The document discusses augmented reality (AR) and how it can be used. It defines AR as integrating digital information with the user's environment in real time to generate a composite view. Examples of current AR uses include entertainment, military training, engineering, and more. The document then outlines plans to develop an AR shopping platform that allows users to access product information by pointing their device's camera at items, an AR advertising platform, and an AR discounts app showing nearby coupon locations. Finally, the future of AR is discussed, such as using it for education, industry/military/medical applications, and digital marketing through AR games.
The document discusses an augmented reality app that aims to help urban planners retrofit and design heritage sites for smart cities. The app allows planners to interact with a map to restructure areas by redesigning shops and re-laying roads. It intends to use virtual reality to give planners a real-time experience of building, designing, planning, and deploying smart infrastructure for cities. The target is Rajwada, a 674 acre area in Indore, India with a population of around 100,000 people.
Augmented Reality Presentation
- What is Augmented Reality
- How is AR works.
- Difference between Augmented Reality and Virtual Reality
- History of AR and its Applications
- Augmented Tracking
- Future of AR
- Google’s Project Glass
- Conclusion
1) Augmented reality definition
2) Basic Characteristics of Augmented reality
3) Where it’s been really used?
4) Key components of Augmented Reality technology
5) Working principle of AR
6) Conclusion
Augmented Reality is a new and trending technology of the present era. It turns your dreams into reality. AR has changed the life of a human being completely. Augmented Reality is used in almost all major areas like Education, Medical, Architecture, E-commerce, Emergency Management, Gaming and Fun, Manufacturing Industry, Beauty and Fashion as well. Know what is augmented reality and how it can be used in all such major fields via a presentation.
Selling a real estate project is tough job. If an Architect helps her client in selling then that can add to competitive advantage. This presentation is about technologies like Augmented Reality, Virtual Reality, Mixed Reality & their usage is Architectural viewing.
This document contains a summary of a submission by Gyanendra, Suresh, Deepti, and Rahul to Dr. Sandeep Jena. It discusses virtual reality (VR) and augmented reality (AR) in e-commerce and retail. VR allows for immersive simulated environments while AR adds digital elements to the real world. Some applications of VR in e-commerce discussed include virtual stores, virtual try-before-you-buy experiences, live events, and interactive product education. Adopting VR can create memorable customer experiences, spark word-of-mouth marketing, strengthen brand bonds, and increase purchase confidence. AR in retail can help with product selection, sizing, and location within physical stores.
Designing for AR + VR + the Screenless WorldRori DuBoff
Rori DuBoff of Accenture Interactive gave a presentation on May 3rd, 2018 about designing for augmented, virtual, and mixed reality technologies, as well as the screenless world. The presentation covered topics such as extended reality, moving from 2D screens to 3D worlds, borderless spaces, virtual collaboration, spatial storytelling, living content, and world building. DuBoff argued that these technologies will merge physical and digital worlds and create new dimensions of experience beyond traditional screens.
The document discusses augmented reality (AR) and how it can be used. It defines AR as integrating digital information with the user's environment in real time to generate a composite view. Examples of current AR uses include entertainment, military training, engineering, and more. The document then outlines plans to develop an AR shopping platform that allows users to access product information by pointing their device's camera at items, an AR advertising platform, and an AR discounts app showing nearby coupon locations. Finally, the future of AR is discussed, such as using it for education, industry/military/medical applications, and digital marketing through AR games.
The document discusses an augmented reality app that aims to help urban planners retrofit and design heritage sites for smart cities. The app allows planners to interact with a map to restructure areas by redesigning shops and re-laying roads. It intends to use virtual reality to give planners a real-time experience of building, designing, planning, and deploying smart infrastructure for cities. The target is Rajwada, a 674 acre area in Indore, India with a population of around 100,000 people.
Augmented Reality Presentation
- What is Augmented Reality
- How is AR works.
- Difference between Augmented Reality and Virtual Reality
- History of AR and its Applications
- Augmented Tracking
- Future of AR
- Google’s Project Glass
- Conclusion
1) Augmented reality definition
2) Basic Characteristics of Augmented reality
3) Where it’s been really used?
