Professional Documents
Culture Documents
On
AUGMENTED REALITY
Submitted in the fulfilment of the requirements for the award of the degree of
BACHELOR OF TECHNOLOGY
In
G.SRAVANI
(18D21A05E4)
CERTIFICATE
COORDINATOR 1 COORDINATOR 2
Dr.A.GAUTAMI LATHA
(Professor &HOD)
ACKNOWLEDGEMENT
There are many people who helped me, directly and indirectly, to complete my
technical seminar successfully. I would like to take this opportunity to thank one and
all.
Finally, I would like to thank all my faculty and friends for their help and
constructive Criticism during my technical seminar period. Finally, I am very much
indebted to my parents for their moral support and encouragement.
G.SRAVANI
(18D21A05E4)
i
INDEX
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TABLE OF CONTENTS
iii
ABSTRACT
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i
CHAPTER 1
INTRODUCTION
AUGMENTED REALITY is an emerging field in computer vision that has still yet to
fully mature, currently AR systems have been successfully applied in various fields such
entertainment, education, rehabilitation and military to name a few. One novel application of
AR is in the field of mental and physical rehabilitation. Although similar technologies such as
virtual reality (VR) have been applied in these fields long before, AR presents several
advantages, namely heightened realism and the ability to physically interact with virtual
objects. Recently AR systems on mobile devices have gained popular movements s mobile
phones become more and more capable and widespread. However even the fastest mobile
phones of today cannot match the computing power of mobile phones causes several problems
as ar systems are computationally expensive processes. Despite this, large strides have been
made in making mobile ar systems a reality, the proposed solutions vary widely in
implementation however they all strive for the same goal-to develop a mobile AR system
capable of tracking at 6 degrees of freedom (6dof) at real time frame rates. Despite the recent
shift towards the mobile ar paradigm, much work still remains for its desktop equivalent.
Inefficiencies and grounds for improvements have been identified in the most popular AR
toolkit available, AR toolkit. Delays in the rendering pipeline have been identified to produce
unfaithful perceptive effects in visual haptic AR systems in medical education. Additionally,
the inability to scale and track multiple 3D objects based on feature matching is a limitation in
the current field of AR.
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CHAPTER 2
HISTORY OF AUGMENTED REALITY
The first AR technology was developed in 1968 at Harvard when computer scientist Ivan
Sutherland (named the “father of computer graphics”) created an AR head-mounted display
system, called The Sword of Damocles.
1990: The term augmented reality was coined by Boeing researcher Tom Caudell.
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.
2016 Niantic and Nintendo launched Pokemon Go - the hugely popular location-based AR
game that put AR on the mainstream map.
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1968: Ivan Sutherland, a Harvard professor and computer scientist, created the first head- mounted
display called ‘The Sword of Damocles’.
1994: Julie Martin, a writer and producer, brought augmented reality to the entertainment industry
for the first time with the theatre production titled Dancing in Cyberspace.
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1998: Sports vision broadcasts the first live NFL game with the virtual 1st & Ten graphic system
– aka the yellow yard marker. The technology displays a yellow line overlayed on top of the feed
to that views can quickly see where the team just advance to get a first down. This system is still used
today, although admittedly more advanced than it was in the late ‘90s. Viewers have become
accustomed to the yellow line marker and other additional graphics – most don’t even know that this is a
form of AR technology.
1999: NASA created a hybrid synthetic vision system of their X-38 spacecraft. The system leveraged
AR technology to assist in providing better navigation during their test flights.
2000: Hirokazu Kato developed an open-source software library called the ARToolKit. This package
helps other developers build augmented reality software programs. The library uses video tracking to
overlay virtual graphics on top of the real world.
2003: Sport vision enhanced the 1st & Ten graphic to include the feature on the new Sky cam system –
providing viewers with an aerial shot of the field with graphics overlaid on top of it.
2009: Esquire Magazine used augmented reality in print media for the first time in an attempt to make
the pages come alive.
2013: Volkswagen debuted the MARTA app (Mobile Augmented Reality Technical Assistance) which
primarily gave technicians step-by-step repair instructions within the service manual.
This adaptation of AR technology was groundbreaking, as it could and would be applied to many
different industries to align and streamline processes.
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2014: Google unveiled its Google Glass devices, a pair of augmented reality glasses that users could
wear for immersive experiences.
Users wore the AR tech and communicated with the Internet via natural language
processing commands. With this device, users could access a variety of applications like Google
Maps, Google+, Gmail, and more.
2016: Microsoft starts shipping its version of wearable AR technology called the HoloLens, which
is more advanced than the Google Glass, but came with a hefty price tag. It’s definitely not an
everyday type of accessory.
The headset runs on Windows 10 and is essentially a wearable computer. It also allows users to
scan their surroundings and create their own AR experiences.
