.
 Augmented Reality is a fusion
between the real world and the digital
world.
Paper 1- Augmented Reality and its effect on our life
LITRETURE SURVEY
Authors Public
ation
Proposed Work Out-Comes
1. Jiamin
Ping
2. Yue Liu
3. Dongdo
ng Weng
(IEEE)
2018  Conducts an experiment to compare users’
performance of depth perception in VR and
AR system using an optical seethrough
head-mounted display (HMD).
 To conduct the experiment in a shuffleboard
scenario to meet the requirement of accurate
depth judgement in this sport.
 To compare between VR and AR.
 There are two critical problems in VR
and AR systems, one is to ensure that
virtual objects appear in the correct
places in the scene.
 The result shows that the accuracy of
depth estimation in AR is higher than
in VR.
Paper 2-Comparison in Depth Perception between Virtual Reality and Augmented Reality Systems
LITRETURE SURVEY
Authors Publica
tion
Proposed Work Out-Comes
1. Tobias
Blum
2. Valerie
Kleeberg
er
3. Christop
h
Bichlmei
er
4. Nassir
Navab
(IEEE)
2017  This paper discusses the advantages of
AR compared to traditional technology
 E-learning and courseware and
traditional teaching methods chalk and
talk and traditional books.
 The results of the research shows
that, overall, AR technologies have
a positive potential and advantages
that can be adapted in education.
Paper 3-Mirracle: An Augmented Reality Magic Mirror System for Anatomy Education
LITRETURE SURVEY
Authors Publicat
ion
Proposed Work Out-Comes
1. Yuichiro
Fujimoto
2. Goshiro
Yamamo
to
3. Takafumi
Taketomi
4. Jun
Miyazaki
(IEEE)
2017
 The objective of Paper is To investigate the
relationship between the features of AR and
human memorization ability.
 They investigate this relation, They conduct a
pilot user study in which blocks are picked
from some drawers.
 Results is that Displayed visual
instructions at the locations to be
memorized is useful for memorizing
them visually.
 As a result, significant differences are
found between a situation in which
visual information is displayed at the
location of each drawer in the real
world and that in which textual
information is displayed at an
unrelated location.
Paper 4- Relationship between Features of Augmented Reality and User Memorization
LITRETURE SURVEY
Authors Publi
cation
Proposed Work Out-Comes
1-RIKKANTH
GOYINDARAAJ
AN
2-: David
Hockney,
(IEEE
)
2009
 This paper focuses on my AR Joiner series.
 Applies 2D planar video to compose novel
scenes utilizing multiple adjoined AR
markers across both physical and virtual
time and space to create new experiences of
seeing.
 The AR Joiners are particularly novel
in that they expand into motion,
combining paper and the screen, the
tactile and the virtual.
 The AR Joiners also allowing the
physical placement and rearranging of
41 moving images, which can also be
controlled virtually to adjust size, scale
and axis of the videos
Paper 5- Augmented Reality (AR) Joiners, A Novel Expanded Cinematic Form
LITRETURE SURVEY
CONCLUSION
A common conclusion of several studies is that augmented reality (AR)
applications can enhance the learning process, learning motivation and
effectiveness. AR makes passive objects interactive. So we can say it is a future
of product design. It is a growing trend among companies involved in mobile
computing and business applications in particular
REFERENCE
 Aggarwal, R., and Singhal, A. (2019). Augmented Reality and its effect on our life. 2019 9th International Conference
on Cloud Computing, Data Science and Engineering (Confluence). doi:10.1109/confluence.2019.8776989
 Fiza Saifan Shaikh, Augmented Reality Search to Improve Searching Using Augmented Reality.2021 6th International
Conference for Convergence in Technology (I2CT) |DOI: 10.1109/I2CT51068.2021.9417827
 Jiamin Ping, *Yue Liu, Dongdong Weng.2019 IEEE Conference on Virtual Reality and 3D User Interfaces 23-27
March, Osaka, Japan 978-1-7281-1377-7/19/$31.00 ©2019 IEEE
 Yuichiro Fujimoto,Goshiro Yamamoto Automatic modeling of knee-joint motion for the virtual reality dynamic
anatomy (VRDA) tool. Presence, 9(3):223–235, 2000
 RIKKANTH GOYINDARAAJAN, David Hockney, , “Augmented Reality (AR) Joiners, A Novel Expanded Cinematic
Form ” Procedia Computer Science, vol. 25, pp. 189–193, 2013, doi: 10.1016/j.procs.2013.11.023
Thank you!!!

