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SEMINAR REPORT
ON
“AUGMENTED REALITY”
SUBMITTED BY: SUBMITTED TO:
AYUSH AGARWAL MR. D.C. PANDEY
INTRODUCTION
 Augmented reality refers to computer displays that
add information to a user's sensory perception.
 What makes Augmented Reality different is how
the information is presented i.e. not on a separate
display but integrated with the user's perceptions.
 Getting the right information at the right time and
the right place is the main idea.
 Augmented Reality describes that class of displays
that consists primarily of a real world environment,
with enhancement or augmentations.
EVOLUTION
 The first prototype was developed in the 1960s by
computer graphics pioneer Ivan Surtherland and
his students at Harvard University.
 1980: Steve Mann creates the first wearable
computer
“eye tap” a system with text and graphical
overlays.
 It wasn't until the early 1990s that the term
"Augmented Reality “ was coined by Tom Caudell
at Boeing.
 1992: Steven Feiner, Blair MacIntyre and Doree
Seligmann present the first major paper on an AR
system prototype “KARMA”
• 2000: Bruce H. Thomas develops ARQuake, the first
outdoor mobile AR game
• In 2001 MIT came up with a very compact AR system
known as "MIThrill".
• 2013: Google announces an open beta test of its
“Google Glass” augmented reality glasses. The
glasses reach the Internet through Wi-Fi or 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.
TECHNOLOGY
 Here are the components needed to make an
augmented-reality system work:
 Display or output devices like earphones
HEAD MOUNTED DISPLAY:
 A head-mounted display (HMD) is a display device
paired to a headset such as a harness or helmet.
 HMDs place images of both the physical world and
virtual objects over the user's field of view.
 Modern HMDs often employ sensors for six degrees
of freedom monitoring that allow the system to align
virtual information to the physical world and adjust
accordingly with the user's head movements.
 Most commonly used technology is optical see
through display.
EYE GLASSES
 AR displays can be rendered on devices resembling
eyeglasses. Versions include eye wear that employ
cameras to intercept the real world view and re-display
its augmented view through the eye pieces and
devices in which the AR imagery is projected through
or reflected off the surfaces of the eye wear lens
pieces.
 Tracking system
 Head orientation is determined with a hybrid tracker
that combines gyroscopes and accelerometers with
magnetometers that measure the earth's magnetic
field.
 For position tracking we use high-precision version of
the Global Positioning system receiver. The system is
able to achieve the centimeter-level accuracy by
employing differential GPS
DIFFERENTIAL GPS
 An ordinary GPS is accurate up to 30 m.
 Differential GPS solves this problem.
 It uses stationary receiver stations.
 These stations already know their exact position.
So when they receive data from satellite it knows
the error.
 The stationary receiver shares this positional
correction with nearby devices, thus giving an
accuracy up to 10cms.
 Input devices
Techniques include speech recognition systems that
translate a user's spoken words into computer
instructions and gesture recognition systems that can
interpret a user's body movements by visual detection
 or from sensors embedded in a peripheral device such
as a stylus, pointer, glove or other body wear.
 Mobile computing power
• The computer analyzes the sensed visual and other
data to synthesize and position augmentation
 Software and algorithms
 A key measure of AR systems is how realistically they
integrate augmentations with the real world.
 First detect interest points or optical flow in the camera
images. First stage can use feature detection methods
like corner detection, blob detection, edge detection.
 BLOB DETECTION
• Is a mathematical method that is aimed at
detecting regions in a digital image that differ in
properties, such as brightness or color, compared
to areas surrounding those regions.
• The second stage restores a real world
coordinate system from the data obtained in the
first stage
APPLICATIONS
 ARCHAEOLOGY
 AR in this field makes it possible for users to rebuild
ruins, buildings, or even landscapes as they formerly
existed.
 ARCHITECTURE
 AR can aid in visualizing building projects. Computer-
generated images of a structure can be superimposed
into a real life local view of a property before the
physical building is constructed there.
 EDUCATION
 App iSkull is an augmented human skull for education.
Textbooks can contain embedded “markers” that, when
scanned by an AR device, produce supplementary info
to the
 GAMING
 Augmented reality allows gamers to experience digital
game play in a real world environment. AR is the reason we
enjoy Xbox Kinect or PS3 Move.
 MEDICAL
 Augmented Reality can provide the surgeon with
information, which are otherwise hidden, such as showing
the heartbeat rate, the blood pressure, the state of the
patient’s organ, etc.
 AR can be used to let a doctor look inside a patient by
combining one source of images such as an X-ray with
another such as video.
 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.
