Final Doc2
Final Doc2
INTRODUCTION
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.
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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 reality 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, 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. 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).
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2. COMPARISON BETWEEN AR AND VR
In virtual reality (VR), the user’s perception of reality is completely based on
virtual information. In augmented reality (AR) the user is provided with additional
computer-generated information within the data collected from real life that enhances
their perception of reality. For example, in architecture, VR can be used to create a walk-
through simulation of the inside of a new building; and AR can be used to show a
building's structures and systems super-imposed on a real-life view. Another example is
through the use of utility applications. Some AR applications, such as Augment, enable
users to apply digital objects into real environments, allowing businesses to use
augmented reality devices as a way to preview their products in the real world. Similarly,
it can also be used to demo what products may look like in an environment for customers,
as demonstrated by companies such as Mountain Equipment co-op who use augmented
reality to allow customers to preview what their products might look like at home through
Besides these differences, there are few similarities between the two. Both offer
immersion, virtual content is present in both, the gadgets utilised are the same, methods
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of production are almost similar, and both are applied in diverse industries in equal
measure.
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In 1998, Sportsvision uses the 1st and Ten-line computer system. This system
showed the original virtual yellow first down marker during a live National Football
League game. A variation of this virtual first down marker is now a norm in all televised
football games today and is a big part of the augmented reality history.
In 1999, NASA uses a hybrid synthetic vision system that integrated augmented
reality in their X-38 spacecraft. The augmented reality technology was used to help
improve navigation during their test flights.
An important advancement in the augmented reality technology happened in 2000
when Hirokazu Kato from the Nara Institute of Science and Technology in Japan created
and released software called ARToolkit. Through this software, one could capture real-
world actions and combine it with interactions of virtual objects. Through the use of a
camera and the Internet, users experience this augmented reality. Like many of these
inventions from the past, this heavily influenced what we experience today in all flash-
based augmented reality apps.
In 2003, the National Football League (NFL) used the popular Skycam, which
was used for aerial views of the field to insert the virtual first down marker. In 2009,
Esquire magazine, in collaboration with Robert Downey Jr., uses augmented reality in
their print media. By using their software on one’s computer to scan the barcode on the
magazine, the readers can experience augmented reality content. In this same year,
ARToolKit makes augmented reality available to Internet browsers.
Augmented reality has come a long way since its early conception, and the
advancements in the past five years have been even more promising.
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4. WORKING METHODOLOGY
To understand the whole concept, the main components which perform the whole
process are to be known. There are mainly three components, which are,
4.1 Components of AR
Components required for augmented reality are: a processor, display, sensors, and
input devices. These are in fact, mini supercomputers that are packed into small wearable
devices. They require significant processing power and contains components like CPU,
flash memory, RAM, GPS, GPU, Wi-Fi, Bluetooth and many others. Modern mobile
computing devices like smartphones and tablet computers contain these elements, which
often include a camera and microelectromechanical systems (MEMS) sensors such as an
accelerometer, GPS, and solid-state compass, making them suitable AR platforms.
4.1.1 Display devices
The different types of display devices used to realize augmented reality have
different strengths and weaknesses depending on the application purpose.
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sensors for six degrees of freedom monitoring that allow the system to align virtual
information to the physical world and adjust accordingly with the user's head movements.
Head-up display: A head-up display (HUD) is a transparent display that presents data
without requiring users to look away from their usual viewpoints. A precursor technology
to augmented reality, heads-up displays were first developed for pilots in the 1950s,
projecting simple flight data into their line of sight, thereby enabling them to keep their
"heads up" and not look down at the instruments.
Virtual retinal display: A virtual retinal display (VRD) is a personal display device
under development. With this technology, a display is scanned directly onto the retina of
a viewer's eye. This results in bright images with high resolution and high contrast. The
viewer sees what appears to be a conventional display floating in space.
Eyeglasses: AR displays can be rendered on devices resembling eyeglasses. Versions
include eyewear that employs cameras to intercept the real-world view and re-display its
augmented view through the eyepieces and devices in which the AR imagery is projected
through or reflected off the surfaces of the eyewear lens pieces.
Contact lenses: Contact lenses that display AR imaging are in development.
These bionic contact lenses might contain the elements for display embedded into the lens
including integrated circuitry, LEDs and an antenna for wireless communication. The
design is intended to control its interface by blinking an eye.
