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AUGMENTED REALITY
Asst. Lect. Ridwan Marqas
Duhok Private Technical Institute
2018-2019
Contents
۞ Introduction
۞ State of Art
۞ Structure
۞ Tools
۞ Examples
۞ References
Introduction of Augmented Reality
 Augmented reality (AR) can be defined as a technology which overlays virtual objects
(augmented components) into the real world. These virtual objects then appear to
coexist in the same space as objects in the real world (Azuma et al., 2001).
 From early research in the 1960’s until widespread availability by the 2010’s there has
been steady progress towards the goal of being able to seamlessly combine real and
virtual worlds.[1]
 Augmented Reality is a representation of the world in which real and virtual objects
are combined, or the surrounding environment is augmented with virtual objects in
real-time to enhance user experience.[2]
 Augmented reality is a field in which 3D virtual objects are integrated into a 3-D real
environment in real time. [3][4]
State of Art
 Information about Augmented Reality was initially
acquired from internet sources to get aware about the
breadth of topic the initial survey studied for the
purpose of survey writing was by Azuma published in
1997.
 Azuma again published a comprehensive updated
survey on advancements in the field back in 2001.
 A survey was published in 2010 on applications and
limitations of augmented reality systems.[5]
 Augmented Reality assists industry and labor, it helps
humans who are bad at memory and need physical
assistance in doing work, such Augmented Reality
system makes human interaction better and facilities
us.[6]
 Particularly, they examine kids' aptitudes in the
classifications of engine capacities, spatial cognition,
consideration, rationale and memory, and talk about
the relationship of these abilities to current Augmented
Reality designs to make augmented reality applications
more interactive and easy to use by children[7]
structure
Ron Azuma says that Augmented Reality is technology that has three key
requirements [Azuma, 1997]:
 It combines real and virtual content
 It is interactive in real time
 It is registered in 3D
structure
Fig. 1 Virtual and Real World Combine to Form Augmented
Reality [2]
Augmented Reality it can be summarized
as a system in which one of the
following cases hold or is a combination
of all or a part of these, and all of this
happens in real time. [2]
 The object is augmented
 The Human is augmented
 The Environment is augmented
Fig. 2 Representation of Mixed Reality
Tools
Examples
AR can be used in a wide variety of application domains. Researchers have developed
prototypes in medicine, entertainment, education and engineering, among others.
 For example, doctors can use AR to show medical data inside the patient body [Navab
et al., 2007,Kutter et al., 2008](figure 3 (c))
 game players can fight virtual monsters in the real world [Piekarski and Thomas,
2002a] (figure 3 (a))
 architects can see unfinished building [Thomas et al., 1999], and students can
assemble virtual molecules in the real world [Fjeld and Voegtli, 2002]. (figure 3 (b))
Example
s
Figure 3 shows a
range of
applications.[1]
(a)Entertainment
(b)Engineering
(c)Medicine
Figure 3: Typical AR applications
References
[1] Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations and Trends® in Human–Computer
Interaction, 8(2-3), 73-272.
[2] Shoaib, H., & Jaffry, S. W. (2015). A survey of augmented reality. interactions, 24, 34.
[3]Azuma, Ronald T. "A survey of augmented reality." MIT Press, Presence 6.4 (1997): 355-385.
[4] Liarokapis, F., & De Freitas, S. (2010). A case study of augmented reality serious games. In Looking Toward the Future of
Technology-Enhanced Education: Ubiquitous Learning and the Digital Native (pp. 178-191). IGI Global.
[5] Van Krevelen, D. W. F., & Poelman, R. (2010). A survey of augmented reality technologies, applications and
limitations. International journal of virtual reality, 9(2), 1.
[6] Gaukrodger, S. J., & Lintott, A. (2007, April). Augmented reality and applications for assistive technology.
In Proceedings of the 1st international convention on Rehabilitation engineering & assistive technology: in
conjunction with 1st Tan Tock Seng Hospital Neurorehabilitation Meeting (pp. 47-51). ACM.