4) Key components of Augmented Reality technology
5) Working principle of AR
6) Conclusion
Augmented Reality is a new and trending technology of the present era. It turns your dreams into reality. AR has changed the life of a human being completely. Augmented Reality is used in almost all major areas like Education, Medical, Architecture, E-commerce, Emergency Management, Gaming and Fun, Manufacturing Industry, Beauty and Fashion as well. Know what is augmented reality and how it can be used in all such major fields via a presentation.
Selling a real estate project is tough job. If an Architect helps her client in selling then that can add to competitive advantage. This presentation is about technologies like Augmented Reality, Virtual Reality, Mixed Reality & their usage is Architectural viewing.
This document contains a summary of a submission by Gyanendra, Suresh, Deepti, and Rahul to Dr. Sandeep Jena. It discusses virtual reality (VR) and augmented reality (AR) in e-commerce and retail. VR allows for immersive simulated environments while AR adds digital elements to the real world. Some applications of VR in e-commerce discussed include virtual stores, virtual try-before-you-buy experiences, live events, and interactive product education. Adopting VR can create memorable customer experiences, spark word-of-mouth marketing, strengthen brand bonds, and increase purchase confidence. AR in retail can help with product selection, sizing, and location within physical stores.
Designing for AR + VR + the Screenless WorldRori DuBoff
Rori DuBoff of Accenture Interactive gave a presentation on May 3rd, 2018 about designing for augmented, virtual, and mixed reality technologies, as well as the screenless world. The presentation covered topics such as extended reality, moving from 2D screens to 3D worlds, borderless spaces, virtual collaboration, spatial storytelling, living content, and world building. DuBoff argued that these technologies will merge physical and digital worlds and create new dimensions of experience beyond traditional screens.
The document advertises a smart mobility hackathon in Prague in April 2018 hosted by HERE Technologies. It promotes HERE's location technologies including map APIs, routing APIs, traffic APIs, and electronic horizon that can be used for applications related to alternative mobility, navigation, traffic, business fleets, autonomous vehicles, and smart urban/tourist mobility. It provides resources for HERE's developer platform including documentation, code samples, and support forums.
This document discusses using augmented reality (AR) in smartphone apps for marketing. It defines AR as adding multimedia content like text, images, video and 3D models to the live camera view. There are three main types of AR apps: marker-based AR adds virtual content to prints and products; GPS-based AR adds content to locations; and panoramic 360 AR immerses users in surroundings. The advantages of AR apps include engaging customers who always have their smartphone, creating interactive 3D content with a direct link to products or stores for a long-lasting effect. The document provides tips for using AR effectively in communication and apps to add value for customers.
Sygic provides customized professional navigation software and solutions for businesses and civil services, powering over 100,000 vehicles globally. Their offerings include Sygic Fleet Navigation software for safe and efficient driving, Sygic 3D Navigation for in-dash systems, Sygic Truck Navigation tailored for trucks, and Sygic Taxi Navigation designed for taxi drivers with features like taxi lanes and real-time traffic updates. More information can be found on their website at http://www.sygic.com/en/business.
Sygic provides customized professional navigation software and solutions for businesses and civil services, powering over 100,000 vehicles globally. Their offerings include Sygic Fleet Navigation software for safe and efficient driving, Sygic 3D Navigation for in-dash systems, Sygic Truck Navigation tailored for trucks, and Sygic Taxi Navigation designed for taxi drivers with features like taxi lanes and real-time traffic updates. More information can be found on their website at http://www.sygic.com/en/business.
Chloe Doyeon Kim (MAXST): The Current and Future State of MAXST PlatformAugmentedWorldExpo
A talk from the Enterprise Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Chloe Doyeon Kim (MAXST): The Current and Future State of MAXST Platform
MAXST, a persistent challenger, is proudly specialized in Augmented Reality working with prominent Korean enterprises, such as Hyundai, Samsung Display, Samsung Electronics, and KT. MAXST’s cloud-based AR platform pursues innovation in terms of AR development tools, AR production costs, and profitability. We also believe Visual SLAM is critical basis for Future AR. We will reveal our stories and insight to the immersive world of today and tomorrow.
https://awexr.com
Slide shown at launch of Singapore Computer Society (SCS) Augmented / Virtual Reality Special Interest Group (SIG) at IDA's Hive@Sandcrawler on Feb 22, 2016.