Hand-held: A Handheld display employs a small display that fits in a user's hand. All
handheld AR solutions to date opt for video see-through. Initially handheld AR
employed fiducial markers, and later GPS units and MEMS sensors such as digital
compasses and six degrees of freedom accelerometer–gyroscope. Handheld display AR
promises to be the first commercial success for AR technologies. The two main
advantages of handheld AR are the portable nature of handheld devices and the
omnipresent nature of camera phones.
Projection Mapping: Projection mapping augments real-world objects and scenes,
without the use of special displays such as HUDs or hand-held devices. Projection
mapping makes use of digital projectors to display graphical information onto physical
objects. The key difference in projection mapping is that the display is separated from the
users of the system. Since the displays are not associated with each user, projection
mapping scales naturally up to groups of users, allowing for collocated collaboration
between users.
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A projection mapping system can display on any number of surfaces in an indoor
setting at once. Projection mapping supports both a graphical visualization and passive
haptic sensation for the end users. Users can touch physical objects in a process that
provides passive haptic sensation.
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powerful server that might be located at a distance. Graphic Processing Unit (GPU)
handles the visual rendering of a phone’s display. AR requires high performance GPUs so
that the digital content can be created and superimposed seamlessly
4.1.3. Sensors
Sensors are located outside the Augmented Reality device and communicate the
user’s interaction with real world entities to the processor. These sensors can be mobile
device’s accelerometer, infrared or gyroscope.
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Tracking: Modern mobile augmented reality systems use one or more of the following
motion tracking technologies: digital cameras or other optical sensors, accelerometers,
GPS, gyroscopes, solid-state compasses, radio-frequency identification (RFID). These
technologies offer varying levels of accuracy and precision.
4.1.4. Input devices
Cameras are placed outside the device that scan the surrounding area and collect
relevant data. This information is taken by the devices that formulate digital models for
determining the correct output. Mirrors are also used to assist the way our eyes view the
virtual image. The input devices also include microphone, touch screen and gesture
devices.
While few Augment Reality tools have a range of tiny, curved mirrors, few others
are fitted with only double-sided mirrors. One surface of this mirror reflects the incoming
light onto a camera and the other side bounces light from a side mount display to the eye.
4.1.5 AR Markup Language
Software plays a major role in the functioning of augmented reality devices. A key
measure of AR systems is how realistically they integrate augmentations with the real
world. The software must derive real world coordinates, independent of camera, and
camera images. That process is called image registration, and uses different methods
of computer vision, mostly related to video tracking. Many computer vision methods of
augmented reality are inherited from visual odometry. An “augogram” is a computer-
generated image that is used to create AR. “Augography” is the science and software
practice of making augograms for AR.
In augmented reality, the distinction is made between two distinct modes of
tracking, known as marker and markerless. Markers are visual cues which trigger the
display of the virtual information. A piece of paper with some distinct geometries can be
used. The camera recognizes the geometries by identifying specific points in the drawing.
Markerless tracking, also called instant tracking, does not use markers. Instead, the user
positions the object in the camera view preferably in a horizontal plane. It uses sensors in
mobile devices to accurately detect the real-world environment, such as the locations of
walls and points of intersection.
Augmented Reality Markup Language (ARML) is a data standard developed
within the Open Geospatial Consortium, which consists of Extensible Markup Language
grammar to describe the location and appearance of virtual objects in the scene. To enable
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rapid development of augmented reality applications, some software development
applications such as Lens studio from Snapchat and Spark AR from Facebook were
launched.
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4.2 Summary of working of AR
Augmented reality can be divided into four main phrases, which make additional
content superimposition possible:
1. An AR solution captures a part of the environment using a camera on a
smartphone, tablet, or head-mounted display.
2. Then it scans the captured piece of the environment to identify a point where to
overlay additional information using markers or trackers like infrared, laser, GPS,
or sensors.
3. As soon as this point is determined, an augmented reality solution requests
predefined content to overlay further an environmental footprint with additional
information.
4. Once the necessary content is requested, the solution forms a complete image
consisting of the real-world background and overlaid AR data.
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5. BENEFITS OF AUGMENTED REALITY
1. The AR system is highly interactive in nature and operates simultaneously with
real time environment.