2017: IKEA released its augmented reality app called IKEA Place that changed the retail industry
forever.
The app allows customers to virtually preview their home decor options before actually making a
purchase.
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CHAPTER 3
WORKING OF AUGMENTED REALITY
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3.1 COMPONENTS OF AUGMENTED REALITY
3.1.1 Hardware components
The core components of any AR-based tool are the processor, sensors, input devices, and mainly
the display. The input devices are either cameras or webcams. Mobile devices have all the
required specification to run an AR application.
The core components of any AR-based tool are:
• The Processor.
• Sensors: Gyroscope and Accelerometer.
• Input devices: Cameras or Webcams.
• The Display: Smartphone, Handheld device, Smart glasses, or the Head-Mounted
Displays(HMD).
3.1.2 Software components
Special pieces of software like:
• D’Fusion are integrated into the AR-based applications.
• The overlapping of digital projection over a real-life object is possible by leveraging using
3D software. these array of software are available for computers, and the smartphone app
already comes with all the default package.
3.1.3 Remote servers
Cloud servers or a dedicated hosting platform is required to render and store the data. As per
the request obtained from AR source, virtual images and projections are downloaded from the
web or cloud server and shown via a smartphone. As the data generated in the process can be
large, using a hosted service or cloud is preferred.
• Cloud servers or a dedicated hosting platform is required to render and store the data.
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CHAPTER 4
BUILDING BLOCKS OF AUGMENTED REALITY
4.1 VISUAL
The user’s view through their camera viewfinder is augmented by virtual images or text.
This is how you catch Pokémon in Pokémon Go – your phone superimposes a cartoon creature onto
the view from its camera, along with the game items which you ‘throw’ to the creature by touching
or swiping your screen.
It was also the tech used by Google Glass, which used a headset resembling a pair of glasses to
display smartphone-style apps in the user’s visual field. In many respects, this is classic AR. You’re
walking along, seeing what’s happening in the real world, but also checking your email or taking
and uploading a picture without needing to use your hands.
When most people hear ‘AR’, they think ‘visual’. It’s understandable. Vision is the most
developed of our five senses – up to two-thirds of the cerebral cortex is involved in processing
visual input – but it’s not the be-all and end-all of AR.
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4.2 AURAL
Sound content is delivered to the user based on their location or the view from their device’s camera.
We use this a lot for heritage apps like Soho Stories. Heritage sites already provide visitors with
something to look at, so an augmented experience has to offer something that’s
b) immersive.
Immersion draws visitors out of the present moment in time and closer to the past, and research has
demonstrated the vital role which audio design plays in creating a sense of immersion. Audio-based
AR creates the magic moments which make a heritage visit powerful and memorable. It doesn’t
have to be tied to locations, either: our app for Somos Brazil triggers its audio content based on
image recognition of portraits hosted throughout the exhibition and in the guidebook, adding an
immersive dimension to both.
4.3 LOCATIONAL
A fictional map is laid over a real one, creating an alternate reality. This is the second system used
by Pokémon Go, and Ingress before that. Both of these games attach in-game importance to places
of interest, some of them quite small. A plaque on a wall, a worn sculpture on a street corner, a
signpost you might walk past every day – any of these things might be made significant by having
part of the game’s interface attached to them. The rest of the map recedes and blurs – streets, rivers
and green spaces are important for navigating, but all other features become unreal.
This works well for large sites and even better for tying multiple sites together by overlaying a
period map onto a contemporary one as we did with Hidden Florence. The effect is a kind of psycho
geography – a reconstruction of the site and its ambience, in which the present is navigated by way
of the past.
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CHAPTER 5
AUGMENTED REALITY
The primary benefit of Augmented Reality is that it can be used by anyone including mentally and
physically disabled individuals.
It blurs the line of difference between the virtual and real world, thus increasing its usability
and effectiveness in the area of application.
It possesses a highly interactive nature which enable to assess several instances in advance.
Success or failure of an instance can be determined by using the computing power of AR, thus
saving a ton of money.
It finds its heavy usage in the field of health, thus increasing the accuracy of diagnosis for
diseases. Since now, it has saved lives of numerous patients.
The experience of applications developed using such technologies is of high order and delivers a
great user experience.
Such applications offer a great reality experience which makes it easy to use for almost any
sought of person.
The primary notion behind developing AR based applications is to increase the social
interaction amongst individual, which it is successful at.
It can be used to simulate several situations and help to predict the chances of success for such
scenarios.
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5.2 DISADVANTAGES OF AUGMENTED REALITY
With so limited difference between reality and digital world, sometimes extreme conditions can
be simulated which might prove to be dangerous for individuals.
The applications or devices associated with AR technology suffers from lack of privacy thus
putting user data at risk.
There is a huge list of hardware and software resources required for the implementation of AR
technology
There can arise certain situations which can even lead to devastating accidents and huge
health issues such as psychological effects.
