Augmented Reality: Abhinav Kaushik

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AUGMENTED

REALITY

A SEMINAR REPORT

Submitted by
ABHINAV KAUSHIK
1714310005

in partial fulfillment for the

award of the degree of

BACHELOR OF
TECHNOLOGY

in

COMPUTER SCIENCE &


ENGINEERING

DEPARTMENT OF COMPUTER SCIENCE AND


ENGINEERING IMS ENGINEERING
COLLEGE GHAZIABAD
JULY 2021
ABSTRACT

Augmented Reality is a breakthrough technology that could considerably ease


execution of complex operations. Augmented Reality (AR) is one of the most
prominent emerging technologies recently. This increase in recognition has happened
predominantly because of the success of the smartphone game "Pokémon Go".
Augmented Reality mixes virtual and actual reality, making available to the user new
tools to ensure efficiency in the transfer of knowledge for several processes and in
several environments. Various solutions based on Augmented Reality have been
proposed by the research community: particularly in maintenance operations
Augmented Reality tools have offered new perspectives and have promised dramatic
improvements. On the other side Augmented Reality is an extremely demanding
technology and, at the present day, it is still affected by serious flaws that undermine
its implementations in the industrial context. This paper presents examples of
Augmented Reality applications and shows the feasibility of Augmented Reality
solutions in maintenance tasks, underlining advantages it could introduce. At the
same time the principal flaws of Augmented Reality are commented and possible
lines of investigation are suggested.
TABLE OF CONTENTS

Serial No. Topics Page No. Remarks


1 CHAPTER 1: INTRODUCTION 1-9
1.1 Introduction 1
1.1. 1 Background 1
1.1.2 Research Objective 2
1.2 Introduction to Augmented Reality 4
1.3 History 5
1.4 Properties of Augmented Reality 6
1.5 Augmented Reality vs Virtual Reality 7
1.6 Different Types of AR 8
2 CHAPTER 2: WORKING AND 10-12
IMPLEMENTATION OF AR
2.1 Working of AR 10
2.2 Implementation Framework 11
2.2.1 Hardware 11
2.2.2 Software 12
3 CHAPTER 3: APPLIACTION OF 13-18
AUGMENTED REALITY
3.1 Gaming Industry 13
3.2 Education 14
3.3 Retail 15
3.4 Medical 16
3.5 Tourism Industry 17
3.6 Entertainment 18
4 CHAPTER 4: RESULTS & 19-21
CONCLUSION
4.1 Advantages and Disadvantages 19
4.2 Challenges 19
4.3 Conclusion 20
LIST OF FIGURES
Serial Figure No Caption Page
No
1 Figure 1.1 An AR Glass 4
2 Figure 1.2 Sensorama Simulator (First VR Device) 5
3 Figure 1.3 History of Augmented Reality 6
4 Figure 1.4 AR vs VR vs MR 8

5 Figure 2.1 Working of AR 11


6 Figure 2.2 AR device 12
7 Figure 3.1 Pokémon GO (a famous game based on 14
AR)

8 Figure 3.2 Snapshot of AR App 15


9 Figure 3.3 AR based Application Used for Shopping 16
10 Figure 3.4 Use of AR in Medical Industry 17
11 Figure 3.5 Use of AR in Tourism Industry 17
12 Figure 3.6 Use of AR in Entertainment Industry 18
CHAPTER 1
INTRODUCTION

1.1 INTRODUCTION
Augmented reality is a technology that works on computer vision based recognition
algorithms to augment sound, video, graphics and other sensor based inputs on real
world objects using the camera of your device. It is a good way to render real world
information and present it in an interactive way so that virtual elements become part
of the real world.
Augmented reality displays superimpose information in your field of view and can
take you into a new world where the real and virtual worlds are tightly coupled. It is
not just limited to desktop or mobile devices. As mentioned, Google Glass, a
wearable computer with optical head-mounted display, is a perfect example.
A simple augmented reality use case is: a user captures the image of a real-world
object, and the underlying platform detects a marker, which triggers it to add a virtual
object on top of the real-world image and displays on your camera screen.
AR is being used in an increasing variety of ways, from providing point-of-sale
information to shoppers, tourist information on landmarks, computer enhancement of
traditional printed media, service information for on-site engineers; the number of
applications is huge.

