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TECHNICAL SEMINAR REPORT

On

AUGMENTED REALITY
Submitted in the fulfilment of the requirements for the award of the degree of

BACHELOR OF TECHNOLOGY
In

COMPUTER SCIENCE AND ENGINEERING


By

G.SRAVANI
(18D21A05E4)

Department of Computer Science and Engineering


SRIDEVI WOMEN’S ENGINEERING COLLEGE
(Approved by AICTE, Affiliated to JNTUH, HYD and Accredited by NBA and
NAAC An ISO 9001:2015 Certified Institution)
V.N.PALLY,Gandipet,Hyderabad-75
2021-2022
Department of Computer Science and Engineering
SRIDEVI WOMEN’S ENGINEERING COLLEGE
(Approved by AICTE, Affiliated to JNTUH, HYD and Accredited by NBA and
NAAC An ISO 9001:2015 Certified Institution)
V.N.PALLY,Gandipet,Hyderabad-75
2021-2022

CERTIFICATE

This is to certify that the TECHNICAL SEMINAR report entitled “AUGMENTED


REALITY” is being submitted by MS.G.SRAVANI (H.T.NO:18D21A05E4) in partial
fulfilment for the award of degree of Bachelor of Technology in Computer Science and
Engineering is a record of bonafide work carried out by her.

COORDINATOR 1 COORDINATOR 2

K. SREENIVASA REDDY A. SAIBABU

(Assistant Professor) (Assistant Professor)

HEAD OF THE DEPARTMENT

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.

I express my sincere gratitude to coordinator, K.SREENIVASA REDDY,


(Assistant Professor) and A. SAIBABU, (Assistant Professor), Department of CSE,
for his precious suggestions, motivation and cooperation for the successful completion
of this technical seminar.

I also wish to express my sincere thanks to Dr. A.GAUTAMI LATHA, professor


and HOD Department of computer science and Engineering for her valuable
suggestions and advice.

I am also extremely thankful to Dr.B.L.MALLESHWARI, Principal, Sridevi


Women’s Engineering college, for providing the facilities to complete the dissertation.

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)

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INDEX

S.NO TITLE PAGE NO


Certificate
Acknowledgement i
Abstract iv
1 Introduction 1
2 History Of Augmented Reality 2
3 Working Of Augmented Reality 6
3.1 Components Of Augmented Reality 7
3.1.1 Hardware Components 7
3.1.2 Software Components 7
3.1.3 Remote Servers 7
4 Building Blocks Of Augmented Reality 8
4.1 Visual 8
4.2 Aural 9
4.3 Locational 9
5 Augmented Reality 10
5.1 Advantages 10
5.2 Disadvantages 11
6 The Past, Present And Future Of Augmented Reality 12
7 Applications Of Augmented Reality 13
7.1 Augmented Reality In Healthcare 13
7.2 Augmented Reality In Education 14
7.3 Augmented Reality In Construction 16
7.4 Augmented Reality In Interior Design 17
8 Conclusion and Future Scope 18
9 References 19

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TABLE OF CONTENTS

S.NO FIG.NO FIGURE NAME PAGE.NO


1 2.1 History Of Augmented Reality 2
2 2.2 Head-Mounted Display 3
3 2.3 Video place 3
4 2.4 Map Data On Pilot Screen 4

5 2.5 Google Glass Devices 5


6 3.1 Working Of AR 6
7 4.1 Visual Example 8
8 4.2 Locational Example 9
9 7.1 AR In Healthcare 13
10 7.2 AR In Education-1 14
11 7.3 AR In Education-2 14
12 7.4 AR In Construction 16
13 7.5 AR In Interior Design 17

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ABSTRACT

Augmented reality (AR) is an interactive experience of a real-world environment where the


objects that reside in the real world are enhanced by computer-generated perceptual
information, sometimes across multiple sensory modalities, including visual, auditory, haptic,
somatosensory and olfactory. AR uses computer vision, mapping as well as depth tracking in
order to show appropriate content to the user. This functionality allows cameras to collect,
send, and process data to show digital content appropriate to what any user is looking at. In
Augmented reality, the user’s physical environment is enhanced with contextually relevant
digital content in real-time. You can experience (AR) augmented reality with a smartphone or
with special hardware. Augmented Reality (AR) is a perfect blend of the digital world and the
physical elements to create an artificial environment. Apps which are developed using AR
technology for mobile or desktop to blend digital components into the real world. Augmented
reality can be used to increase user knowledge and information. AR apps are being developed
which embed text, images, videos, etc.

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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.

Fig no:2.1 History of Augmented Reality

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1968: Ivan Sutherland, a Harvard professor and computer scientist, created the first head- mounted
display called ‘The Sword of Damocles’.

Fig No: 2.2 Head-Mounted Display


The user experienced computer-generated graphics that enhanced their sensory perception of
the world.
1974: Myron Kruger, a computer researcher and artist, built a laboratory at the University of
Connecticut called ‘Video place’ that was entirely dedicated to artificial reality. Within these
walls, projection and camera technology was used to emit onscreen silhouettes which surrounded
users for an interactive experience.