This document discusses augmented reality (AR), its components, how it works, applications, and limitations. It defines AR as enhancing the real world with digital information. The key components of AR are head-mounted displays, tracking systems, and mobile computing power. AR works by tracking positions, computing, and displaying virtual objects in the real world. Applications discussed include using AR for color blindness assistance, medical procedures, education, and Google Glass. Limitations include accuracy of tracking, lack of computing power for 3D graphics, and size of AR systems.
Augmented reality has evolved from early science applications in the 1950s to modern uses of video tracking and virtual object overlay. It works by combining real-world video with interactive virtual graphics. In marketing, AR can be used to visualize product features, engage customers, add gamification, and provide additional information. The customer journey with AR includes awareness through viral effects, consideration due to the "wow factor", online product evaluation, and follow-up retention efforts. Common applications include digital out-of-home installations, web projects, and mobile apps using printed markers. Future developments may include improved image and object recognition on smartphones and wearable AR glasses.
Presented at Softwarica College of IT, Kathmandu
This presentation includes:
1. About AR
a. Definition
b. Examples
c. Image Recognition and Tracking
d. SLAM (Simultaneous Localization and Mapping)
e. Difference between VR and AR
2. History of AR
3. Current Scenario of AR
a. Statistics
b. Mobile AR Examples
c. Magic Leap and Hololens
4. Getting Started with Unity
a. SDK Cheatsheet
Virtual and augmented reality technologies are increasingly being used in healthcare, retail, education, architecture, transportation, automotive, and entertainment. In healthcare, VR allows surgeons to consult each other and see diagnostic data during operations. Retail uses AR to allow trying on products and visualizing home furnishings. Education employs VR systems to immerse students in virtual classrooms. Architecture presents designs in VR instead of 3D renderings. Transportation companies demonstrate urban solutions in VR showrooms. The automotive industry uses VR for early design concepts. Games remain a major application of VR and AR. The market for VR gloves is projected to grow substantially in coming years.
5 Key Trends in Virtual Reality and Augmented Reality Careers in 2020?Robert Smith
The AR and VR market had sold 8.9 million units by the end of 2018, which is expected to grow to 65.9 million by the end of 2022. AR and VR headset sales are expected to grow to $9.7 billion in 2020. The majority of augmented reality users fall into the 16 to 34 age bracket.
Augmented reality (AR) enhances real-world environments with computer-generated perceptual information and can be experienced through devices like phones and tablets. AR is being used in industries like construction, automobiles, and education by adding virtual information to the real world. For advertising, markers displayed in print or on billboards can be scanned with an app to see extra product information or videos through the device camera. This allows for more interactive ads that directly engage customers instead of just displaying content. AR provides advertisers an innovative new out-of-home advertising medium that combines elements of signage, events, and digital ads into an interactive experience for viewers.
IRJET- Augmented Reality based Interior Decorator SystemIRJET Journal
This document describes an augmented reality (AR) based interior decorator system. The system allows users to visualize how different furniture items would look in their home by placing virtual 3D models of furniture into the real-world environment using AR markers. The system architecture includes modules for image capturing, processing, tracking, rendering and displaying the virtual objects overlaid on the real-world view. Users can manipulate and change the virtual furniture items using gestures to select the best design layout before finalizing their purchases. The system aims to make the furniture selection and interior design process more interactive and time-efficient for users.
The document discusses augmented reality (AR), how it differs from virtual reality and RFID, common uses of AR, and examples of AR architectures. It provides an example of how AR could be used in an automated car parking system to improve security and identification. The document outlines advantages of AR such as improved performance and accuracy, as well as disadvantages like security and interoperability issues. It concludes that AR provides a new way of interacting with user interfaces and will likely be used more widely in the future.
Microsoft Cognitive Services Big Picture with Power PlatformClavin Fernandes
We will start with the basics of Azure Cognitive Services. Next, we will explore what they are and what they can do for you. Finally, we will set the platform on how to utilize the Azure Cognitive Services from a Business User perspective and solve complex real world problems with no code solutions like Power Platform.