1.1.1 BACKGROUND
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 can be defined as
a system that incorporates three basic features: a combination of real and virtual
worlds, real-time interaction, and accurate 3D registration of virtual and real
objects. The overlaid sensory information can be constructive (i.e additive to the
natural environment), or destructive (i.e. masking of the natural environment). This

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experience is seamlessly interwoven with the physical world such that it is perceived
as an immersive aspect of the real environment.[4] 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 is any experience which is artificial and which adds to the already
existing reality. 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 also has a lot of potential in the gathering and sharing of
tacit knowledge. Augmentation techniques are typically performed in real time and in
semantic contexts with environmental elements. Immersive perceptual information is
sometimes combined with supplemental information like scores over a live video feed
of a sporting event. This combines the benefits of both augmented reality technology
and heads up display technology (HUD).

1.1.2 RESEARCH OBJECTIVE


How can a technology be incorporated with the education?

The goal of Augmented Reality is to create a system in which the user cannot tell the
difference between the real world and the virtual augmentation of it. Today
Augmented Reality is used in entertainment, military training, engineering design,
robotics, manufacturing and other industries.
The objective of augmented reality in education is to build environments with a high
degree of participation and interactivity, in which the student is able to build, design,
modify, experiment and become much more actively involved in the learning process.
One of the most common ways to integrate augmented reality in education is through
bookmarks in textbooks. QR codes are usually used which, when focused on the
mobile phone, offer hyperlinks to other complementary information . For example,
imagine creating a marker on a world map where, depending on the continent you

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focus on, extra information will be offered about that part of the planet. Geography
classes would be much more enjoyable and productive. This technology is also
capable of enhancing the abilities of students, offering additional information. As an
example we have the History pin application, which uses geolocation to show
historical images of certain points of interest, giving a new dimension to the history
subject.
Thanks to augmented reality, the teaching hours stop just sitting at the desk and
listening to the teacher. They now offer an immersive experience that encourages
interest and participation, for example by viewing and modelling 3D figures. This is
the case of the HDM or Human Dissection Models project, which allows visualizing
and studying parts of the human body through virtual 3D images.Children are more
easily impressed by stimuli but, in turn, they are also more accustomed to new
technologies. Today’s children know perfectly how a mobile phone, a tablet or a
computer works. And you will surely be fascinated by augmented reality.
This technology is capable of capturing students’ attention much more effectively. It
achieves this thanks to the surprise factor of creating interactive environments that
promote experimentation-focused learning.
Augmented reality in high school and higher university studiesAugmented reality for
science subjects like mathematics, biology, physics or chemistry can be a very useful
tool on a practical level. For example, imagine a biology class in which cells can be
visualized through markers placed on images or text.
For its part, augmented reality in subjects such as history, linguistic or geography is
oriented towards a more theoretical application, offering extra information about the
authors, places, monuments or historical events. For example, a bookmark on a
literary work that offers extra information and images of its author.
An example is MIT -Massachusetts Institute of Technology- which designed several
outdoor augmented reality applications such as Environmental Detectives, which
encourages students to investigate their environment. Based on the concept of
gamification, they have also developed other indoor augmented reality experiences,
such as Mystery in the Museum.

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1.2 INTRODUCTION TO AUGMENTED REALITY
Augmented Reality (AR) is a growing area in virtual reality research. The world
environment around us provides a wealth of information that is difficult to duplicate
in a computer. This is evidenced by the worlds used in virtual environments. Either
these worlds are very simplistic such as the environments created for immersive
entertainment and games, or the system that can create a more realistic environment
has a million-dollar price tag such as flight simulators. An augmented reality system
generates a composite view for the user. It is a combination of the real scene viewed
by the user and a virtual scene generated by the computer that augments the scene
with additional information. In all those applications the augmented reality presented
to the user enhances that person's performance in and perception of the world. The
ultimate goal is to create a system such that the user cannot tell the difference
between the real world and the virtual augmentation of it. It depicts the merging and
correct registration of data from a pre-operative imaging study onto the patient's head.
Providing this view to a surgeon in the operating theater would enhance their
performance and possibly eliminate the need for any other calibration fixtures during
the procedure.

