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SEMINAR REPORT On AUGMENTED REALITY Submitted by Siddhartha Chauhan 158429070 Submitted to Dr. Pooja Pathak Department of Computer Engineering & Applications Institute of Engineering & Technology

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SEMINAR REPORT

On

AUGMENTED REALITY

Submitted bySiddhartha Chauhan

158429070

Submitted toDr. Pooja Pathak

Department of Computer Engineering & ApplicationsInstitute of Engineering & Technology

GLA UniversityMathura- 281406, INDIA Dec, 2016

CONTENT

Introduction

History

Goals

Augmented reality vs Virtual reality

How it works

Applications

Limitations

Conclusion

1. INTRODUCTION

A combination of a real scene viewed by a user and a virtual scene generated by a

computer that augments the scene with additional information. It adds virtual

computer-generated objects, audio and other sense enhancements to a real-world

environment in real time. AR is a live direct or indirect view of a physical, real-

world environment whose elements are augmented by computer- generated sensory

inputs. It is related to a more general concept called mediated reality, in which a

view of reality is modified by a computer. As a result, the technology functions by

enhancing one’s current perception of reality. By contrast, virtual reality replaces

the real world with a simulated one. Augmentation is conventionally in real time

and in semantic context with environmental elements, such as sports scores on TV

during a match. With the help of advanced AR technology (eg: adding computer

vision and object recognition) the information about the surrounding real world of

the user becomes interactive and digitally manipulable. Information about the

environment and its objects is overlaid on the real world. This information can be

virtual or real, eg seeing other real sensed or measure information such as

electromagnetic radio waves overlaid in exact alignment with where they actually

are in space. Augmented reality brings out the components of the digital world into

a person’s perceived real world. Augmented reality (AR) is a live direct or indirect

view of a physical, real-world environment whose elements are augmented (or

supplemented) by computer-generated sensory input such as sound, video, graphics

or GPS data. It is related to a more general concept called mediated reality, in

which a view of reality is modified (possibly even diminished rather than

augmented) by a computer. As a result, the technology functions by enhancing

one’s current perception of reality. By contrast virtual reality replaces the real

world with a simulated one. Augmentation is conventionally in real time and in

semantic context with environmental elements, such as sports scores on TV during

a match. With the help of advanced AR technology (e.g. adding computer vision

and object recognition) the information about the surrounding real world of the

user becomes interactive and digitally manipulable. Information about the

environment and its objects is overlaid on the real world. This information can be

virtual or real, e.g. seeing other real sensed or measured information such as

electromagnetic radio waves overlaid in exact alignment with where they actually

are in space. Augmented reality brings out the components of the digital world into

a person's perceived real world. One example is an AR Helmet for construction

workers which displays information about the construction sites.

2. History:

1901: L. Frank Baum, an author, first mentions the idea of an electronic

display/spectacles that overlays data onto real life (in this case 'people'), it is

named a 'character marker'.

1957–62: Morton Heilig, a cinematographer, creates and patents a simulator

called Sensorama with visuals, sound, vibration, and smell.

1968: Ivan Sutherland invents the head-mounted display and positions it as a

window into a virtual world.

1975: Myron Krueger creates Videoplace to allow users to interact with

virtual objects for the first time.

1980: Steve Mann creates the first wearable computer, a computer vision

system with text and graphical overlays on a photographically mediated

reality, or Augmediated Reality.

1981: Dan Reitan geospatially maps multiple weather radar images and

space-based and studio cameras to virtual reality Earth maps and abstract

symbols for television weather broadcasts, bringing Augmented Reality to

TV.

1989: Jaron Lanier coins the phrase Virtual Reality and creates the first

commercial business around virtual worlds.

1990: The term 'Augmented Reality' is attributed to Thomas P. Caudell, a

former Boeing researcher.

1992: Louis Rosenberg develops one of the first functioning AR systems,

called Virtual Fixtures, at the U.S. Air Force Research Laboratory—

Armstrong, and demonstrates benefits to human performance.

1992: Steven Feiner, Blair MacIntyre and Doree Seligmann present the first

major paper on an AR system prototype, KARMA, at the Graphics Interface

conference.