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Augmented Reality with litrature review.pptx

  • 1. A Technical Presentation On AUGMENTED REALITY A Novel Expanded Cinematic Form technology SUBMITTED BY MEGHA GAMBHIRE (20153183) UNDER THE GUIDANCE OF PROF.POURNIMA KAWALKAR
  • 2.  What is AR?  How does it work?  Litrature Review  Conclusion  References Table Content:
  • 3. What Is Augmented Reality (AR)?  Augmented Reality (AR) is a growing area in virtual reality research.  Basically augmented reality (AR) is Combination of a real and a computer-generated or virtual world.  Though many people are familiar with simple AR entertainment applications, such as Snapchat filters and the game Pokémon Go
  • 4. Authors Public ation Proposed Work Out-Comes 1-Riya aggrawal 2-Abhishek Singhal (IEEE) 2019  Major threats that augmented reality will face in the near future and about its current and future applications.  Information about Augmented Reality and how it started. It analyses various types of augmented reality, its applications  Helps us blend real and virtual worlds while giving equal space to both. It is like a double-edged sword.  Augmented Reality is a fusion between the real world and the digital world. Paper 1- Augmented Reality and its effect on our life LITRETURE SURVEY
  • 5. Authors Public ation Proposed Work Out-Comes 1. Jiamin Ping 2. Yue Liu 3. Dongdo ng Weng (IEEE) 2018  Conducts an experiment to compare users’ performance of depth perception in VR and AR system using an optical seethrough head-mounted display (HMD).  To conduct the experiment in a shuffleboard scenario to meet the requirement of accurate depth judgement in this sport.  To compare between VR and AR.  There are two critical problems in VR and AR systems, one is to ensure that virtual objects appear in the correct places in the scene.  The result shows that the accuracy of depth estimation in AR is higher than in VR. Paper 2-Comparison in Depth Perception between Virtual Reality and Augmented Reality Systems LITRETURE SURVEY
  • 6. Authors Publica tion Proposed Work Out-Comes 1. Tobias Blum 2. Valerie Kleeberg er 3. Christop h Bichlmei er 4. Nassir Navab (IEEE) 2017  This paper discusses the advantages of AR compared to traditional technology  E-learning and courseware and traditional teaching methods chalk and talk and traditional books.  The results of the research shows that, overall, AR technologies have a positive potential and advantages that can be adapted in education. Paper 3-Mirracle: An Augmented Reality Magic Mirror System for Anatomy Education LITRETURE SURVEY
  • 7. Authors Publicat ion Proposed Work Out-Comes 1. Yuichiro Fujimoto 2. Goshiro Yamamo to 3. Takafumi Taketomi 4. Jun Miyazaki (IEEE) 2017  The objective of Paper is To investigate the relationship between the features of AR and human memorization ability.  They investigate this relation, They conduct a pilot user study in which blocks are picked from some drawers.  Results is that Displayed visual instructions at the locations to be memorized is useful for memorizing them visually.  As a result, significant differences are found between a situation in which visual information is displayed at the location of each drawer in the real world and that in which textual information is displayed at an unrelated location. Paper 4- Relationship between Features of Augmented Reality and User Memorization LITRETURE SURVEY
  • 8. Authors Publi cation Proposed Work Out-Comes 1-RIKKANTH GOYINDARAAJ AN 2-: David Hockney, (IEEE ) 2009  This paper focuses on my AR Joiner series.  Applies 2D planar video to compose novel scenes utilizing multiple adjoined AR markers across both physical and virtual time and space to create new experiences of seeing.  The AR Joiners are particularly novel in that they expand into motion, combining paper and the screen, the tactile and the virtual.  The AR Joiners also allowing the physical placement and rearranging of 41 moving images, which can also be controlled virtually to adjust size, scale and axis of the videos Paper 5- Augmented Reality (AR) Joiners, A Novel Expanded Cinematic Form LITRETURE SURVEY
  • 9. CONCLUSION A common conclusion of several studies is that augmented reality (AR) applications can enhance the learning process, learning motivation and effectiveness. AR makes passive objects interactive. So we can say it is a future of product design. It is a growing trend among companies involved in mobile computing and business applications in particular
  • 10. REFERENCE  Aggarwal, R., and Singhal, A. (2019). Augmented Reality and its effect on our life. 2019 9th International Conference on Cloud Computing, Data Science and Engineering (Confluence). doi:10.1109/confluence.2019.8776989  Fiza Saifan Shaikh, Augmented Reality Search to Improve Searching Using Augmented Reality.2021 6th International Conference for Convergence in Technology (I2CT) |DOI: 10.1109/I2CT51068.2021.9417827  Jiamin Ping, *Yue Liu, Dongdong Weng.2019 IEEE Conference on Virtual Reality and 3D User Interfaces 23-27 March, Osaka, Japan 978-1-7281-1377-7/19/$31.00 ©2019 IEEE  Yuichiro Fujimoto,Goshiro Yamamoto Automatic modeling of knee-joint motion for the virtual reality dynamic anatomy (VRDA) tool. Presence, 9(3):223–235, 2000  RIKKANTH GOYINDARAAJAN, David Hockney, , “Augmented Reality (AR) Joiners, A Novel Expanded Cinematic Form ” Procedia Computer Science, vol. 25, pp. 189–193, 2013, doi: 10.1016/j.procs.2013.11.023