Figure 1.1 An AR Glass

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1.3 HISTORY
Augmented reality was first achieved, to some extent, by a cinematographer called
Morton Heilig in 1957. He invented the Sensorama which delivered visuals, sounds,
vibration and smell to the viewer. Of course, it wasn’t computer controlled but it was
the first example of an attempt at adding additional data to an experience.

Figure 1.2 Sensorama Simulator(First VR Device)

Then in 1968, Ivan Sutherland the American computer scientist and early Internet
influence, invented the head-mounted display as a kind of window into a virtual
world. The technology used at the time made the invention impractical for mass use.
In 1975, Myron Krueger, an American computer artist developed the first “virtual
reality” interface in the form of “Videoplace” which allowed its users to manipulate
and interact with virtual objects and to do so in real-time.
Steve Mann, a computational photography researcher, gave the world wearable
computing in 1980. Of course back then these were not “virtual reality” or
“augmented reality” because virtual reality was coined by Jaron Lainer in 1989 and

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Thomas P Caudell of Boeing coined the phrase “augmented reality” in 1990. The first
properly functioning AR system was probably the one developed at USAF
Armstrong’s Research Lab by Louis Rosenberg in 1992. This was called Virtual
Fixtures and was an incredibly complex robotic system which was designed to
compensate for the lack of high-speed 3D graphics processing power in the early 90s.
It enabled the overlay of sensory information on a workspace to improve human
productivity
There were many other breakthroughs in augmented reality between here and today;
the most notable of which include:
 Bruce Thomas developing an outdoor mobile AR game called ARQuake in
2000
 ARToolkit (a design tool) being made available in Adobe Flash in 2009
 Google announcing its open beta of Google Glass (a project with mixed
successes) in 2013
 Microsoft announcing augmented reality support and their augmented reality
headset HoloLens in 2015

Figure 1.3 History of Augmented Reality

1.4 PROPERTIES OF AUGMENTED REALITIES

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System to have the following properties:
1. Combines real and virtual objects in a real environment.
2. Runs interactively, and in real time.
3. Registers (aligns) real and virtual objects with each other. Definition of AR to
particular display technologies, such as a head mounted display (HMD). Nor
do we limit it to our sense of sight. AR can potentially apply to all senses,
including hearing, touch, and smell.

1.5 AUGMENTED REALITY VS VIRTUAL REALITY


The term Virtual Reality was defined as "a computer generated, interactive, three-
dimensional environment in which a person is immersed." There are three key points
in this definition. First, this virtual environment is a computer generated three-
dimensional scene which requires high performance computer graphics to provide an
adequate level of realism. The second point is that the virtual world is interactive. A
user requires real-time response from the system to be able to interact with it in an
effective manner. The last point is that the user is immersed in this virtual
environment One of the identifying marks of a virtual reality system is the head
mounted display worn by users. These displays block out all the external world and
present to the wearer a view that is under the complete control of the computer. The
user is completely immersed in an artificial world and becomes divorced from the
real environment. A very visible difference between these two types of systems is the
immersiveness of the system. Virtual reality strives for a totally immersive
environment. The visual, and in some systems aural and proprioceptive, senses are
under control of the system. In contrast, an augmented reality system is augmenting
the real world scene necessitating that the user maintains a sense of presence in that
world. The virtual images are merged with the real view to create the augmented
display. There must be a mechanism to combine the real and virtual that is not present
in other virtual reality work. Developing the technology for merging the real and
virtual image streams is an active research topic . The real world and a totally virtual
environment are at the two ends of this continuum with the middle region called

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Mixed Reality. Augmented reality lies near the real world end of the line with the
predominate perception being the real world augmented by computer generated data.

Figure 1.4 AR vs VR vs MR

1.6 DIFFERENT TYPES OF AR


There are different ways to execute AR, which include:
1. Marker-based AR: This type needs a visual marker or a distinct image that the
camera recognizes and processes to reveal information about an object. The
marker is usually a QR code or a custom logo or artwork. Marker-type AR is
very popular because it is easy and inexpensive to implement. However, it
also requires the download of a custom app that recognizes specific patterns.
The video below demonstrates this. The camera recognizes the QR codes on
the coasters and this triggers the corresponding image to be displayed.

