Unit I Ar VR
Unit I Ar VR
Unit I Ar VR
Augmented Reality
Augmented reality is the technology that expands our physical world, adding layers of
digital information onto it. Unlike Virtual Reality (VR), AR does not create the whole
artificial environments to replace real with a virtual one. AR appears in direct view of an
existing environment and adds sounds, videos, graphics to it.
A view of the physical real-world environment with superimposed computer-generated
images, thus changing the perception of reality, is the AR.
First commercial uses were in television and military.
With the rise of the Internet and smartphones, AR rolled out its second wave and
nowadays is mostly related to the interactive concept. 3D models are directly projected
onto physical things or fused together in real-time, various augmented reality
apps impact our habits, social life, and the entertainment industry.
AR apps typically connect digital animation to a special ‘marker’, or with the help of GPS
in phones pinpoint the location. Augmentation is happening in real time and within the
context of the environment, for example, overlaying scores to a live feed sport events.
There are 4 types of augmented reality today:
markerless AR
marker-based AR
projection-based AR
superimposition-based AR
AR in the 1960s. In 1968 Ivan Sutherland and Bob Sproull created a first head-
mounted display, they called it The Sword of Damocles. Obviously, it was a rough
device that displayed primitive computer graphics.
AR in the 1970s. In 1975 Myron Krueger created Videoplace – an artificial reality
laboratory. The scientist envisioned the interaction with digital stuff by human
movements. This concept later was used for certain projectors, video cameras, and
onscreen silhouettes.
AR in the 1980s. In 1980 Steve Mann developed a first portable computer
called EyeTap, designed to be worn in front of the eye. It recorded the scene to
superimposed effects on it later, and show it all to a user who could also play with it via
head movements. In 1987 Douglas George and Robert Morris developed the prototype
of a heads-up display (HUD). It displayed astronomical data over the real sky.
AR in the 1990s. The year 1990 marked the birth of the “augmented reality” term. It first
appeared in the work of Thomas Caudell and David Mizell – Boeing company
researchers. In 1992 Louis Rosenberg of the US Air Force created the AR system
called “Virtual Fixtures”. In 1999, a group of scientists led by Frank Delgado and Mike
Abernathy tested new navigation software, which generated runways and streets data
from a helicopter video.
AR in the 2000s. In 2000 a Japanese scientist Hirokazu Kato developed and
published ARToolKit – an open-source SDK. Later it was adjusted to work with
Adobe. In 2004 Trimble Navigation presented an outdoor helmet-mounted AR
system. In 2008 Wikitude made the AR Travel Guide for Android mobile devices.
AR today. In 2013 Google beta tested the Google Glass – with internet connection via
Bluetooth. In 2015 Microsoft presented two brand new technologies: Windows
Holographic and HoloLens (an AR goggles with lots of sensors to display HD
holograms). In 2016 Nianticlaunched Pokemon Go game for mobile devices. The app
blew the gaming industry up and earned $2 million in a just first week.
How does Augmented Reality work
What is Augmented Reality for many of us implies a technical side, i.e. how does
AR work? For AR a certain range of data (images, animations, videos, 3D models) may
be used and people will see the result in both natural and synthetic light. Also, users are
aware of being in the real world which is advanced by computer vision, unlike in VR.
AR can be displayed on various devices: screens, glasses, handheld devices, mobile
phones, head-mounted displays. It involves technologies like S.L.A.M. (simultaneous
localization and mapping), depth tracking (briefly, a sensor data calculating the
distance to the objects), and the following components:
Applications of AR
Augmented reality may complement our everyday activities in various ways. For
instance, one of the most popular applications of AR is gaming. New AR
games provide much better experiences to players, some even promote a more active
outgoing way of life (PokemonGo, Ingress). Gaming grounds are being moved from
virtual spheres to real life, and players actually perform certain activities. For instance, a
simple gym activity for kids by the Canadian company SAGA, where to crack cubes
moving on a wall children hit it with a ball.