1993: Mike Abernathy, et al., report the first use of augmented reality in

identifying space debris using Rockwell WorldView by overlaying

geographic trajectories on live telescope video.

1993 A widely cited version of the paper above is published in

Communications of the ACM – Special issue on computer augmented

environments, edited by Pierre Wellner, Wendy Mackay, and Rich Gold.

1993: Loral WDL, with sponsorship from STRICOM, performed the first

demonstration combining live AR-equipped vehicles and manned

simulators. Unpublished paper, J. Barrilleaux, "Experiences and

Observations in Applying Augmented Reality to Live Training", 1999.

1994: Julie Martin creates first 'Augmented Reality Theater production',

Dancing In Cyberspace, funded by the Australia Council for the Arts,

features dancers and acrobats manipulating body–sized virtual object in real

time, projected into the same physical space and performance plane. The

acrobats appeared immersed within the virtual object and environments. The

installation used Silicon Graphics computers and Polhemus sensing system.

1995: S. Ravela et al. at University of Massachusetts introduce a vision-

based system using monocular cameras to track objects (engine blocks)

across views for augmented reality.

1998: Spatial Augmented Reality introduced at University of North Carolina

at Chapel Hill by Ramesh Raskar, Welch, Henry Fuchs.

1999: Frank Delgado, Mike Abernathy et al. report successful flight test of

LandForm software video map overlay from a helicopter at Army Yuma

Proving Ground overlaying video with runways, taxiways, roads and road

names.

1999: The US Naval Research Laboratory engage on a decade long research

program called the Battlefield Augmented Reality System (BARS) to

prototype some of the early wearable systems for dismounted soldier

operating in urban environment for situation awareness and training NRL

BARS Web page

1999: Hirokazu Kato created ARToolKit at HITLab, where AR later was

further developed by other HITLab scientists, demonstrating it at

SIGGRAPH.

2000: Bruce H. Thomas develops ARQuake, the first outdoor mobile AR

game, demonstrating it in the International Symposium on Wearable

Computers.

2001: NASA X-38 flown using LandForm software video map overlays at

Dryden Flight Research Center.

2004: Outdoor helmet-mounted AR system demonstrated by Trimble

Navigation and the Human Interface Technology Laboratory.

2008: Wikitude AR Travel Guide launches on 20 Oct 2008 with the G1

Android phone.

2009: ARToolkit was ported to Adobe Flash (FLARToolkit) by Saqoosha,

bringing augmented reality to the web browser.

2012: Launch of Lyteshot, an interactive AR gaming platform that utilizes

smartglasses for game data

2013: Meta announces the Meta 1 developer kit, the first to market AR see-

through display[citation needed]

2013: Google announces an open beta test of its Google Glass augmented

reality glasses. The glasses reach the Internet through Bluetooth, which

connects to the wireless service on a user’s cellphone. The glasses respond

when a user speaks, touches the frame or moves the head.

2014: Mahei creates the first generation of augmented reality enhanced

educational toys.

2015: Microsoft announces Windows Holographic and the HoloLens

augmented reality headset. The headset utilizes various sensors and a

processing unit to blend high definition "holograms" with the real world.

2016: Niantic released Pokémon Go for iOS and Android in July 2016. The

game quickly became one of the most used applications and has brought

augmented reality to the mainstream.

3. GOALS

Primary goal of AR is to create a system in which the user cannot tell the

difference between the real world and the virtual augmentation of it.

To enhance a person’s performance and perception of the world.

Create a system such that a user CANNOT tell the difference and the virtual

augmentation of it.

4. AUGMENTED REALITY VS VIRTUAL REALITY

It often happens that when some media reports news about augmented

reality’s sector, finishes talking about virtual reality, and vice-versa,

sometimes without indicating which are on different technologies. It seems

like these new virtual progresses are not as clears as they should yet! So we

try to explain the differences and similarities of presenting these digital

contents:

The differences are more abundant than the similarities by definition of

each. Virtual reality shows an alternative world, a completely built and

virtual one which replaces our environment for a fictitious world;

nevertheless, augmented reality overprints computer data to the real world,

this means, we can see our environment with extra elements which has been

built digitally. Till here the basics but, what differences does these

definitions involve?