2. Markerless AR: As the term indicates, it requires no visual markers for a


camera to augment an image into a physical space. Instead, you move virtual
objects. An example of this is an interior design app that lets you put pieces of
furniture in various arrangements to see how they would look. Markerless AR
is best for apps that do not require an “anchor” to the real world. In the video

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below, no marker is used. The camera simply tracks the fingertips and
displays the image.

3. Projector-based AR: This type uses advanced projection technology to


simplify complex manual tasks that are part of a company’s manufacturing,
assembly, sequencing, and training operations. It can be applied to light guide
systems. In a factory, for instance, instead of asking employees to follow step-
by-step instructions to create a product using a manual, lights indicating each
step are used instead. Check out the projector-based AR demo in the video
below.

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CHAPTER 2
WORKING AND IMPLEMENTATION OF AR

2.1 WORKING OF AR
Using a mobile application, a mobile phone's camera identifies and interprets a
marker, often a black and white barcode image. The software analyses the marker and
creates a virtual image overlay on the mobile phone's screen, tied to the position of
the camera. This means the app works with the camera to interpret the angles and
distance the mobile phone is away from the marker. Due to the number of
calculations a phone must do to render the image or model over the marker, often
only smart phones are capable of supporting augmented reality with any success.
Phones need a camera, and if the data for the AR is not stored within the app, a good
4G Internet connection.

AR can aid in visualizing building projects. Computer-generated images of a structure


can be superimposed onto a real-life local view of a property before the physical
building is constructed there; this was demonstrated publicly by Trimble
Navigation in 2004. AR can also be employed within an architect's workspace,
rendering animated 3D visualizations of their 2D drawings. Architecture sight-seeing
can be enhanced with AR applications, allowing users viewing a building's exterior to
virtually see through its walls, viewing its interior objects and layout.

With continual improvements to GPS accuracy, businesses are able to use augmented


reality to visualize georeferenced models of construction sites, underground
structures, cables and pipes using mobile devices. Augmented reality is applied to
present new projects, to solve on-site construction challenges, and to enhance
promotional materials. Examples include the Daqri Smart Helmet, an Android-

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powered hard hat used to create augmented reality for the industrial worker, including
visual instructions, real-time alerts, and 3D mapping.

Following the Christchurch earthquake, the University of Canterbury released


CityViewAR, which enabled city planners and engineers to visualize buildings that
had been destroyed. This not only provided planners with tools to reference the
previous cityscape, but it also served as a reminder of the magnitude of the resulting
devastation, as entire buildings had been demolished.

Figure 2.1 Working of AR

2.2 IMPLEMENTATION FRAMEWORK


2.2.1 HARDWARE
The main components of our system are a computer (with 3D graphics acceleration),
a GPS system originally differential GPS, and now real-time kinematic
GPS+GLONASS, a seethrough head-worn display with orientation tracker, and a
wireless network all attached to the backpack. The user also holds a small stylus-
operated computer that can talk to the backpack computer via the spread spectrum
radio channel. Thus we can control the material presented on the head wom display
from the handheld screen. We also provide a more direct control mechanism of a
cursor in the head worn display by mounting a track pad on the back of the handheld
display where it can easily be manipulated (we inverted the horizontal axis) while
holding the display upright. To make the system to be as lightweight and comfortable
as possible, off-the-shelf hardware can be used to avoid the expense, effort, and time
involved in building our own. Over the years, lighter and faster battery-powered

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computers with 3D graphics cards, and finally graduated to laptops with 3D graphics
processors.

Figure 2.2 AR device


2.2.2 SOFTWARE
Software infrastructure Coterie, a prototyping environment that provided language-
level support for distributed virtual environments. The main mobile AR application
ran on the backpack computer and received continuous input from the GPS system,
the orientation head tracker, and the track pad (mounted on the back of the handheld
computer). It generated and displayed at an interactive frame rate the overlaid 3D
graphics and user interface components on the head worn display. In the handheld
computer we ran arbitrary applications that talked to the main backpack application
via Coterie/Repo object communications. In our first prototype, we simply ran a
custom HTTP server and a web browser on the handheld computer, intercepted all
URL requests and link selections, and thus established a two-way communication
channel between the backpack and the handheld.

