IET - Chapter 5

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CHAPTER -FIVE

AUGMENTED REALITY (AR)


Introduction
2

 Explain augmented reality


 Explain the features of augmented reality
 Explain the difference between AR, VR, and MR
 Explain the architecture of augmented reality
systems
 Describe the application areas of augmented
reality
Overview of Augmented Reality
3
 The fundamental idea of AR is to combine, or mix, the view

of the real environment with additional, virtual content


that is presented through computer graphics.
 Its convincing effect is achieved by ensuring that the virtual

content is aligned and registered with the real objects.


 As a person moves in an environment and their perspective

view of real objects changes, the virtual content should also


be presented from the same perspective
Overview of augmented reality
4

 Augmented reality (AR) is a form of emerging

technology that allows users to overlay computer-


generated content in the real world.
 AR refers to a live view of a physical real-world

environment whose elements are merged with


augmented computer-generated images creating a
mixed reality.
 The augmentation is typically done in real-time and in

semantic context with environmental elements.


Overview of augmented reality
5
 Augmented reality is the integration of digital information

with the user's environment in real-time.


 Unlike virtual reality, which creates a totally artificial

environment, augmented reality uses the existing


environment and overlays new information on top of
it.
 A live direct or indirect view of a physical, real-world

environment whose elements are augmented by computer-


generated sensory input such as sound, video, graphics
or GPS data.
Virtual reality (VR), Augmented Reality (AR) vs
Mixed reality (MR)
6
 With some overlap in the applications and functions of

these emerging technologies, sometimes these terms get


confused or are used incorrectly.
 The main differences between them are explained below:
Virtual Reality (VR)
7

 VR is fully immersive, which tricks your senses into

thinking you’re in a different environment or world


apart from the real world.
 Using a head-mounted display (HMD) or headset, you’ll

experience a computer-generated world of imagery and


sounds in which you can manipulate objects and move
around using haptic controllers while tethered to a console
or PC .
 It is also called a computer-simulated reality.
Virtual Reality (VR)
8

 It refers to computer technologies using reality headsets to

generate realistic sounds, images and other sensations


that replicate a real environment or create an imaginary
world.
 Advanced VR environment will engage all five senses

(taste, sight, smell, touch, sound), but it is important


to say that this is not always possible.
 The most advanced VR experiences even provide freedom

of movement users can move in a digital environment


and hear sounds.
Virtual Reality (VR)
9

 Using VR devices such as HTC Vive, Oculus Rift or

Google Cardboard, users can be transported into a


number of real-world and imagined environments.
 Most VR headsets are connected to a computer (Oculus

Rift) or a gaming console (PlayStation VR) but there are


standalone devices (Google Cardboard is among the most
popular) as well.
 Most standalone VR headsets work in combination with

smart phones you insert a smartphone, wear a headset,


and immerse in the virtual reality.
10

Google
HTC Vive Oculus Rift Cardboard

PlayStation VR
Virtual Reality (VR)
11
Augmented Reality (AR)
12

 In augmented reality, users see and interact with the

real world while digital content is added to it.


 If you own a modern smartphone, you can easily download

an AR app and try this technology.


 There’s a different way to experience augmented reality,

though with special AR headsets, such as Google Glass,


where digital content is displayed on a tiny screen in front
of a user’s eye.
Augmented Reality (AR)
13

 AR adds digital elements to a live view often by

using the camera on a smartphone.


 Examples of augmented reality experiences include

Snapchat lenses and the game Pokemon Go.


 Augmented Reality (AR) is a live, direct or indirect

view of a physical, real-world environment whose


elements are augmented (or supplemented) by
computer-generated sensory input such as sound,
video, graphics or GPS data.
Direct and Indirect Augmentation of
Objects
14
Mixed Reality (MR)
15
 Mixed Reality (MR), sometimes referred to as hybrid

reality, is the merging of real and virtual worlds to produce


new environments and visualizations where physical and
digital objects co-exist and interact in real-time.
 It means placing new imagery within a real space in such a

way that the new imagery is able to interact, to an extent,


with what is real in the physical world we know.
 The key characteristic of MR is that the synthetic content

and the rea-world content are able to react to each other in


real-time.
Mixed Reality in
Engineering
16

Mixed Reality in
Medicine
Mixed Reality in Entertainment
17
augmented reality, virtual reality, and
mixed reality
18

 One of the most obvious differences among augmented

reality, virtual reality, and mixed reality is the hardware


requirements and also VR is content which is 100%
digital and can be enjoyed in a fully immersive
environment, AR overlays digital content on top of the
real-world.
 Numerous augmented reality apps and games can run on

almost every smartphone on the market.