How education industry will be affected by AR/ VR technologySayad Shahanawaz
The Role of Augmented Reality in Education:
AR is set to revamp the world’s conventional learning model. It can bring about a positive change in the location and timing of classes and make learning more engaging. Today’s learning process is becoming much more tuned to bring in the elements of interaction and creativity. By providing visual representations, AR helps students acquire, process, and remember information. Thereby, it helps them to test out their knowledge in practice.
AR technology has also helped students to learn and understand their surroundings. The British Museum has already begun using AR technology to help students understand certain displays. It has proved useful in providing students practical knowledge of subjects such as math or science. Let us look into a few more benefits of AR in the educational sector.
A 3D virtual museum can be either a virtual fantasy space or a simulation of a real life museum, online. Visitors can come and leave any time and can walk into a virtual museum in 3D with a personalized avatar.
I/O developer’s conference emerged out with some really interesting facades this year presented by Google. The introduction of updated version of Virtual Reality viewer Cardboard and Android M from its android application development section, Google has made sure to provide some electrifying products from its campaign for its users in the future ahead.
The Meta SpaceGlasses present virtual objects in the real world and allow users to interact with them, like sculpting a virtual vase. Users can then send the digital model to a 3D printer to create a physical version. The glasses use a Kinect sensor and processor to detect real objects and track hand movements, while projectors display virtual images on the lenses. Meta hopes to release the SpaceGlasses for consumer use by 2014.
The power of augmented reality technology is truly amazing, and new applications are discovered by various organisations and industries on a daily basis. This technology, which was originally designed for the consumer market, has now been widely adopted by industry behemoths. The efficiency of AR in industrial settings has been demonstrated in maintenance, operation, and training activities, and we expect that this concept will soon be integrated into daily operations. More information check our website : https://www.supportgenie.io/augmented-reality-self-service
Virtual Reality (VR) Continuum - AMP New VenturesAMP New Ventures
If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
The document advertises a smart mobility hackathon in Prague in April 2018 hosted by HERE Technologies. It promotes HERE's location technologies including map APIs, routing APIs, traffic APIs, and electronic horizon that can be used for applications related to alternative mobility, navigation, traffic, business fleets, autonomous vehicles, and smart urban/tourist mobility. It provides resources for HERE's developer platform including documentation, code samples, and support forums.
This document discusses using augmented reality (AR) in smartphone apps for marketing. It defines AR as adding multimedia content like text, images, video and 3D models to the live camera view. There are three main types of AR apps: marker-based AR adds virtual content to prints and products; GPS-based AR adds content to locations; and panoramic 360 AR immerses users in surroundings. The advantages of AR apps include engaging customers who always have their smartphone, creating interactive 3D content with a direct link to products or stores for a long-lasting effect. The document provides tips for using AR effectively in communication and apps to add value for customers.
Sygic provides customized professional navigation software and solutions for businesses and civil services, powering over 100,000 vehicles globally. Their offerings include Sygic Fleet Navigation software for safe and efficient driving, Sygic 3D Navigation for in-dash systems, Sygic Truck Navigation tailored for trucks, and Sygic Taxi Navigation designed for taxi drivers with features like taxi lanes and real-time traffic updates. More information can be found on their website at http://www.sygic.com/en/business.
Sygic provides customized professional navigation software and solutions for businesses and civil services, powering over 100,000 vehicles globally. Their offerings include Sygic Fleet Navigation software for safe and efficient driving, Sygic 3D Navigation for in-dash systems, Sygic Truck Navigation tailored for trucks, and Sygic Taxi Navigation designed for taxi drivers with features like taxi lanes and real-time traffic updates. More information can be found on their website at http://www.sygic.com/en/business.
Chloe Doyeon Kim (MAXST): The Current and Future State of MAXST PlatformAugmentedWorldExpo
A talk from the Enterprise Track at AWE USA 2019 - the World's #1 XR Conference & Expo in Santa Clara, California May 29-31, 2019.
