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INTRODUCTION:

The foundation of augmented reality is a camera-equipped device with AR software, such as a


smartphone, tablet, or smart glasses. When a user aims the gadget at an object and stares at it,
computer vision technology analyses the video stream and recognizes it.
In the same way that a web browser loads a page through a URL, the device then gets
information about the object from the cloud. The AR information is displayed as a 3-D
"experience" superimposed on the object rather than a 2-D page on a screen, which is a
significant change. As a result, what the user sees is a mix of real and digital.
AR can show people real-time data from products while also allowing them to control them
with a touchscreen, voice, or gesture. To transmit a command to a product over the cloud, a
user might click a stop button on the digital graphic overlay within an AR experience—or just
pronounce the word "stop." An operator interacting with an industrial robot with an AR
headset might see overlay data on the robot's performance and have access to its controls.
The size and angle of the AR display react to the changing context as the user moves. While
existing information fades out of view, new graphical or textual information appears. Users in
various positions, such as machine operators, work in industrial settings.
A cloud-based 3-D digital model—the object's "digital twin"—serves as a link between the
smart object and the AR. This model is made using either computer-aided design (CAD), which
is typically used during product development, or technology that digitizes physical items. The
twin then gathers data from the product, business systems, and other sources to reflect the
current state of the product. It's the means by which the AR program precisely puts and scales
up-to-date data on the object.
OBJECTIVE:
The ultimate goal of augmented reality is for the user to be unable to distinguish between the
real world and the synthetic data superimposed on it.
Augmented reality has a wide range of applications because it may be used in entertainment,
education, communication, medical, the military, and a variety of other fields.
However, before you consider integrating AR technology, you must first determine whether you
want to use it to better your business or simply for pleasure in your daily life.
There are several sorts of augmented reality technologies, and we'll go over a few of the most
commonly utilized and discussed.
Marker-based AR (also known as Image Recognition or Recognition-based AR) employs cameras
to recognize and process distinct visual patterns (known as markers) such as a QR code or a 2D
code as a trigger to activate and display virtual data in the form of an object, text, animation, or
other media that replaces the previously visible marker on the screen.
Mobile phone apps are typically used to manage marker-based AR. That is why it has grown in
popularity so quickly, but it also highlights the fact that users must check the markings on their
own initiative via apps rather than finding and seeing it spontaneously.
One of the most extensively used types of AR is markerless AR (also known as location-based or
position-based AR). To gain a better sense of your location and direction, this sort of AR
leverages GPS, digital compass, accelerometer, and other available technology that is already
built into your devices.
It can utilise this data to provide you instructions to your desired destination, locate points of
interest in your immediate vicinity, or use it in other apps that rely on your location.
Projection-based AR use an app to cast artificial light onto a real-world surface, which users can
then interact with by touching the projected light.
The app distinguishes between the expected projection (the light projection not being
disrupted) and the altered projection (the light projection being disturbed) (when and where
the projection was disturbed).
IMPORTANCE:
AR improves user engagement and interaction while also providing a more immersive
experience.
AR has been demonstrated to boost the perceived value of items and companies in studies.
AR activity that is well-implemented communicates innovation and responsiveness from
forward-thinking brands.
Because AR is mobile and personal, it is readily available to a fast rising smartphone market.
Because no specialised media needs to be acquired, AR offers a low-cost alternative to
conventional media platforms.
Brands have access to precise statistics, allowing them to properly comprehend their target
market.

HISTORY:
Morton Heilig, a cinematographer, was the first to achieve augmented reality to some extent in
1957. He created the Sensorama, which provided the spectator with images, sounds, vibrations,
and smells. Of course, it wasn't computer-controlled, but it was the first attempt at enhancing
an experience with additional data.
The head-mounted display was conceived by Ivan Sutherland, an American computer scientist
and early Internet influence, in 1968 as a form of window into a virtual world. Because of the
technology available at the time, the invention was impracticable for mass use.
In 1975, Myron Krueger, an American computer artist, created "Videoplace," the first "virtual
reality" interface, which allowed users to control and interact with virtual objects in real-time.
In 1980, a computational photography researcher named Steve Mann introduced the world to
wearable computers.
Of course, these weren't called "virtual reality" or "augmented reality" back then, because
Jaron Lainer coined the term "virtual reality" in 1989 and Thomas P Caudell of Boeing coined
the term "augmented reality" in 1990.
Louis Rosenberg's AR system, built at USAF Armstrong's Research Lab in 1992, was most likely
the first fully functional AR system. Virtual Fixtures was a highly complicated robotic system
created to compensate for the lack of high-speed 3D graphics processing power available in the
early 1990s. It allowed for the overlay of sensory data on a workspace in order to boost human
productivity.
Between now and now, there have been numerous further developments in augmented reality,
the most prominent of which are:
In the year 2000, Bruce Thomas created ARQuake, an outdoor mobile AR game.
In 2009, Adobe Flash made ARToolkit (a design tool) available.
In 2013, Google announced the open beta of Google Glass (a project with mixed results).
In 2015, Microsoft announced augmented reality functionality for its HoloLens augmented
reality headset.

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