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CHAPTER 3
APPLIACTION OF AUGMENTED REALITY

3.1 GAMING INDUSRTRY


Augmented reality gaming (AR gaming) is the integration of game visual and audio
content with the user's environment in real time. Unlike virtual reality gaming, which
often requires a separate room or confined area to create an immersive
environment, augmented reality gaming uses the existing environment and creates a
playing field within it. While virtual reality games require specialized VR headsets,
only some augmented reality systems use them. AR games are typically played on
devices like smartphones, tablets and portable gaming systems.
An augmented reality game often superimposes a precreated environment on top of a
user’s actual environment. The game itself can be as simple as a game
of virtual checkers played on a table surface. More advanced AR games may actually
build an environment from user surroundings. Such a game could involve, for
example, in-game characters climbing from coffee tables to sofas on virtual bridges.
Environment creation is a time-consuming task in game making and there is a
constant demand for new scenery because once a user has explored an environment
fully they want to move on to a different one. AR gaming expands the playing field,
taking advantage of the diversity of the real-world environment to keep the games
interesting.
Pokémon GO,  considered the breakthrough AR app for gaming, uses a smartphone’s
camera, gyroscope, clock and GPS and to enable a location-based augmented reality
environment. A map of the current environment displays on the screen and a rustle of
grass indicates the presence of a Pokémon. a tap of the touchscreen brings up the
capture display. In AR mode, the screen displays Pokémon in the user’s real-world
environment.

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Figure 3.1 Pokémon GO (a famous game based on AR)

3.2 EDUCATION
With AR, classroom education can be extraordinary and more interactive, as AR can
enable teachers to show virtual examples of concepts and add gaming elements to
provide textbook material support. This will enable students to learn faster and
memorize information.
Human memory doesn't forget visuals easily. Here are some examples of Augmented
Reality in education:
1. An AR app, called "Dinosaur 4D+," with a set of flashcards enables users to
view 3D dinosaurs, scanning through the card. With this, students can see the
actions of dinosaurs and use app features to rotate, zoom, and more. Besides,
the application also provides some information about each dinosaur.
2. The "Element 4D" AR app is another promising example of Augmented
Reality in education, which makes learning chemistry fun. The application
enables users to find the atomic weight, chemical elements, the reaction
between two chemicals, and their names by simply putting two paper cubes
for a special element block. Isn't it amazing?

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3. Another admired example of AR/VR in education is Google Expeditions,
which enables users to see 3D objects in the classroom, such as volcanoes,
storms, and even DNA. This application provides more than 100 AR
expeditions that include the history of technology, the moon landing, and
more.
From the above examples, it is clear that AR in education can turn out to be a very
exciting and useful intervention that will change the education system for at least the
upcoming 100 years. And, this isn't just about elementary education, rather it will also
transform higher education and training systems. Let's take a look at them.

Figure 3.2 Snapshot of AR App

3.3 RETAIL
In today's physical retail environment, shoppers are using their smartphones more

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than ever to compare prices or look up additional information on products they're
browsing. World famous motorcycle brand Harley Davidson is one great instance of a
brand making the most of this trend, by developing an an AR app that shoppers can
use in-store. Users can view a motorcycle they might be interesting in buying in the
showroom, and customize it using the app to see which colors and features they might
like.

Figure 3.3 AR based Application Used for Shopping

3.4 MEDICAL
From operating MRI equipment to performing complex surgeries, AR tech holds the
potential to boost the depth and effectiveness of medical training in many areas.
Students at the Cleveland Clinic at Case Western Reserve University, for example,
will now learn anatomy utilizing an AR headset allowing them to delve into the
human body in an interactive 3D format.

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Figure 3.4 Use of AR in Medical Industry

3.5 TOURISM INDUSRTY


Technology has gone a long way towards advancing the tourism industry in recent
years, from review sites like TripAdvisor to informative website like Lonely Planet.
But AR presents a huge opportunity for travel brands and agents to give potential
tourists an even more immersive experience before they travel. Imagine taking a
virtual "Walkabout" Australia before on AR glasses before booking a ticket to
Sydney, or a leisurely stroll around Paris to see what museums or cafes you might
like to visit. AR promises to make selling trips, travel, and vacations a whole lot
easier in the future.