Chloe Doyeon Kim (MAXST): The Current and Future State of MAXST Platform
MAXST, a persistent challenger, is proudly specialized in Augmented Reality working with prominent Korean enterprises, such as Hyundai, Samsung Display, Samsung Electronics, and KT. MAXST’s cloud-based AR platform pursues innovation in terms of AR development tools, AR production costs, and profitability. We also believe Visual SLAM is critical basis for Future AR. We will reveal our stories and insight to the immersive world of today and tomorrow.
https://awexr.com
Slide shown at launch of Singapore Computer Society (SCS) Augmented / Virtual Reality Special Interest Group (SIG) at IDA's Hive@Sandcrawler on Feb 22, 2016.
This document discusses augmented reality (AR), its components, how it works, applications, and limitations. It defines AR as enhancing the real world with digital information. The key components of AR are head-mounted displays, tracking systems, and mobile computing power. AR works by tracking positions, computing, and displaying virtual objects in the real world. Applications discussed include using AR for color blindness assistance, medical procedures, education, and Google Glass. Limitations include accuracy of tracking, lack of computing power for 3D graphics, and size of AR systems.
Augmented reality has evolved from early science applications in the 1950s to modern uses of video tracking and virtual object overlay. It works by combining real-world video with interactive virtual graphics. In marketing, AR can be used to visualize product features, engage customers, add gamification, and provide additional information. The customer journey with AR includes awareness through viral effects, consideration due to the "wow factor", online product evaluation, and follow-up retention efforts. Common applications include digital out-of-home installations, web projects, and mobile apps using printed markers. Future developments may include improved image and object recognition on smartphones and wearable AR glasses.
Presented at Softwarica College of IT, Kathmandu
This presentation includes:
1. About AR
a. Definition
b. Examples
c. Image Recognition and Tracking
d. SLAM (Simultaneous Localization and Mapping)
e. Difference between VR and AR
2. History of AR
3. Current Scenario of AR
a. Statistics
b. Mobile AR Examples
c. Magic Leap and Hololens
4. Getting Started with Unity
a. SDK Cheatsheet
Virtual and augmented reality technologies are increasingly being used in healthcare, retail, education, architecture, transportation, automotive, and entertainment. In healthcare, VR allows surgeons to consult each other and see diagnostic data during operations. Retail uses AR to allow trying on products and visualizing home furnishings. Education employs VR systems to immerse students in virtual classrooms. Architecture presents designs in VR instead of 3D renderings. Transportation companies demonstrate urban solutions in VR showrooms. The automotive industry uses VR for early design concepts. Games remain a major application of VR and AR. The market for VR gloves is projected to grow substantially in coming years.
5 Key Trends in Virtual Reality and Augmented Reality Careers in 2020?Robert Smith
The AR and VR market had sold 8.9 million units by the end of 2018, which is expected to grow to 65.9 million by the end of 2022. AR and VR headset sales are expected to grow to $9.7 billion in 2020. The majority of augmented reality users fall into the 16 to 34 age bracket.
Augmented reality (AR) enhances real-world environments with computer-generated perceptual information and can be experienced through devices like phones and tablets. AR is being used in industries like construction, automobiles, and education by adding virtual information to the real world. For advertising, markers displayed in print or on billboards can be scanned with an app to see extra product information or videos through the device camera. This allows for more interactive ads that directly engage customers instead of just displaying content. AR provides advertisers an innovative new out-of-home advertising medium that combines elements of signage, events, and digital ads into an interactive experience for viewers.
IRJET- Augmented Reality based Interior Decorator SystemIRJET Journal
This document describes an augmented reality (AR) based interior decorator system. The system allows users to visualize how different furniture items would look in their home by placing virtual 3D models of furniture into the real-world environment using AR markers. The system architecture includes modules for image capturing, processing, tracking, rendering and displaying the virtual objects overlaid on the real-world view. Users can manipulate and change the virtual furniture items using gestures to select the best design layout before finalizing their purchases. The system aims to make the furniture selection and interior design process more interactive and time-efficient for users.