“ The applications of AR are not limited to these examples, it’s a

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Engineering Seminar Report on Augmented Reality

  • 1. SEMINAR REPORT ON “AUGMENTED REALITY” SUBMITTED BY: SUBMITTED TO: AYUSH AGARWAL MR. D.C. PANDEY
  • 2. INTRODUCTION  Augmented reality refers to computer displays that add information to a user's sensory perception.  What makes Augmented Reality different is how the information is presented i.e. not on a separate display but integrated with the user's perceptions.  Getting the right information at the right time and the right place is the main idea.  Augmented Reality describes that class of displays that consists primarily of a real world environment, with enhancement or augmentations.
  • 3. EVOLUTION  The first prototype was developed in the 1960s by computer graphics pioneer Ivan Surtherland and his students at Harvard University.  1980: Steve Mann creates the first wearable computer “eye tap” a system with text and graphical overlays.  It wasn't until the early 1990s that the term "Augmented Reality “ was coined by Tom Caudell at Boeing.  1992: Steven Feiner, Blair MacIntyre and Doree Seligmann present the first major paper on an AR system prototype “KARMA”
  • 4. • 2000: Bruce H. Thomas develops ARQuake, the first outdoor mobile AR game • In 2001 MIT came up with a very compact AR system known as "MIThrill". • 2013: Google announces an open beta test of its “Google Glass” augmented reality glasses. The glasses reach the Internet through Wi-Fi or 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.
  • 5. TECHNOLOGY  Here are the components needed to make an augmented-reality system work:  Display or output devices like earphones HEAD MOUNTED DISPLAY:  A head-mounted display (HMD) is a display device paired to a headset such as a harness or helmet.  HMDs place images of both the physical world and virtual objects over the user's field of view.  Modern HMDs often employ sensors for six degrees of freedom monitoring that allow the system to align virtual information to the physical world and adjust accordingly with the user's head movements.  Most commonly used technology is optical see through display.
  • 6.
  • 7. EYE GLASSES  AR displays can be rendered on devices resembling eyeglasses. Versions include eye wear that employ cameras to intercept the real world view and re-display its augmented view through the eye pieces and devices in which the AR imagery is projected through or reflected off the surfaces of the eye wear lens pieces.  Tracking system  Head orientation is determined with a hybrid tracker that combines gyroscopes and accelerometers with magnetometers that measure the earth's magnetic field.  For position tracking we use high-precision version of the Global Positioning system receiver. The system is able to achieve the centimeter-level accuracy by employing differential GPS
  • 8. DIFFERENTIAL GPS  An ordinary GPS is accurate up to 30 m.  Differential GPS solves this problem.  It uses stationary receiver stations.  These stations already know their exact position. So when they receive data from satellite it knows the error.  The stationary receiver shares this positional correction with nearby devices, thus giving an accuracy up to 10cms.
  • 9.  Input devices Techniques include speech recognition systems that translate a user's spoken words into computer instructions and gesture recognition systems that can interpret a user's body movements by visual detection  or from sensors embedded in a peripheral device such as a stylus, pointer, glove or other body wear.  Mobile computing power • The computer analyzes the sensed visual and other data to synthesize and position augmentation  Software and algorithms  A key measure of AR systems is how realistically they integrate augmentations with the real world.  First detect interest points or optical flow in the camera images. First stage can use feature detection methods like corner detection, blob detection, edge detection.
  • 10.  BLOB DETECTION • Is a mathematical method that is aimed at detecting regions in a digital image that differ in properties, such as brightness or color, compared to areas surrounding those regions. • The second stage restores a real world coordinate system from the data obtained in the first stage
  • 11. APPLICATIONS  ARCHAEOLOGY  AR in this field makes it possible for users to rebuild ruins, buildings, or even landscapes as they formerly existed.  ARCHITECTURE  AR can aid in visualizing building projects. Computer- generated images of a structure can be superimposed into a real life local view of a property before the physical building is constructed there.  EDUCATION  App iSkull is an augmented human skull for education. Textbooks can contain embedded “markers” that, when scanned by an AR device, produce supplementary info to the
  • 12.  GAMING  Augmented reality allows gamers to experience digital game play in a real world environment. AR is the reason we enjoy Xbox Kinect or PS3 Move.  MEDICAL  Augmented Reality can provide the surgeon with information, which are otherwise hidden, such as showing the heartbeat rate, the blood pressure, the state of the patient’s organ, etc.  AR can be used to let a doctor look inside a patient by combining one source of images such as an X-ray with another such as video.  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. “ The applications of AR are not limited to these examples, it’s a