[7] Shoaib, H., & Jaffry, S. W. (2015). A survey of augmented reality. interactions, 24, 34.

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Augmented Reality.pptx

  • 1. AUGMENTED REALITY Asst. Lect. Ridwan Marqas Duhok Private Technical Institute 2018-2019
  • 2. Contents ۞ Introduction ۞ State of Art ۞ Structure ۞ Tools ۞ Examples ۞ References
  • 3. Introduction of Augmented Reality  Augmented reality (AR) can be defined as a technology which overlays virtual objects (augmented components) into the real world. These virtual objects then appear to coexist in the same space as objects in the real world (Azuma et al., 2001).  From early research in the 1960’s until widespread availability by the 2010’s there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds.[1]  Augmented Reality is a representation of the world in which real and virtual objects are combined, or the surrounding environment is augmented with virtual objects in real-time to enhance user experience.[2]  Augmented reality is a field in which 3D virtual objects are integrated into a 3-D real environment in real time. [3][4]
  • 4. State of Art  Information about Augmented Reality was initially acquired from internet sources to get aware about the breadth of topic the initial survey studied for the purpose of survey writing was by Azuma published in 1997.  Azuma again published a comprehensive updated survey on advancements in the field back in 2001.  A survey was published in 2010 on applications and limitations of augmented reality systems.[5]  Augmented Reality assists industry and labor, it helps humans who are bad at memory and need physical assistance in doing work, such Augmented Reality system makes human interaction better and facilities us.[6]  Particularly, they examine kids' aptitudes in the classifications of engine capacities, spatial cognition, consideration, rationale and memory, and talk about the relationship of these abilities to current Augmented Reality designs to make augmented reality applications more interactive and easy to use by children[7]
  • 5. structure Ron Azuma says that Augmented Reality is technology that has three key requirements [Azuma, 1997]:  It combines real and virtual content  It is interactive in real time  It is registered in 3D
  • 6. structure Fig. 1 Virtual and Real World Combine to Form Augmented Reality [2] Augmented Reality it can be summarized as a system in which one of the following cases hold or is a combination of all or a part of these, and all of this happens in real time. [2]  The object is augmented  The Human is augmented  The Environment is augmented Fig. 2 Representation of Mixed Reality
  • 8. Examples AR can be used in a wide variety of application domains. Researchers have developed prototypes in medicine, entertainment, education and engineering, among others.  For example, doctors can use AR to show medical data inside the patient body [Navab et al., 2007,Kutter et al., 2008](figure 3 (c))  game players can fight virtual monsters in the real world [Piekarski and Thomas, 2002a] (figure 3 (a))  architects can see unfinished building [Thomas et al., 1999], and students can assemble virtual molecules in the real world [Fjeld and Voegtli, 2002]. (figure 3 (b))
  • 9. Example s Figure 3 shows a range of applications.[1] (a)Entertainment (b)Engineering (c)Medicine Figure 3: Typical AR applications
  • 10. References [1] Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations and Trends® in Human–Computer Interaction, 8(2-3), 73-272. [2] Shoaib, H., & Jaffry, S. W. (2015). A survey of augmented reality. interactions, 24, 34. [3]Azuma, Ronald T. "A survey of augmented reality." MIT Press, Presence 6.4 (1997): 355-385. [4] Liarokapis, F., & De Freitas, S. (2010). A case study of augmented reality serious games. In Looking Toward the Future of Technology-Enhanced Education: Ubiquitous Learning and the Digital Native (pp. 178-191). IGI Global. [5] Van Krevelen, D. W. F., & Poelman, R. (2010). A survey of augmented reality technologies, applications and limitations. International journal of virtual reality, 9(2), 1. [6] Gaukrodger, S. J., & Lintott, A. (2007, April). Augmented reality and applications for assistive technology. In Proceedings of the 1st international convention on Rehabilitation engineering & assistive technology: in conjunction with 1st Tan Tock Seng Hospital Neurorehabilitation Meeting (pp. 47-51). ACM. [7] Shoaib, H., & Jaffry, S. W. (2015). A survey of augmented reality. interactions, 24, 34.