The document discusses augmented reality (AR), how it differs from virtual reality and RFID, common uses of AR, and examples of AR architectures. It provides an example of how AR could be used in an automated car parking system to improve security and identification. The document outlines advantages of AR such as improved performance and accuracy, as well as disadvantages like security and interoperability issues. It concludes that AR provides a new way of interacting with user interfaces and will likely be used more widely in the future.
Microsoft Cognitive Services Big Picture with Power PlatformClavin Fernandes
We will start with the basics of Azure Cognitive Services. Next, we will explore what they are and what they can do for you. Finally, we will set the platform on how to utilize the Azure Cognitive Services from a Business User perspective and solve complex real world problems with no code solutions like Power Platform.
How education industry will be affected by AR/ VR technologySayad Shahanawaz
The Role of Augmented Reality in Education:
AR is set to revamp the world’s conventional learning model. It can bring about a positive change in the location and timing of classes and make learning more engaging. Today’s learning process is becoming much more tuned to bring in the elements of interaction and creativity. By providing visual representations, AR helps students acquire, process, and remember information. Thereby, it helps them to test out their knowledge in practice.
AR technology has also helped students to learn and understand their surroundings. The British Museum has already begun using AR technology to help students understand certain displays. It has proved useful in providing students practical knowledge of subjects such as math or science. Let us look into a few more benefits of AR in the educational sector.
A 3D virtual museum can be either a virtual fantasy space or a simulation of a real life museum, online. Visitors can come and leave any time and can walk into a virtual museum in 3D with a personalized avatar.
I/O developer’s conference emerged out with some really interesting facades this year presented by Google. The introduction of updated version of Virtual Reality viewer Cardboard and Android M from its android application development section, Google has made sure to provide some electrifying products from its campaign for its users in the future ahead.
The Meta SpaceGlasses present virtual objects in the real world and allow users to interact with them, like sculpting a virtual vase. Users can then send the digital model to a 3D printer to create a physical version. The glasses use a Kinect sensor and processor to detect real objects and track hand movements, while projectors display virtual images on the lenses. Meta hopes to release the SpaceGlasses for consumer use by 2014.
The power of augmented reality technology is truly amazing, and new applications are discovered by various organisations and industries on a daily basis. This technology, which was originally designed for the consumer market, has now been widely adopted by industry behemoths. The efficiency of AR in industrial settings has been demonstrated in maintenance, operation, and training activities, and we expect that this concept will soon be integrated into daily operations. More information check our website : https://www.supportgenie.io/augmented-reality-self-service
Virtual Reality (VR) Continuum - AMP New VenturesAMP New Ventures
If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
VR and AR are poised for mainstream adoption within the next 5 years according to experts. VR immerses users in simulated environments while AR blends digital elements into the physical world. The VR/AR ecosystem consists of infrastructure, platforms and content startups projected to be worth $160B by 2020. Financial services companies should start exploring VR/AR applications now given it will transform customer experiences across industries within 5 years. Examples of VR/AR applications discussed include virtual property tours, retirement planning visualizations, social networking, e-commerce, training and more.
Augmented reality is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information.
AR and IIoT Megatrends by Mike Quindazzi, PWCIIoTWorld
The document discusses augmented reality (AR) and its applications in manufacturing and other industries. It provides an overview of AR, including its key features of overlaying virtual objects on the real world to enhance user experience. Examples are given of using AR for remote repair instructions, visualizing consumer products at home, and enhancing navigation with driving directions overlaid on windshields. The document also discusses industry use cases for AR in manufacturing, transportation, customer experience, and investments in AR by sector. It analyzes the potential of AR to improve productivity in areas like manufacturing and maintenance.
Augmented and Virtual Reality is the new normal which are helping businesses in making revenues at an affordable investment. Explore this blog to know more about their role in turning businesses and their processes effectively.
The Seminar presentation is focused on discussing AR and its partner technologies like VR and MR with respect to IoT, Big Data and AI and their applications in various fields along with their future analysis.
Augmented reality (AR) enhances the real world with digital elements. The global AR market is expected to grow significantly in coming years. AR provides interactive experiences that improve understanding and aid decision making. It eliminates dependence on static images by integrating digital information live in the real world. The metaverse is an evolution that combines physical and virtual worlds through technologies like AR and VR, allowing users to interact as avatars. Major tech companies are investing heavily in developing metaverse and AR technologies.
