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Basics and Applications

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Presentation on theme: "Basics and Applications"— Presentation transcript:

1 Basics and Applications
Augmented Realilty: Basics and Applications

2 CONTENTS What is AR? Motivation Examples of AR AR system components
Characteristics of AR system Applications of AR Registration Future prospects of AR Issues in Augmented Reality Conclusion

3 What Is Augmented Reality?
Augmented reality is… a technology a field of research a vision of future computing an emerging commercial industry a new medium for creative expression Augmented reality is the display of computer graphics and media, overlaid and registered on real-world environments, interactively in real time.

4 Real vs. Virtual Virtual Reality
VR was first introduced by Jaron Lanier The term is defined as a computer generated , interactive , three dimensional environment in which a person is immersed. Eg: Virtual Keyboard

5 Reality-Virtuality (RV) Continuum
Real vs. Virtual Augmented reality will further blur the line between what's real and what's computer-generated. Reality-Virtuality (RV) Continuum [Milgram et al., 1994]

6 Real scene viewed by the user & virtual scene by computer augments
Virtual reality + Reality =AR The idea of mixture of virtual with real objects is not new. Hollywood and photography people have used it since very long before…

7 Let’s Give a More Strict Definition
Augmented Reality (AR) -supplements the real world with virtual (computer-generated) objects that appear to coexist in the same space as the real world. AR systems have the following three characteristics: −Combines real and virtual objects in a real environment −Runs interactively, and in real time −Registers real and virtual objects with each other ( Registered in 3-D ) AR platforms exist at the intersection of several technical disciplines, including computer graphics, machine vision, sensing and sensor fusion, geographic information systems, mobile systems, ubiquitous computing and the web.

8 Motivation The goal of AR is to create the sensation that virtual objects are present in the real world. Ivan Sutherland’s vision of AR -User is “inside” the computer AR enhances a user’s perception of interaction with the real world. The virtual objects display information that the user cannot directly detect with his own senses. The information conveyed by the virtual objects helps a user perform real-world tasks. AR is a specific example of what is known as Intelligence Amplification (IA): using the computer as a tool to make a task easier for a human to perform.

9 Examples Of AR 1.Real desk with virtual lamp and two virtual chairs

10 Examples Of AR The Sixth Sense augmented reality system lets you project a phone pad onto your hand and phone a friend – without removing the phone from your pocket

11 AR System Components The three basic components of an augmented reality system are: The Head-Mounted Display The head-mounted display used in augmented reality systems will enable the user to view superimposed graphics and text created by the system. −Optical see-through based − Video see-through based Tracking and Orientation This system pinpoints the user's location in reference to his surroundings and additionally tracks the user's eye and head movements. −Indoor tracking −Outdoor tracking Portable Computer Augmented reality systems will need highly mobile computers.

12 Two optical see-through HMDs, made by Hughes Electronics
Optical See-through Based AR Optical see-through systems make use of technology that "paints" the images directly onto the user's retina through rapid movement of the light source. Two optical see-through HMDs, made by Hughes Electronics

13 Optical See-through Based AR
Optical see-through HMD conceptual diagram

14 Video See-through Based AR
The video see-through systems block out the user's view of the outside environment and play the image real time through a camera mounted on the head gear.

15 Video See-through Based AR
Video see-through HMD conceptual diagram

16 Stereoscopic 3D Displays Toshiba Head-Dome Display
Immersive Displays: CAVEs Toshiba Head-Dome Display

17 Characteristics Augmentation
Discussion on the characteristics of AR systems and design issues encountered when building an AR system. Besides adding objects to a real environment, AR also has the potential to remove them. AR might apply to all senses, not just sight. AR could be extended to include sound. Another example is haptics

18 Characteristics 2. Optical vs. Video
When virtual objects are added to a scene , it is known as visual AR.Visual AR relies up on some sort of display. Head Mounted Displays(HMD) will enable us to view graphics and text created by AR system. A basic design decision in building an AR system is how to accomplish the combining of real and virtual. Two basic choices are available: -Optical see through based -video see through based

19 Characteristics 3. Focus & Contrast
Focus can be a problem for both optical and video components. Ideally the virtual should match the real. -Depending on video camera’s depth-of-field (DOF) and focus settings, parts of the real world may not be in focus. -In computer graphics, everything is rendered with a pinhole model, so regardless of distance, everything is in focus. -To overcome this, graphics can be rendered to simulate a limited DOF, and the video camera can have auto focus lens.