It is very expensive to implemented and develop AR technology based projects and to maintain
it.
Low performance level of AR devices is a major drawback which can be arise during testing
phase.
Extreme engagement with AR technology can lead to major healthcare issues such as eye
problems and obesity etc.
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CHAPTER 6
PAST PRESENT AND FUTURE OF AUGMENTED REALITY
PAST:
Augmented reality was first achieved, to some extent, by a cinematographer called Morton Heilig in
1957. He invented the Sensorama which delivered visuals, sounds, vibration and smell to the
viewer. Of course, it wasn’t computer controlled but it was the first example of an attempt at adding
additional data to an experience.
PRESENT:
Augmented reality is achieved through a variety of technological innovations; these can be
implemented on their own or in conjunction with each other to create augmented reality.
Today, AR is seen in every sector including gaming, healthcare, automotive, media, education, etc.
FUTURE:
Augmented reality provides an opportunity to replace and remedy the absent senses for some
impaired individuals, i.e. AR could be utilized as a sense alternate instrument. An additional in
future some AR applications are not far from challenges social acceptance issues, privacy
concerns and ethical concern arising.
in the future augmented reality will provide opportunities for businesses and dealers to spend their
money and efforts in new fields of AR.
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CHAPTER 7
APPLICATIONS OF AUGMENTED
REALITY
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7.2 AUGMENTED REALITY IN EDUCATION
With AR, classroom education can be extraordinary and more interactive, as AR can enable
teachers to show virtual examples of concepts and add gaming elements to provide textbook
material support.
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No special equipment is required. Unlike VR, augmented reality doesn’t require any
expensive hardware. Because 73% of all teens currently own a smartphone, AR
technologies are immediately available for use for the majority of the target audience.
Higher student engagement and interest. Interactive, gamified AR learning can have
a significant positive impact on students. It keeps them engaged throughout the lesson
and makes learning fun and effortless.
Improved collaboration capabilities. Augmented reality apps offer vast opportunities to
diversify and shake up boring classes. Interactive lessons, where all students are involved
in the learning process at the same time, help improve teamwork skills.
A faster and more effective learning process. AR in education helps students achieve
better results through visualization and full immersion in the subject matter. A picture is
worth a thousand words, right? So, instead of reading theory about something, students can
see it with their own eyes, in action.
Practical learning. Apart from schooling, professional training can also benefit greatly
from the use of AR. For example, accurate reproduction of in-field conditions can help
master the practical skills required for a certain job.
Safe and efficient workplace training. Imagine being able to practice in heart surgery
or operating a space shuttle without putting other people in danger or risking millions of
dollars in damage if something goes wrong. It is possible with AR.
Universally applicable to any level of education and training. Be it learning games for
kindergarten or on-the-job training, AR isn’t limited to only.
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7.3 AUGMENTED REALITY IN CONSTRUCTION
Augmented reality in construction and architecture projects involves placing a 3D model of a
proposed design onto an existing space using mobile devices and 3D models.
Progress capture. Augmented can be used to track and document how projects are progressing.
There are several solutions in the market that let construction pros capture project progress. These
apps use your device’s augmented reality features to identify where you are in the floorplan and
automatically take pictures at every capture point. Doing so ensures that team members always
capture at the exact same location over time, thus improving progress capture efficiency and
accuracy.
Enhanced safety. AR technology can also improve safety on the jobsite. Some AR devices (like
glasses or mobile devices) can scan tags or labels placed in specific areas or objects. These
labels can then bring up text or even 3D models to communicate safety or hazard information.
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7.4 AUGMENTED REALITY IN INTERIOR DESIGN
The user uses a mobile device to overlay the real world with virtual elements. The AR app lets
the user see furniture or wall paint that would look real! IKEA one of a leading furniture giant, uses
a catalog app in which user scans and selects the image from a printed catalog and the user can then
access extended rich content!
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CHAPTER 8
FUTURE SCOPE
Augmented Reality is the technology which had capture our mind like no other
facing. This technology is frequently obtainable as the innovative technology, bu t its
form has be full around for years. beginning being discipline base notion to science
base reality, augmented actuality has grown from purchaser liberty to company space.
present has been a time while the cost of enlarged reality be so extensive that the
designers might only dream of functioning on design projects that are concerned in it
but now it has changed and is accessible on mobile phones as well. According to the
experts, the AR market might be value $122 billion by 2024 to mix the actuality wi th
fiction in images. There are some more challenge in AR that are immobile to resolve.
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CHAPTER 9
REFERENCES
Brooker, G. (2009). Introduction to Sensors for Ranging and Imaging. Raleigh, NC: The
Institution of Engineering and Technology.
Kipper, G., & Rampolla, J. (2012). Augmented Reality : An Emerging Technologies Guide to
AR. Rockland, MA: Syngress.