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Vidyavardhini'S Bhausaheb Vartak Polytechnic Micro Project: Augmented Reality

The micro project report discusses augmented reality (AR). It provides an overview of AR, defining it as an interactive experience that enhances real-world objects with computer-generated information across senses. The report compares AR to virtual reality and discusses AR displays and techniques. It examines what enables AR through tracking, environment sensing, and visualization. The report also covers challenges of AR and concludes with references.

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Yogesh Raut
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100% found this document useful (1 vote)
1K views

Vidyavardhini'S Bhausaheb Vartak Polytechnic Micro Project: Augmented Reality

The micro project report discusses augmented reality (AR). It provides an overview of AR, defining it as an interactive experience that enhances real-world objects with computer-generated information across senses. The report compares AR to virtual reality and discusses AR displays and techniques. It examines what enables AR through tracking, environment sensing, and visualization. The report also covers challenges of AR and concludes with references.

Uploaded by

Yogesh Raut
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 20

MAHARASHTRA STATE BOARD OF TECHNICAL EDUCATION

VIDYAVARDHINI’S BHAUSAHEB VARTAK


POLYTECHNIC

MICRO PROJECT
Academic year: 2020-21

Title of Micro Project


AUGMENTED REALITY

Program/Code: Computer Engineering (CO) Semester: SIXTH


Course/Code: ETI (22618) Seat No:

Name: Enrollment
No:

Name of Faculty: Prof. Riddhi Mhatre

Sr. No Roll No. Enrollment No Name


1 1971 1900930114 komal
2 1972 1900930115 Yogesh
3 1973 1900930116 Vishal

pg. 1
MAHARASHTRA STATE BOARD OF TECHNICAL
EDUCATION

Certificate
This is to certify that Mr. /Ms. Komal , Yogesh , Vishal

Roll No: 1971,1972,1973 of Sixth Semester of Diploma in Computer


Engineering of Institute, B.V. POLYTECHNIC (Code: 0093) has completed
the Micro Project satisfactorily in Subject Emerging Trends In
Computer And Information Technology (22618) for the academic year
2020- 2021 as prescribed in the curriculum.

Place: Vasai Enrollment No: 1900930114-116

Date: ……….. Exam. Seat No: …………………………………….

Subject Teacher Head of the Department Principal

Seal of

Institution

pg. 2
Annexure - I
Part A: Micro Project Proposal
1.0Aim of the Micro-Project:
1. The Aim of Micro Project is to give information about the Augmented Reality.
2.0 Course Outcomes integrated:
1. Awareness towards the effects of Augmented Reality on living beings and
environment.
3.0 Proposed Methodology:
1. Gather information about Augmented Reality.
2. Group all the information together to form a report.
3. Verification of Project Report with the Faculty in charge.
4. Submission of Report.
4.0 Action Plan

Sr. Planned Planned Name of


No. Details of the activity Start date Finish date Members
2 Formation of Group & Topic Selection All members
3 Submission of Proposed Plan All members
4 Preparation of Report All members
5 Final valuation of a working Report All members
6 Presentation of Report All members
7 Submission of Final Report All members

5.0 Resources Required

Sr.
Name of resources/Material Specifications Qty Remarks
No.
Processor: i3
1. Computer 1
RAM:4.00 GB
2. Microsoft Word Word 2013
3. Printer HP laser jet 1

6.0 Names of Team Members with Roll No:


Sr. Roll No.
Enrolment Number Name
No.
1 1971 1900930114 Komal
2 1972 1900930115 Yogesh
3 1973 1900930116 Vishal

pg. 3
pg. 4
Annexure- II

Final Micro Project Report


Title: Augmented Reality.

1.0 Rationale:
In this Project we throw some light on some of the environmental issues related to
the Augmented Reality.

2.0Aim/Benefits of the Micro-Project:


1. The Aim of Micro Project is to give information about the Augmented Reality.

3.0Course Outcomes Integrated:


1. Effects on living beings and environment.

4.0Actual Procedure Followed.


1. Discussion about topic with guide and among group members
2. Literature survey
3. Information collection
4. Compilation of content
5. Editing and revising content
6. Report Preparation
5.0 Actual Resources Required

Sr.
Name of resources/Material Specifications Qty Remarks
No.
Processor: i3 RAM:
1. Laptop 1 1.
4.00 GB
2. Microsoft Word Word 2013 2.
3. Printer HP laser jet 1 3.
4. Stationary Papers and files 4.