20 Focus & Contrast Contrast is a big issue owing to its large dynamic range in real environments. -If the real environment is too dark, the virtual image will wash out the real world. If the real world is too bright it will wash out the virtual image. -Human eye can detect a wide range of dynamic environment. Optical devices are usually made dark-tinted to reduce this range. For video, everything must be clipped or compressed into the monitor’s dynamic range.

21 Characteristics 4. Portability
In most VR systems, the user is not encouraged to walk around much. -Instead, the user navigates by "flying" through the environment, walking on a treadmill, or driving some mock-up of a vehicle, etc. -Whatever the technology, the result is that the user stays in one place in the real world. Some AR applications, however, need support for a user who will walk around a large environment (usually move to the place where the task is to take place).

22 Applications Of AR Medical
Virtual fetus inside womb of pregnant patient. (Courtesy UNC Chapel Hill Dept. of Computer Science.) Surgeon X-ray vision: Minimally-invasive brain surgery (AI Lab, MIT)

23 Applications Of AR 2. Entertainment
Screenshot from the movie" Who Framed Roger Rabbit?” blending the real character and background with computer generated cartoon characters

24 Applications Of AR 3. Robot path planning
Virtual lines show a planned motion of a robot arm (Courtesy David Drascic and Paul Milgram, U. Toronto.)

25 Night vision system in the 2000 Cadillac Deville
Applications Of AR 4. Annotation and Visualization Engine model part labels appear as user points at them. (Courtesy ECRC) Night vision system in the 2000 Cadillac Deville

26 Applications Of AR 5. Manufacturing and Repair
External view of Columbia printer maintenance application. Note that all objects must be tracked. (Courtesy Steve Feiner, Blair MacIntyre, and Dorée Seligmann, Columbia University.) Prototype laser printer maintenance application, displaying how to remove the paper tray. (Courtesy Steve Feiner, Blair MacIntyre, and Dorée Seligmann, Columbia University.)

27 Registration One of the most basic problems in AR.
Objects in the real and virtual worlds have to be properly aligned with respect to each other. Some applications demand accurate registration., e.g., virtual surgery where error can be fatal!! Registration errors can also cause motion-sickness. AR requires much more accurate registration than VR. Even tiny offsets in the real and virtual images is usually easy to detect. Errors are difficult to control. Static errors are not a big-issue, but dynamic errors for devices like the HMD is a major source of problems.

28 Future prospects of AR Hybrid approaches
: Hybrid approaches Real-time systems and time-critical computing Perceptual and psychophysical studies Portability Multimodal displays Social and political issues

29 Issues in Augmented Reality
Performance Issues Real time processing of images can be a challenge and often can slow down augmented reality systems. Interaction Issues Users within a mixed environment because of augmented reality have difficulties interacting with the environment as normal. Alignment Issues People working in an augmented reality are more sensitive to alignment errors. Proper calibration and alignment with the reference frame of the world is crucial.

30 Conclusion Augmented Reality is far behind Virtual Environments in maturity. Possibly by the end of this decade we will see the first mass-marketed augmented-reality system, which can be described as "the Walkman of the 21st Century". Augmented reality make our world fully digital and we can interact with the real objects digitally, the technology has halfway reached its goals and in no time it can make this real world fully digital with more powerful displays and tracking techniques and we can experience this technology with ease.

31 Questions?

32 THANK YOU PRESENTED BY ANJUSHA I S5 MCA


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