Augmented reality needs the environment so just use a camera integrated in

our devices (smartphones, tablets, PCs), it isn’t needs any other, although

each time it appears more wearable devices like Google Glass. Virtual

reality needs the opposite, a device which can fully isolate us in virtual

world, this is, specific devices. This way, when we use the AR we can, at the

same time, paying attention to the virtual content and then to the

environment or we control both at the same time; but using the VR there is

no other alternative but paying attention to the virtual content as we have no

control over the real world (except by touch, still does not seem to be part of

this situation). For these differences we can see that AR and VR has huge

segmentation possibilities. AR is having more acceptance in formation and

marketing, meanwhile VR is better for videogames and other leisure options.

But they have something in common which is the key for the success of both

technologies: the development of their graphic elements walks hand by

hand, it is a progress at the same time that we can notice more and more.

How do they work together?

It is not always virtual reality vs. augmented reality– they do not always

operate independently of one another, and in fact are often blended together

to generate an even more immersing experience. For example, haptic

feedback-which is the vibration and sensation added to interaction with

graphics-is considered an augmentation. However, it is commonly used

within a virtual reality setting in order to make the experience more lifelike

though touch.

Virtual reality and augmented reality are great examples of experiences and

interactions fueled by the desire to become immersed in a simulated land for

entertainment and play, or to add a new dimension of interaction between

digital devices and the real world. Alone or blended together, they are

undoubtedly opening up worlds-both real and virtual alike.

5. HOW IT WORKS

Augmented Reality turns the environment around you into a digital interface by

placing virtual objects in the real world, in real-time. Augmented Reality can be

seen through a wide variety of experiences. We distinguish 3 main categories of

Augmented Reality tools.

Augmented Reality 3D viewers, like Augment, allow users to place life-

size 3D models in your environment with or without the use of trackers.

Trackers are simple images that 3D models can be attached to in Augmented

Reality.

Augmented Reality browsers enrich your camera display with contextual

information. For example, you can point your smartphone at a building to

display its history or estimated value.

The main h/w components for augmented reality are: display, tracking, input

devices, sensors and processor.

The last way that Augmented Reality is generally experienced is through

gaming, creating immersive gaming experiences that utilize your actual

surroundings. Imagine shooting games with zombies walking in your own

bedroom! The biggest use of Augmented Reality gaming to-date is Pokémon

Go, allowing users to catch virtual Pokémon who are hidden throughout a

map of the real world.

6. APPLICATIONS

Education: Augmented reality applications can complement a standard

curriculum. Text, graphics, video and audio can be superimposed into a

student’s real time environment. Text books, flashcards and other

educational reading material can contain embedded “markers” that, when

scanned by an AR device, produce supplementary information to the student

rendered in multimedia format. Students can participate interactively with

computer generated simulations of historical events, exploring and learning.

Military: In combat, AR can serve as a networked communication system

that renders useful battlefield data onto a soldier's goggles in real time. From

the soldier's viewpoint, people and various objects can be marked with

special indicators to warn of potential dangers. Virtual maps and 360° view

camera imaging can also be rendered to aid a soldier's navigation and

battlefield perspective, and this can be transmitted to military leaders at a

remote command center.

An interesting application of AR occurred when Rockwell International

created video map overlays of satellite and orbital debris tracks to aid in

space observations at Air Force Maui Optical System. In their 1993 paper

"Debris Correlation Using the Rockwell WorldView System" the authors

describe the use of map overlays applied to video from space surveillance

telescopes. The map overlays indicated the trajectories of various objects in

geographic coordinates. This allowed telescope operators to identify

satellites, and also to identify – and catalog – potentially dangerous space

debris.

Starting in 2003 the US Army integrated the SmartCam3D augmented

reality system into the Shadow Unmanned Aerial System to aid sensor

operators using telescopic cameras to locate people or points of interest. The

system combined both fixed geographic information including street names,

points of interest, airports and railroads with live video from the camera

system. The system offered "picture in picture" mode that allows the system

to show a synthetic view of the area surrounding the camera's field of view.

This helps solve a problem in which the field of view is so narrow that it

excludes important context, as if "looking through a soda straw". The system

displays real-time friend/foe/neutral location markers blended with live

video, providing the operator with improved situation awareness.