Cont.
19
 On the other hand, virtual reality programs require

specialized VR headsets, noise-canceling headphones,


cameras to track room space and boundaries, and
sometimes even motion capture technology.
 Some of the biggest names in VR tech today are the

Oculus Rift, HTC Vive, and PlayStation VR.


 For the enjoyment of simple VR videos, there are

affordable makeshift VR headsets like the Google


Cardboard, which work by running a video in 360 modes on
your smartphone and inserting the phone into the headset.
Cont.
20
 Mixed reality hardware is still emerging and hasn’t quite

broken into the mainstream consumer market, most likely


due to the price.
 The consumer releases of the Microsoft HoloLens and

Magic Leap One retail for over $2000 USD, which is 3 to 4


times the cost of the PlayStation VR and HTC Vive VR
headsets.
 However, mixed reality applications sometimes require

exponentially more processing power and thus require


more powerful hardware.
Activity
21
The architecture of AR Systems
22

 The first Augmented Reality Systems (ARS) were

usually designed with a basis on three main blocks:

(1) Infrastructure Tracker Unit,

(2) Processing Unit and

(3) Visual Unit.


Augmented Reality Systems (ARS) standard
architecture
23
Augmented Reality Systems (ARS) standard
architecture
24

 The Infrastructure Tracker Unit was responsible for

collecting data from the real world, sending them to


the Processing Unit, which mixed the virtual content
with the real content and sent the result to the Video
Out module of the Visual Unit.
 Some designs used a Video In, to acquire required

data for the Infrastructure Tracker Unit.


Cont.
25

 The Visual Unit can be classified into two types of system,

depending on the followed visualization technology:

1. Video see-through: It uses a Head-Mounted Display


(HMD) that employs a video-mixing and displays the
merged images on a closed-view HMD.

2. Optical see-through: It uses an HMD that employs


optical combiners to merge the images within an open-
view HMD.
Activity
26
Applications of AR Systems
27

 Technology is ever-changing and ever-growing.

 One of the newest developing technologies is

augmented reality (AR), which can be applied to


many different disciplines such as education,
medicine, entertainment, military, etc.
 Let us see some of its applications.
Applications of AR Systems
28

 Here some lists of application

• AR In education
• AR In Medicine
• AR In Entertainment
AR In education
29

 Augmented reality allows flexibility in use that is


attractive to education.
 AR technology can be utilized through a variety of
mediums including desktops, mobile devices, and smart
phones
 More importantly, the following reasons for using
augmented reality in education:
•Affordable learning materials
•Interactive lessons
•Higher engagement
•Higher retention
•Boost intellectual curiosity
AR In education
30
AR In Medicine
31
 Augmented reality is one of the current technologies

changing all industries, including healthcare and medical


education.
 The purpose of any invention and technology is to simplify

our life.
 Augmented reality has the potential to play a big role in

improving the healthcare industry.


 For now, augmented reality has already made significant

changes in the following medical areas:


AR In Medicine
32

 surgery (minimally invasive surgery);

 education of future doctors;

 diagnostics;

 AR tools may also aid to detect the signs of

depression and other mental illnesses by reading


from facial expressions, voice tones, and physical
gestures.
AR In Medicine
33
AR In Medicine
34
In medicine, AR has the following applications:
•Describing symptoms
•Nursing care
•Surgery
•Ultrasounds
•Diabetes management
•Navigation
Cont.
35

 Generally, AR provides the following benefits to patients and

healthcare workers:
 Reduce the risks associated with minimally invasive surgery.

• Better informed decisions about the right treatment and


illness prevention.

• Make procedures more tolerable.

• Better aftercare.

• Medical training and education.


AR In Entertainment
36

 Augmented reality can be used in various

“entertainment” industries as entertainment covers quite


a number of different industries music, movies, live
shows, games and all of them can benefit from using
augmented reality
 AR in games
 AR in music
 AR on TV
 AR in eSports
 AR in the theater
AR In Entertainment
37

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