Augmented Reality - the next big thing in mobileHari Gottipati
The document discusses the potential of augmented reality (AR) as the next big thing in mobile technology. It provides an overview of AR, including what AR is, different types of AR, examples of current AR uses cases, and some of the major AR development toolkits. The document also examines some of the limitations of current AR technology and points developers should consider when building AR applications, like simplicity, engagement, competition, and ensuring longevity.
Augmented reality enhances the real world by overlaying digital information and imagery. It works by combining real-world and computer-generated data in real time. There are several types of augmented reality including projection-based AR, recognition-based AR, location-based AR, outlining AR, and superimposition-based AR. Augmented reality has many applications in fields like medicine, entertainment, education, and more. It is enabled by hardware like head-worn displays, handheld displays, eyeglasses, and contact lenses combined with technologies like image registration, object recognition, GPS, and sensors. Popular AR apps include Google Googles, Wikitude World Browser, and Sky Map.
Augmented reality (AR) is a technology that overlays digital information and objects onto the real world. The document discusses the history of AR from early concepts in the 1960s to recent frameworks like ARKit and ARCore. It explains how AR works by overlaying computer-generated images onto see-through displays. Examples of AR applications include using it in education, medicine, gaming, and military operations. The benefits of AR include enhanced learning and situational awareness, though it faces drawbacks like over-reliance on digital information and privacy concerns.
This document summarizes augmented reality (AR) technology. It discusses how AR enhances the real-world environment by incorporating digital information like graphics. Examples of AR applications discussed include Intel's x-ray glasses that allow seeing inside objects and Google's Project Tango, which uses sensors and cameras to integrate 3D environments into mobile devices. The document traces the history of AR concepts back to Rene Descartes in the 1600s and discusses ongoing research areas like improving depth sensing and object recognition to advance AR capabilities.
IRJET-Augmented Reality based Platform to Share Virtual WorldsIRJET Journal
This document discusses using augmented reality and virtual reality technologies to create a shared virtual world platform. It proposes combining Google Cardboard and TensorFlow Lite APIs to allow multiple users to simultaneously connect and interact with virtual content overlaid on the real world. The platform would use cloud computing and real-time databases to securely share information and dynamic virtual objects between users in augmented reality.
How effective is Swift’s AR technology in developing.pdfMindfire LLC
Swift has tremendous potential to transform businesses by revolutionizing user lifestyles through engaging and riveting AR experiences. The above benefits highlight how Swift empowers the developers to create stable, secure, and high-performance AR application. With the demonstrated success of various AR games, creative design solutions, and e-commerce apps, Swift is the first choice for any custom AR application development for Apple products.
Augmented Reality Report by Singhan Gangulysinghanganguly
The document is a project report on augmented reality (AR) submitted by Singhan Ganguly to the Department of Electronics and Communication Engineering at Future Institute of Engineering & Management. It provides an overview of AR, including a definition, history, examples and applications. It discusses how AR superimposes computer-generated graphics, sounds, and other information over real-world environments in real-time. A key example discussed is the popular AR game Pokémon Go, which uses location tracking and GPS on smartphones to overlay virtual Pokémon characters onto real-world locations and environments.
Augmented reality (AR) adds an additional layer of digital information to the real physical world. AR works in real-time and contextualizes information. The basic components are a trigger, lens, and new content. Common triggers include images, locations, sounds and text. When triggered, additional images, videos, text or 3D models are displayed. AR information is shown through devices like smart glasses, projectors or mobile apps. Future directions for AR include visual search using cameras to access information and user-defined triggers where any object can be tagged to display content.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
Augmented reality and virtual reality technologyAMAN148668
This document presents an industrial training presentation on augmented reality. It begins with defining augmented reality as enhancing the real world with computer-generated information using software, apps and hardware like AR glasses. It then discusses why AR was introduced, such as for interactive learning experiences. The document outlines what AR is, how it works by superimposing digital information onto the real world, its current uses and applications. It also covers the impact, future potential in areas like education, gaming and more, as well as limitations and why continued research is important.
