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Introduction to Extended

Reality

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Content
• Extended Reality
• History of AR/VR/MR
• Augmented Reality
• Marker Based AR
• Marker Less AR
• Super Imposition based AR
• Location based AR
• Projection based AR
• Outlining based AR

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Extended Reality
Extended Reality is a branch of Computer Science which deals with Real
and Virtual Augmentation of 3D Digital Objects
There are 3 Sub Domains of Extended Reality
• Augmented Reality
• Virtual Reality
• Mixed Reality

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History of AR/VR/MR
The origin of AR/VR came from 1838 after the development of
Stereoscope by Charles Wheatstone.
This technology used an image for each eye to create a 3D image for the
viewer.
In 1891 Kinetoscope was invented by Thomas Edison and
William Dickson. We had to send a piece of film between lens
and a light bulb while the user peered through a peephole
showing images at 46FPS.
In 1929 Link Trainer Flight Simulator was developed by
Edwin Link of the Link Piano and Organ Company.
Fuselage that simulated plane movement, cockpit
enclosure and realistic dangers of air travel through
pneumatic pumps

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History of AR/VR/MR
In 1935 a Science Fiction movie named Pygmalion’s Glasses written by
Stanley G. Weinbaum was released it described about a pair of glasses
that allows people to experience virtual senses including smell, touch, sight
and taste.
In 1938 View Master was developed by William Gruber and
Harold Graves, it was a Stereoscopic 3D Photo Viewer
introduced at the 1939 New York World’s Fair as an update
to the scenic postcard.
In 1960 Telesphere Mask was developed by Morton
Heilig, a cinematographer and VR Pioneer. It was the
first ever Head Mounted Display (HMD) which used
stereoscopic technology, 3D Imagery, Widescreen
vision and Stereo sound.

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History of AR/VR/MR
In 1961 Headsight was developed by Philco Corporation engineers, it was
the first motion tracking head mounted display that took pictures and was
designed to allow remote viewing of dangerous situations by the military.
In 1962 Sensorama and Motor Cycle simulator was developed
by Morton Heilig, it was a 3D equipped booth that produced
sensations to simulate real experiences, such as vibrating
seats and the smell of hot dog stalls to simulate riding a
motor cycle through the roads of New York.
In 1968 Ivan Sutherland developed the Sword Of
Damocles, it was a primitive and a heavy headset and it
was named after Greek Mythology.

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History of AR/VR/MR
In 1977 Sayre Gloves was developed by Scientists at the Electronic
Visualization Laboratory at the University of Illinois, It was the first
wired glove, which turned finger movement into electrical signals.
In 1982 Power and Data Glove was developed by Thomas G.
Zimmerman and Jaron Lanier, the gloves used an optical flex
sensor and ultrasonic and magnetic hand position tracking
technology.
In 1986 Air Force Super Cockpit Program designed and
directed by Thomas Furness, it was a HMD that
projected computer generated 3D maps, infrared and
radar imagery, and avionics data to create simulated
aircraft that pilots could operate with gestures and eye
movements.

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History of AR/VR/MR
In 1988 Virtual Interface Environment Workstation (V.I.E.W), it was
developed by Nasa in partnership with VPL Research, it was a HMD that
showed a CGI environment or a real environment relayed from remote
video camera’s and used DataGlove and DataSuit clothing.
In 1991 Virtuality Group Arcade Machines was developed Dr.
Jonathan D Waldren and W industries, it used magnetic
stereoscopic visors, joysticks and networked units for
multiplayer gaming in stand-up and sit-down pod variants.
1992 Cave Automatic Virtual Environment (CAVE) was
developed by Chicago Electronic Visualization
Laboratory, it was in a room in which visuals are
projected from outside and controlled by user
movement inside through motion capture, stereoscopic
LCD shutter glasses and mirrors.

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History of AR/VR/MR
In 1995 Virtual Boy was developed by Nintendo designer Gunpei Yokoi, it
was a failed portable video game console that simulated red and black 3D
images through a visor connected to a handheld controller.

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Augmented Reality
Augmented reality 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. Examples: Pokémon GO, ARLoopa, Ikea Place
Types Of Augmented Reality
• Markerbased Augmented Reality
• Markerless Augmented Reality
• Super Imposition AR
• Location based AR
• Projection based AR
• Outlining AR

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Markerbased AR
This type of AR works on the concept of tracking and recognition. In this
type of AR, you need to have a marker through which you could perform
the augmentation. In general, this augments Digital Objects upon a
marker.

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Markerless AR
This type of AR doesn’t require any sort of marker. This AR can simply
detect your plane and perform the augmentation of your digital objects.
Examples: Ikea Place.

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Super Imposition AR
Superimposition Based Augmented Reality is the augmented reality
technique which uses object recognition. The augmented image replaces
the original image either partially or fully. This type of AR is commonly
used in the medical field to superimpose an X-ray onto a patient's body.

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Location Based AR
It ties the augmentation to a specific place by
reading the real-time data from a smartphone
camera, GPS, digital compass as well as and
accelerometer. Location-based AR does not
require any cue from an image or object to
deploy as it can predict the user’s focus as a
trigger to pair the real-time data with the
present location. It also allows developers to
attach interactive and useful digital content to
geographical points of interest. It is beneficial
to travelers to have a clear understanding of the
whereabouts of a specific area through virtual
3D objects, videos, texts, links, and audio.

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Projection Based AR
Projection-based AR is a little different than the other types of marker less augmented
reality. Namely, you don’t need a mobile device to display the content. Instead, light
projects the digital graphics onto an object or surface to create an interactive experience
for the user. Yes, that’s right, holograms! Projection-based AR is used to create 3D
objects that can be interacted with by the user. It can be used to show a prototype or
mockup of a new product, even disassembling each part to better show its inner workings.

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Outlining AR
Outlining AR recognizes boundaries and lines to help in situations
when the human eye can’t. Outlining augmented reality uses object
recognition to understand a user’s immediate surroundings. Think
about driving in low light conditions or seeing the structure of a
building from the outside.

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