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Augmented Reality: Abhinav Kaushik
Augmented Reality: Abhinav Kaushik
Augmented Reality: Abhinav Kaushik
REALITY
A SEMINAR REPORT
Submitted by
ABHINAV KAUSHIK
1714310005
BACHELOR OF
TECHNOLOGY
in
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).
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.
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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.
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
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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.
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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
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below, no marker is used. The camera simply tracks the fingertips and
displays the image.
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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.
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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.
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computers with 3D graphics cards, and finally graduated to laptops with 3D graphics
processors.
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CHAPTER 3
APPLIACTION OF AUGMENTED REALITY
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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.
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.
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
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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.
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CHAPTER 4
RESULTS & CONCLUSION
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.
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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