2. It reduces line between real world and virtual world.
3. It enhances perceptions and interactions with the real world. This means users
will be able to take their phones and hold them up in front of a certain area, such
as a building or natural landmark. The app then overlays information on top of
what they are seeing, providing more depth than could otherwise be seen by just
looking at something without AR technology like this.
4. AR will be easy to use. It can be used by anyone as per applications. For mobile
phone users, augmented reality is really easy to use. By just pointing the camera at
an object, and the AR app will show what it does with that particular item.
5. It can save money by testing critical situations in order to confirm their success
without actually implementing in real time. Once it is proven, it can be
implemented in real world.
6.
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6. TYPES OF AUGMENTED REALITY
Augmented Reality has several types that vary in their applications and objectives.
They are as mentioned below:
Marker based Augmented Reality
Markerless or location based Augmented Reality
Augmented Reality based on projection
Augmented Reality based on superimposition
6.1 Marker based Augmented reality
This category of Augmented Reality makes use of a camera and visual markers
that recognize a product only when the reader can successfully identify the marker.
Camera is used by these applications in order to discern a real-world entity from a
marker. Distinct, yet simple patterns like the QR code is used. This is because they
require less processing power and are easy to recognize.
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6.3 Augmented reality based on projection
It works by projection synthetic light on the surface of real-world objects.
Applications based on this technique allow human interaction by first projecting the light
onto the surface and later sense the human interaction to the light projected. This
detection of human interaction is possible by distinguishing between the known/expected
projection and distorted projection.
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7. APPLICATIONS OF AUGMENTED REALITY
Augmented reality has been explored for many applications, from gaming and
entertainment to medicine, education, and business. Few of the examples are:
1. Archaeology
AR has been used to aid archaeological research. By augmenting archaeological
features onto the modern landscape, AR allows archaeologists to formulate possible site
configurations from extant structures. Computer generated models of ruins, buildings,
landscapes or even ancient people have been recycled into early archaeological AR
applications. Collaborative AR systems supply multimodal interactions that combine the
real world with virtual images of both environments.
2. Architecture
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. 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. Augmented reality is applied to present new
projects, to solve on-site construction challenges, and to enhance promotional materials.
3. Education
Augmented reality in education is used to design a standard curriculum. Graphics,
text, audio, and video can be superimposed on to the pupil’s real-world environment. It
has enabled the use of interactive reading materials that provide additional information to
the students. They are now able to interact with and learn from their new environment.
Augmented reality promotes remote collaboration, where instructors and students from
different locales interact through a common learning environment.
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As AR evolves, students can participate interactively and interact with knowledge
more authentically. Instead of remaining passive recipients, students can become active
learners, able to interact with their learning environment. Computer-generated
simulations of historical events allow students to explore and learning details of each
significant area of the event site.
4. Medical
Augmented reality is providing patient data to the surgeons. It also allows records
of patient imaging and functional videos to be obtained and overlaid. It is used in surgery,
recovery treatments and practical training sessions.
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5. Aviation
Augmented reality is used to map out flight paths and educate flight students
about landing a flight simulator. It is also used for pilot assistance program where pilots
can gather the necessary information without struggling with touch interface or physical
controls. An adaptive augmented schedule in which students were shown the
augmentation only when they departed from the flight path proved to be a more effective
training intervention than a constant schedule. Flight students taught to land in the
simulator with the adaptive augmentation learned to land a light aircraft more quickly
than students with the same amount of landing training in the simulator but with constant
augmentation or without any augmentation.
6. Navigation
The NASA X-38 was flown using a hybrid synthetic vision system that overlaid
map data on video to provide enhanced navigation for the spacecraft during flight tests
from 1998 to 2002. It used the LandForm software, which was useful for times of limited
visibility, including an instance when the video camera window frosted over leaving
astronauts to rely on the map overlays. The LandForm software was also test flown at the
Army Yuma Proving Ground in 1999. The map markers indicating runways, air traffic
control tower, taxiways, and hangars overlaid on the video.
AR can augment the effectiveness of navigation devices. Information can be
displayed on an automobile's windshield indicating destination directions and meter,
weather, terrain, road conditions and traffic information as well as alerts to potential
hazards in their path. Since 2012, a Swiss-based company WayRay has been developing
holographic AR navigation systems that use holographic optical elements for projecting
all route-related information including directions, important notifications, and points of
interest right into the drivers' line of sight and far ahead of the vehicle. Aboard maritime
vessels, AR can allow bridge watch-standers to continuously monitor important
information such as a ship's heading and speed while moving throughout the bridge or
performing other tasks.