Fig no:2.3 video place


The system allowed military personnel to virtually control and guide machinery to perform tasks like
training their US Air Force pilots on safer flying practices.

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.

FIG NO:2.4 MAP DATA ON PILOT SCREEN


The augmented reality component displayed map data right on the pilot’s screen.

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.

Fig No:2.5 Google Glass Devices

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

Augmented reality starts with a camera-equipped device—such as a smartphone, a tablet, or


smart glasses—loaded with AR software. When a user points the device and looks at an object,
the software recognizes it through computer vision technology, which analyzes the video
stream. Augmented reality (AR) adds digital content onto a live camera feed, making that
digital content look as if it is part of the physical world around you.

Fig No:3.1 Working Of AR

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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

There are three types of building blocks of Augmented Reality –


Those are:
 visual,
 aural and
 locational.

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.

Fig No:4.1 Visual Example

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

a) more than just visual and

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.

Fig No:4.2 Locational Example

Location: Using real life places to augment the Pokémon Go experience

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

5.1 ADVANTAGES OF AUGMENTED REALITY


• Creates unique customer experiences.
• It eliminates cognitive overload.
• Heightens user engagement.
• Competitive differentiation.

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

 The AR technology involves extremely high costs of development, implementation, and


maintenance.

 The applications lay extraordinarily little emphasis on maintaining confidentiality of


an individual.

 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.

 It is very costly to develop AR enabled devices.

 Lack of privacy is major drawback of AR.

 Low performance level of AR devices is a major drawback which can be arise during testing
phase.

 Augmented reality can cause mental health issues.

 Lack of security may affect the overall augmented reality principle.

 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

7.1 AUGMENTED REALITY IN HEALTH CARE:

Fig No:7.1 Ar In Healthcare


• AR applications enable medical professionals to recreate real-world images of anatomical
structures virtually, an image they can then project onto the surgical site in real-time using
the HMD technology.
• Augmented reality is used in healthcare facilities across the world today, for
applications that include vein visualisation, surgical visualisation and education.
• Recent hardware and software advances have reduced the cost of augmented reality while
significantly improving the experience for users and developers.
• Forward-thinking healthcare providers are investigating the potential benefits of AR to their
customers and their business.
• We’re in the early days of AR in healthcare, but the future will bring significant advances
to the education of patients and healthcare professionals, communication, and patient
outcomes.

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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.

Fig No:7.2 Ar In Education

• This will enable students to learn faster and memorize information.

Fig No:7.3 AR In Education

Benefits of augmented reality in education:


 Accessible learning materials – anytime, anywhere. Augmented reality has the potential
to replace paper textbooks, physical models, posters, printed manuals. It offers portable and
less expensive learning materials. As a result, education becomes more accessible and
mobile.

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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.

Fig No:7.4 AR In Construction

In construction, AR can be used in everything from project planning to communications.


Project presentation. AR can layer certain details and elements onto a building plan so
stakeholders can get a better understanding of the project. AR can also be used to showcase 3D
models and even provide tours, giving clients a solid idea of what a building would look like before
it’s built. Want to show the client what a new installation would look like on-site? AR can also
bring that vision to life.

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!

Fig No:7.5 AR 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!
ADVANTAGES OF AR IN INTERIOR DESIGN
• Better Visualization – AR in interior design help the client visualize the project before it is
developed. Using AR in interior design gives an ability to the user to design the space the way
they want. Be it a rustic, beach or boho style home, AR will let the user visualize that all in a
go. A mobile phone or a tablet loaded with samples is all needed to transform the user space.
• Design editing abilities -User will also get an ability to edit the designs and make changes
even if the design is at the final stage. So, now users need not worry about the tedious
corrections that are done in actual décor and furniture.
• Better guidance– AR in interior design will let a user guide the designer in the best possible
manner. Even the minute details related to the designing process can be communicated
interactively using AR.
• Find and try products remotely – The clients can try various products for their new project
such as the furniture without paying a penny.

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CHAPTER 8

CONCLUSION AND FUTURE SCOPE


Augmented reality is another step further into the digital age as we will soon see our
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. augmented
reality is being used in most of the businesses. It is the best and easiest way that helps in attracting
your valuable customers and also you do not need to speak out about your product or business
every time in front of your customers. people also love to use this technology and indirectly you
may get a publicity for free that is very helpful for the success of any business.
This has amazing applications that can very well allow us to live our lives more productively,
more safely, and more informatively.

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.

 Craig, Alan B. (2013). Understanding Augmented Reality; Concepts and


Applications. Waltham, MA, Morgan Kaufmann/Elsevier.

 Kipper, G., & Rampolla, J. (2012). Augmented Reality : An Emerging Technologies Guide to
AR. Rockland, MA: Syngress.

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