This document provides an introduction and overview of augmented reality (AR). It defines AR as interactive computer graphics that overlays views of the physical world. The document then discusses the current state of AR, including popular AR apps and devices from companies like Google, Microsoft, and Apple. It also provides a brief history of AR, highlighting major milestones from 1968 to present day. Overall, the document serves as a high-level introduction to the technology and applications of augmented reality.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR combines real and virtual worlds, with real-time interaction. Current uses of AR include heads-up displays, smartphone apps, and more. Future applications of AR are predicted in industries like military, medicine, education, and gaming. Continued AR research aims to instantly retrieve and display related data based on a user's real-world view.
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2. Index
● Introduction
● How did Augmented Reality come into being?
● Types of Augmented Reality
● Application of Augmented Reality
● Working principle of Augmented Reality
● Drupal and Augmented Reality use cases
● Future of Augmented Reality
● Conclusion
3. ● Augmented Reality is the futuristic tech marvel that can be integrated
with Drupal to build a tech genius
● Gartner defines AR as the real-time use of information in the form of
text, graphics, audio and other virtual enhancements integrated with
real-world objects
Introduction
4. How did Augmented Reality Come into
Being?
● In 1965, Ivan Sutherland talked about immersive displays in an essay
and created the first-ever head mounted display in 1968
● Krueger demonstrated collaborative interactive overlays of graphical
annotations in 1978
● In 1992, terminology called Augmented Reality was first time seen in a
research at Boeing
● In 2018, Google displayed AR street view mode
5. Types of Augmented Reality
● Marker-based AR
Used a trigger object to display content
● Markerless AR
Uses cameras, GPS and accelerometer information to track the user
location and offer them relevant content
6. ● Projection-based AR
Projects digital images directly onto a surface within the user’s
surrounding
● Outlining AR
Uses image recognition to outline shapes and boundaries
● Superimposition-based AR
Uses object recognition to replace an object within the user’s
surrounding either partially or fully with a digital image
7. Applications of Augmented Reality
● In the retail industry, IKEA Place allows customers to preview thousands of
virtual furniture
● In the Transportation sector, Aero Glass can display airports, navigation points,
terrain features etc. for the pilots
8. ● In the sports industry, Stubhub lets you see the virtual 3D model of
the stadium and the surrounding area
● In the education sector, AR Flashcards Animal Alphabet brings
flashcards to life for easy learning
9. ● In Healthcare industry, AccuVein help nurses find veins more easily
while inserting IVs
● In the Marketing sector, Pepsi projected UFOs, robots etc. as a
promotional stunt
10. Working Principle of Augmented Reality
● Sensors gather data regarding user’s real-world interactions and
process them
● Cameras scan the surrounding area and use this information to
determine the appropriate output
● Projection based AR turn any surface or object into an immersive
environment
● AR devices can also use mirrors for reflection to help in viewing the way
our eyes view the virtual image
11. Drupal and Augmented Reality Use
Cases
A Drupal agency demonstrated a use case and displayed a shopper
interacting with the AR application.
The mobile application of Freshland Market (a fictional grocery store),
built on Drupal 8, guided the shopper through her shopping list.
13. ● Another use case is the Lift HoloDeck prototype. It was built using
Drupal (content store), Acquia Lift (a personalised engine), Vuforia
(AR library) and Unity (3D game engine)
● The mobile app superimposes product information and smart
notifications over real-life objects
● It could change the way customers interact with brands and improve
the customer experience
14. Future of Augmented Reality
Gartner Hype cycle discovery in 2017 shown in the next slide suggests
that it will take another 5 to 10 years for the mainstream adoption of
AR.
15.
16. By 2025, the biggest industries for AR, as shown in the graph, will be
the gaming and the healthcare industries followed by the engineering,
real estate, and retail sectors.
17.
18. Conclusion
With Drupal as a content store, designing an AR-driven web and
mobile applications can be highly rewarding for your organization.
19. Talk to Drupal experts, ping us at hello@opensenselabs.com to get
the best of Drupal and augmented reality for your future
businesses.