7. Tourism
Travelers may use AR to access real-time informational displays regarding a
location, its features, and comments or content provided by previous visitors. Advanced
AR applications include simulations of historical events, places, and objects rendered into
the landscape.
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AR applications linked to geographic locations present location information by
audio, announcing features of interest at a particular site as they become visible to the
user.
8. Video games
The gaming industry embraced AR technology. Several games were developed for
prepared indoor environments, such as AR air hockey, Titans of Space, collaborative
combat against virtual enemies, and AR-enhanced pool table games. Augmented reality
allowed video game players to experience digital game play in a real-world environment.
Augmented reality gaming is also used to market film and television entertainment
properties.
9. Military
Augmented Reality has been adopted by the military where it is mostly used for
training purposes.
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8. THREATS OF AUGMENTED REALITY
Augmented reality gives our world numerous opportunities, like the ones that are
mentioned above. Although there are many and many applications, it could be dangerous
and few of those threats are, as follows:
1. Excessive generation of Information: With the world becoming increasingly
driven by digitalization the rise of social media (Such as Instagram and Tik Tok)
and the internet has led to a significant increase in the development and sharing of
data. With the advancement of smartphones, it has become easier for the public to
access extensive amounts of data from multiple sources, a threat that is only
enhanced with emerging AR technologies like AR smart glasses. This overload of
data and information can lead to stress and confusion thus resulting in a delay in
action.
2. Impairment in Perception: The glasses enabled with AR technology pose a
danger of endangering the perception of the consumer. The glasses may be created
using substandard design or manufacturing processes which can hence endanger
the perception of its consumer and cause dire consequences depending on the
application. Thus, safeguarding the quality standards of the AR equipment
becomes imperative for its successful application.
3. Might prove to be a Distraction: While AR provides fruitful information for its
users, newbies and employees recently equipped with the technology may find it
confusing or a distraction. When it comes to activities like driving or surgeries AR
proving to be a distraction can be extremely dangerous. It becomes a priority for
organizations to train their users to deliver a smooth transition from non-AR to
AR-enabled activities.
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4. Could Endanger Privacy: Since the AR experience is carried out by first taking
in the present physical environment, interpreting it, and then enhancing it with
extra digital information, a large degree of data is collected, and this includes not
just the data of the device’s user but also the data of any additional people being
viewed through the device. This could endanger one’s personal privacy and prove
to be a major issue once the technology rises in popularity. Strategizing methods
to preserve personal privacy thus becomes a challenge in AR’s application.
5. Security Dangers: When it comes to cybersecurity dangers and unapproved
access through hacker attacks and malware, like all associated technologies, AR is
vulnerable to the same. Like some other associated technology, these attacks can
prompt refusal of service or overlay wrong data, leading to extreme and dire
results. For example, a hacker can mislead a driver utilizing an AR-controlled
route framework and cause mishaps. The real-life dangers of AR cannot afford to
be overlooked despite its popularity. If not addressed at their initial stage, these
hazards can lead to significant difficulties and aggravations.
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9. CONCLUSION
Augmented reality is another step towards the development of the digital world
and soon the 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. 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.
The future promises more venues for Augmented Reality. It has the potential to
connect people around the globe in an instant and can change the way we interact with
both virtual world and real world. It will become a more common part of our everyday
lives. The only place to go from here is up and it appears the sky is the limit.
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REFERENCES
[1] Chetankumar G Shetty, “Augmented Reality-Theory, Design and Development”,
August 2020
[2] Mehdi Mekni, Andre Lemieux, “Augmented Reality: Applications challenges and
future trends, 2014
[3] "The research and application of the augmented reality technology," 2017 IEEE 2nd
Information Technology, Networking, Electronic and Automation Control Conference
(ITNEC), 2017
[4] The Ultimate Guide to Augmented Reality Technology, www.realitytechnologies.com
[5] Infographic: The History of Augmented Reality, www.augment.com/infographic
[6] Wikipedia, (online: Augmented reality-www.wikipedia.org )
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