6.0 Skill Developed/Learning outcomes of this Micro-Project

The following skills were developed:


1. Teamwork: Learned to work in a team and boost individual confidence.
2. Problem-Solving: Developed good problem-solving habits.
3. Technical Writing: Preparing the report of proposed plan and the final report.

Learning outcomes Achieved:


In this project we learned the effects of Augmented Reality that the Bhopal has
faced. The immediate effect of the poisonous gas was irritation in the eyes and difficulty in
breathing

pg. 5
Annexure - III
Rubrics for Assessment of Micro-Project:

Topic: Augmented Reality Academic year: 2020-2021


Institute Code: 0093 Course & Code: ETI
(22618)
Program: CO-I Roll No: 1928,1972,1973
Name of Candidate: Seat No:

Semester: SIXTH Name of Faculty: Prof. Riddhi


Mhatre

SR. CHARACTERISTICS TO BE POOR AVERAGE GOOD EXCELL


No. ASSESSD (1-3) (4-5) (6-8) ENT
(9-10)
01 Literature Survey/Reference
02 Project
Proposal/Report/Content
03 Relevance to the Course
04 Planning and Timely
completion of the Target
05 Analysis of Data/
Representation
06 Quality of Prototype/Model
07 Total marks from assessment of
micro project(out of 6)
08 Marks obtained in individual
presentation(out of 4)
09 Total Marks (out of 10)

Name & Signature of Faculty

pg. 6
WEEKLY ACTIVITY SHEET:
Topic: Augmented Reality Academic year: 2020-2021
Institute Code: 0093 Course & Code: ETI
(22618)
Program: CO-I Roll No: 1928,1972,1973
Name of Candidate: Seat No:

Semester: SIXTH Name of Faculty: Prof. Riddhi


Mhatre

SR. NO WEEK ACTIVITY PERFORMED

1. 1st Week Discussion and Finalization of Topic


2. 2nd Week Literature Review
3. 3rd Week Submission of Proposed Plan
4 4th Week Information Collection
5. 5th Week Analysis of Data
6. 6th Week Compilation of content
7. 7th Week Editing and Revising the Content
8. 8th Week Report Presentation
9. 9th Week Report Presentation
10. 10th- 12th Week Presentation

Signature of Student Dated Signature of Faculty

Index

pg. 7
SR TOPIC PAGE NO
NO
1 Introduction 9

2 AR Overview:- 10
 Definition
 Properties
 History
3 AUGMENTED REALITY Vs VIRTUAL 11
REALITY
4 12
DISPLAYS and Handheld displays

5 15
DIFFERENT AR TECHNIOUES
6 16
WHAT MAKES AR WORK:-
 Tracking

 Environment Sensing

 Visualization and Rendering

7 CHALLENGES 17

8 Conclusion 18

9 References 19

pg. 8
Introduction
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 fulfills 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 detractive (i.e.
masking of the natural environment). This experience 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.
The primary value of augmented reality is the manner in which components of the digital
world blend into a person's perception of the real world, not as a simple display of data, but
through the integration of immersive sensations, which are perceived as natural parts of an
environment. The earliest functional AR systems that provided immersive mixed reality
experiences for users were invented in the early 1990s, starting with the Virtual
Fixtures system developed at the U.S. Air Force's Armstrong Laboratory in
1992.Commercial augmented reality experiences were first introduced in entertainment and
gaming businesses. Subsequently, augmented reality applications have spanned
commercial industries such as education, communications, medicine, and entertainment. In
education, content may be accessed by scanning or viewing an image with a mobile device
or by using marker less AR techniques.
Augmented reality is used to enhance natural environments or situations and offer
perceptually enriched experiences. With the help of advanced AR technologies (e.g.
adding computer vision, incorporating AR cameras into smartphone applications and object
recognition) the information about the surrounding real world of the user
becomes interactive and digitally manipulated. Information about the environment and its
objects is overlaid on the real world. This information can be virtual 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).

pg. 9
AR: OVERVIEW

DEFINITION
Augmented reality (AR) is a field of computer research which deals with
the combination of real word and computer generated data. Augmented r e a l i t y
IAR) refers to computer d displays that add virtual info ordination to a user
sensory perceptions. It is a method for visual improve ancient or enrichment of the
surrounding environment by overlaying spatially aligned computer-generated in
ordination onto a human's view eyes)

Augmented Really IAR) was introduced as the opposite of virtual really:


instead of immersing the user into a synthesized purely informational environment
the goal of AR is to augment the real world with information handling capabilities.
AR research fa-cusses on see-through devices usually worn on the head that overlay
graphics and text on the user view of his or h err surroundings. In general it superimposes
graphics over a real world environment in real time.
An AR system adds virtual computer-generated objects audio and other sense an
hance ments to a real-world environment in real-time. These en hancenients are added in a
way that th e viewer cannot tell the difference between the real and augmented world.