AR in retail may act to bring better customer engagement and retention, as well as
brand awareness and more sales. Some features may also help customers make wiser
purchases – providing product data with 3D models of any size or color. Real-
estate can also benefit from Augmented Reality via 3D tours of apartments and houses,
that can also be manipulated to amend some parts.
Potential areas for AR include:
Education: interactive models for learning and training purposes, from
mathematics to chemistry.
Medicine/healthcare: to help diagnose, monitor, train, localize, etc.
Military: for advanced navigation, marking objects in real time.
Art / installations / visual arts / music.
Tourism: data on destinations, sightseeing objects, navigation, and directions.
Broadcasting: enhancing live events and event streaming by overlaying content.
Industrial design: to visualize, calculate or model.
VIRTUAL REALITY
1. What is VR?
Virtual reality (VR) is a brand new user interface unlike the conventional one, immersing
a person in digital 3D environment, instead of watching on a display. Computer-
generated imagery and content aim at simulating a real presence through senses
(sight, hearing, touch).
Virtual reality simulation requires two main components: a source of content and a user
device. Software and hardware, in other words. Currently such systems include
headsets, all-directions treadmills, special gloves, goggles. VR tools should be providing
realistic, natural, high-quality images and interaction possibilities. For this, devices rely
on measurements like:
image resolution,
field of view,
refresh rate,
motion delay,
pixel persistence,
audio/video synchronization.
The main challenge of VR is tricking the human brain into perceiving digital
content as real. That is not easy, and this “immersion” issue is what still holds
virtual reality experiences back from being enjoyable. For example, the human
visual field doesn’t work like a video frame, and besides about 180 degrees of
vision, we also have a peripheral vision.
Yet, the VR visionaries are confident of overcoming such issues sooner or later,
campaigning for the concept and collecting investments in millions. The virtual
experience like 360-degree videos and pictures, VR apps and games, are
already available. There’s a good enough choice of headsets as well.
For more basics of VR, and how you can explore it, watch this dope and simple
explanation with fun facts along.
Coupled with data from the internet of things, extended reality is changing the
way people work and driving industrial innovation
In 2018, this could mean you’re already a connected field worker. Earlier this
month, A1 Telekom Austria completed an eight-week pilot programme using the
Vuzix M300 Smart Glasses to enable .maintenance experts to legally sign off on
procedures and help on-site industrial technicians to rectify defects found in
transmitter mast reviews.
With the “see-what-I-see” augmented reality (AR) software, remote assistance,
and the ability to capture images and video, the whole servicing process can take
less than 25 per cent of the time it would using traditional methods.
XR is being used to build a bridge between human workers and robots
This is just one way extended reality (XR) could power what Professor Klaus
Schwab, executive chairman of the World Economic Forum, and many others are
referring to as the fourth industrial revolution. Smart sensors producing internet of
things (IoT) data and advances in robotics are being combined with emerging
technologies such as XR, which merge digital, physical and human elements to
change industrial processes.
Widespread adoption of XR has led to a hike in industrial efficiency
More important than any individual pilot announcement though are the
companies that jumped on board early, got a head-start and saw the results they
needed to move out of the trial phase into larger-scale deployment.
For organizations that have graduated from small-scale pilots to widespread
adoption, the combination of XR and IoT is already changing the way people
work. The industry regarded as the most mature in its adoption of XR devices is
manufacturing with a number of others, including architecture, construction,
logistics and healthcare, following its lead.
Take the Volkswagen Group. In 2016, it launched a series of virtual reality (VR)
training pilots for production and logistics staff with Vive’s VR hardware and
enterprise software startup Innoactive. Since then, it has seen “significant
increases in efficiency and the effectiveness of our programmes”, says Dennis
Abmeier, Volkswagen Group’s IT lead. Now it’s on track to train 10,000
employees in XR by the end of 2018 across Volkswagen, Audi, Seat, Skoda and
VW Utility Vehicles, via its digital reality hub.