Figure 3.5 Use of AR in Tourism Industry

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3.6 ENTERTAINMENT
In the entertainment industry, it's all about building a strong relationship with your
branded characters and the audience. Properties like Harry Potter are immensely
successful because readers of the books and watchers of the movies feel like they
know the characters, and are hungry for additional content. Entertainment brands are
now seeing AR as a great marketing opportunity to build deeper bonds between their
characters and audience. As a matter of fact, the makers of AR sensation Pokemon
Go are soon planning to release a Harry Potter-themed AR game that fans can interact
with day in and day out.

Figure 3.6 Use of AR in Entertainment Industry

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CHAPTER 4
RESULTS & CONCLUSION

4.1 ADVANTAGES AND DISADVANTAGES


Augmented reality (AR) is a view provided by virtual computer-generated imagery of a
mixed reality in which real and virtual worlds interact in real-time. Advantages and
disadvantages of the technology are listed below. Please comment based on your experience
with augmented reality.
4.1.1Advantages of AR
• Can increase knowledge and information
• People can share experiences with each other in real time over long distances
• Games that provide an even more "real" experience
• Things come to life on people's mobile
• Form of escapism
4.1.2 Disadvantages of AR
• Spam and Security
• Social and Real-Time vs. Solitary and Cached
• UX (User Experience): Using AR can be inappropriate in social situations.
• Interoperability: The lack of data portability between AR environments (such as Wikitude
AR and Layar AR browser).
• Openness: Other people can develop their own layers of content to display

4.2 CHALLENGES
1. Technological limitations
Although there is much progress in the basic enabling technologies, they still
primarily prevent the deployment of many AR applications. Displays,
trackers, and AR systems in general need to become more accurate, lighter,
cheaper, and less power consuming. Since the user must wear the PC, sensors,
display, batteries, and everything else required, the end result is a heavy

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backpack. Laptops today have only one CPU, limiting the amount of visual
and hybrid tracking that we can do.

2. User interface limitation


We need a better understanding of how to display data to a user and how the
user should interact with the data. AR introduces many high-level tasks, such
as the need to identify what information should be provided, what’s the
appropriate representation for that data, and how the user should make queries
and reports. Recent work suggests that the creation and presentation of
narrative performances and structures may lead to more realistic and richer
AR experience.

3. Social acceptance
The final challenge is social acceptance. Given a system with ideal hardware
and an intuitive interface, how AR can become an accepted part of a user’s
everyday life, just like a mobile phone or a personal digital assistant. Through
films and television, many people are familiar with images of simulated AR.
However, persuading a user to wear a system means addressing a number of
issues. These range from fashion to privacy concerns. To date, little attention
has been placed on these fundamental issues. However, these must be
addressed before AR becomes widely accepted.

4.3 CONCLUSION
Augmented reality is another step further into the digital age as we will soon see our
environments change dynamically either through a Smartphone, glasses, car
windshields and even windows in the near future to display enhanced content and
media right in front of us. This has amazing applications that can very well allow us
to live our lives more productively, more safely, and more informatively. Maybe in
the future, we will see our environments become augmented to display information

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based on our own interests through built-in RFID tags and augmentations being
implemented through holographic projections surrounding the environments without
a use of an enabling technology. It would be incredible to no longer wonder where to
eat, where to go, or what to do; our environment will facilitate our interactions
seamlessly. We will no longer be able to discern what is real and what is virtual, our
world will become a convergence of digital and physical media.

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REFERENCES

1. https://en.wikipedia.org/wiki/Augmented_reality

2. https://blog.treasuredata.com/blog/2019/11/14/augmented-vs-virtual-reality-
difference/

3. https://www.fi.edu/what-is-augmented-reality

4. https://www.immersiv.io/blog/what-is-augmented-reality-definition/#:~:text=
%E2%80%9DIn%20a%20few%20words%2C%20AR,content%20(2D
%2F3D).&text=Literally%20Augmented%20Reality%20means
%20%E2%80%9Caugment,computer%2Dgenerated%20virtual%20elements
%20overlay.

5. https://www.lncc.br/~jauvane/papers/RelatorioTecnicoLNCC-2503.pdf

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