PROPERTIES
AR system to have the following properonities combines real and virtual objects in a real
environment:
Run s inter actively. and in real time: and
Registers i aligns) real and virtual obje-cfs with each oth er.
Definition of AR to particular display technologies such as a head mounted displa y
iHMD). Nor do we limit it to our sense of sight. AR can potentially apply to all senses
including hearing touch and smell.

HISTORY
The beginnings of AR. as we define it date back to Sutherland's work in the 1960s which
used a see through HMD to present BD graphics. However only over the past de-cade has there
been enough work to refer to AR as a research flied. I n 1997. Azuma published a survey that
defined the field described many problems and summarized the developments up to that point.
Since then AR's growth and progress have been remark able.

In the late 1990 s several conferences on AR began including the international Workshop
and Syniposiuni on Augmented Reality the International Syniposiuni on Mixed Reality and the

pg. 10
Design ing Augmented Reality Environments workshop. Some well-funded organizations formed
that foused on AR notably the Mixed Reality Systenis Lab in Japan and the consortium in
Germany

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-dimension scene
which requires high performance computer graphics to provide an ad equate level of realism. The se-
Cond 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 e last point is that the user
is immersed in this virtual environment

Done of the identifying marks of a virtual really 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 und err the complete control of the computer. The user is completely immersed in
an artificial world and be-comes divorced from the real environment.

A very visible difference between these two types of systems is the ininiersiveness
of the system. Virtual reality strives for a totally ininiersiveness environ meant. The visual and
in some ystenis aural and proprioceptive senses are under control of though e system.

In contrast an augmented really ysteni is augmenting the real-world scene ne th at the


user maintains a sense of presence in that world. The virtual images are merged with the real view
to create the augmented display y. 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
pg. 11
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 Mixed Reality. Augmented reality lies near the real world end of the
line with the predominate perceptions being the real world augmented by computer generated
data.

DISPLAYS

Displays for viewing the merged virtual and real environments can be classified into the
following categories: head worn handheld and projective.

Head-worn displays {HWD).


Users mount this type of display on their heads providing imagery in front of their
eyes. Two types of HWDs exist: optical see-through and video see-through. The latter uses
video capture from head -worn video cameras as a background for the AR overlay shown on an
opaque display where as the optical see-though rough method provides the AR overlay
through a transparent d display.

Established electronics and optical companies if or example Sony and dlympus)


have manufactured colour liquid crystal display iLCD)-based consumer head -worn displays
intended for watching videos and playing video games. While th ese systems have relatively low
resolution i 1B0000 to 240 000 pixels) small fields of view approximately 80 degrees
horizontal) and don't support stereo they're relatively lightweight (under 120grms) and offer an
inexpensive option see-through displays later discontinued) that h h ave been used extensively
in AR rese arch.

pg. 12
A different approach is the virtual retinal display which forms images directly on the
retina. These displays which Micro Vision is developing commercially literally draw on the retina
with low-power lasers whose modulated beams are scanned by micro electromechanical mirror
assemblies that sweep the beam horizontally and vertically. Potential advantages include high
brightn ess and contrast low power consumption and large depth of the field
Ideally head worn AR displays would be no larger than a pair of sunglasses. Several
companies are developing displays that embed display optics within conventional eyeglasses. Micro
Datival produced a family of eyeglass displays in which two right-angle prisms are embedded in a
regular prescription eyeglass lens and reflect the image of a small color display mounted
facing forward on an eyeglass temple pie-ce.5 The intention of the Minolta prototype
forgettable display is to be light and inconspicuous enough that users forget that they're wearing it.
6 Others see only a transparent lens when no indication that the display is on and the display
adds less than 6 g rams to the weight of the eyeglasses

Handheld displays
Some AR systems u se hand flat-panel LCD displays that use an attached camera to
provide video see-through-based augmentations. The handheld display acts as a window or a
magnifying g lass that shows the real objects with an AR overlay.

In this approach the desired virtual information is projected directly on the ph ysical
objects to be augmented. In the simpleton case the intention is for the augmentations to be
coplanar with the surface onto which they project and to project thend from a single room-
mounted project or with no need for special eyewear. Projectors can cover large irregular surfaces
using an automated calibration procedure that takes into account surface geometry and image

Overlap. Another approach for projective AR relies on head worn projectors


whose images are projected along the viewer's line of sight at objects in the world. The target

pg. 13
objects are coated with a retro reflective material that reflects light back along the angle of
incidence. Multiple users can see different images on the same target projected by their
own headwornystenis since the projected images can't be seen except along the line of
projection. By using electively low output projector non-retro reflective real objects can
obscure virtual objects.

DIFFERENT AR TECHNIOUES

There are two basic technique for combining real and virtual objects: optical and
video techniques. While optical technique uses an optical combiner video technique uses
a computer for combining the video of the real world irony video cameras) with virtual
images iconic generated). AR s ystenis use either Head Mounted Display HMD) which can
be closed-view or see-through HMDs or use monitor-based configuration. While
closed-view HMDs do not allow real word direct view see-throug h HMDs allow it when
virtual objects added via optical or video techniques.

pg. 14
pg. 15
WHAT MAKES AR WORK?
The main components that make an AR system works are

Display
This corresponds to head mounted devices where images are formed . Many
objects that do not exist in the real world can be put into this environment and users can view
and exam on these objects. The properties such as complexity physical properties etc. are just
parameters in simulation.

Tracking
Getting the right information at the right time and the right place is the key in
all these applications. Personal digital assistants such as the Palm and the Packet PC can
provide timely information u sing wireless networking and Global Positioning System
iGPS) receivers that constantly track the handheld devices

Environment Sensing
It is the process of viewing or sensing the real word scenes or even ph ysical
environment which can be done either by using an optical combiner. a video combiner or simply
retinal view.

pg. 16
Visualization and Rendering
Some emerging trends in the re-cent development of human -computer interaction IHCf )
can be observed. The trends are augmented reality computer supported co-operative
work computing and heterogenoususer interface. AR is a method for visual improvement
or enrichment of the surrounding environment by overlaying spatially aligned computer generated
information onto a human ’s view i eyes).

CHALLENGES
Technological limitations

Although there progress in the basic enabling technologies they still primarily prevent the
deployment of man y AR applications. Displays trackers and AR systems in general need
to be-come 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 backpack. Laptops today have only one CPU. limiting the amount of visual and
hybrid tracking that we can do.

pg. 17
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
identity what information should be provided what's the appropriate representation for
that data and how the user should make queries and reports. Re-cent work suggest that the
creation and presentation of narrative performances and structures may lead to more
realistic and richer AR experience. The final challenge is social acceptance.

hardware and an into Five interface how AR can be-come an accepted part of a user's
everyday lie. 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 attention has been placed on these fundamental issues.
However these must be addressed before AR be-comes widely accepted

pg. 18
CO NCLUSION

The research topic "Augmented Realy" (AR) is receiving significant


attention due to striking progress in many subfields triggered by the advances in
omputer miniaturization speed, and capabilities and fascinating live
demonstrations. AR, by its very nature, is a highly inter-disciplinary field, and AR
researchers work in areas such as signal processing, computer vision, graphics, user
interfaces, human factors, w eanable computing, mobile computing, computer
networks, distributed computing, information access, information visualization, and
hard ware design for new displays.

Augmented reality is a term created to identify systems which are mostly


synthetic with some real world imagery added such as texture mapping video onto
virtual objects. This is a distinction that will fade as the technology improves and the
virtual elementsin the scene become less distinguishable from the real ones.

pg. 19
REFERENCES

• ww w.sciencedirect.com/scienc e/book/9781597497336
• www.augmentedreality.com
• www.newscientist.com /bloqs/onepercent/augmented-reality/
• www.howstuffworks.com/augmented-real y.htm
• www.citeseer.ist.psu.edu.
• wwwl .cs.columbia.edu
• www.lsi.upc.es.
• www.cs.ualberta.com
• www.en.wikipedia.org/ wiki/Augmented reality

pg. 20

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