Researchers at USAF Research Lab (Calhoun, Draper et al.) found an two-

fold increase in the speed at which UAV sensor operators found points of

interest using this technology. This ability to maintain geographic awareness

quantitatively enhances mission efficiency. The system is in use on the US

Army RQ-7 Shadow and the MQ-1C Gray Eagle Unmanned Aerial Systems.

Video Games: Augmented reality allows video game players to experience

digital game play in a real world environment. Companies and platforms like

Niantic and LyteShot emerged as augmented reality gaming crators.

However, though the popular press overwhelming calls Pokemon Go an

augmented reality game, most experts in AR and experts in game

development agree that it is best described as a location-based game.

Military: In combat, AR can serve as networked communication system

that renders useful battlefield data onto a soldier’s goggles in real time. From

the soldier’s viewpoint, people and various objects can be marked with

special indicators to warn of potential dangers. Virtual maps and 360º view

camera imaging can also be rendered to aid a soldier’s navigation and

battlefield perspective, and this can be transmitted to military leaders at a

remote command center.

Visual art: AR technology has helped disabled individuals create visual art

by using eye tracking to translate a user's eye movements into drawings on a

screen. An item such as a commemorative coin can be designed so that when

scanned by an AR-enabled device it displays additional objects and layers of

information that were not visible in a real world view of it. In 2013, L'Oreal

used CrowdOptic technology to create an augmented reality at the seventh

annual Luminato Festival in Toronto, Canada.

AR in visual art opens the possibility of multidimensional experiences and

interpretations of reality. Augmenting people, objects, and landscapes is

becoming an art form in itself. In 2011, artist Amir Bardaran's the Mona

Lisa infiltrates Da Vinci's painting using an AR mobile application called

Junaio. Aim a Junaio loaded smartphone camera at any image of the Mona

Lisa and watch as Leonardo's subject places a scarf made of a French flag

around her head. The AR app allows the user to train his or her smartphone

on Da Vinci's Mona Lisa and watch the mysterious Italian lady loosen her

hair and wrap a French flag around her in the form a (currently banned)

Islamic hijab.

Sports and entertainment: AR has become common in sports telecasting.

Sports and entertainment venues are provided with see-through and overlay

augmentation through tracked camera feeds for enhanced viewing by the

audience. Examples include the yellow “first down” line seen in television

broadcasts of American football games showing the line the offensive team

must cross to receive a first down. AR is also used in association with

football and other sporting events to show commercial advertisements

overlaid onto the view of the playing area.

7. LIMITATIONS

AR still has some challenges to overcome. eg: GPS is only accurate to

within 30 feet and doesn’t work as well indoors.

Improved image recognition technology is a must for more fluid AR

experience.

Data should be rendered across the wearer’s full scope of vision, not

partially. The technology should also be equipped with a better

understanding of natural body movements, ensuring that the displays get

lighter and thinner. Internet connectivity is still a problem since there are so

many places where no connection is available.

Battery life of such a device, which should be extended to allow users make

the most from the technology in daily use.

A serious concern about the technology is related to the issue of privacy.

Image-recognition s/w together with AR will allow users to access

information about strangers imported from their online profiles.

Finally, there’s the argument of information overload which is often applied

to technology in general. Many people argue that we live in a constantly

switched on society and such 24/7 technology on demand will radically

change the way we see and think about reality. They often cite the danger of

spending too much time in the virtual world and missing out on moments

that are happening in the real world.

8. ETHICAL ISSUES

Controlled matter: Arguably the most technically challenging approach

would be to manipulate or reconfigure atoms in order to change the physical

environment. Think Star Trek Holodeck. While this may seem outlandish

today, there is research in this direction. The researchers point to “displays

that use magnetic fields to rapidly create shapes out of ferromagnetic fluid,”

and another class of displays that “levitate solid objects in a field of overlaid

ultrasonic or magnetic waves.” The challenges to realizing this approach

include safety and energy requirements.

Surround AR: The “next best thing to manipulating atoms is manipulating

photons,” in order to make objects in the environment visually

indistinguishable from physical reality. The researchers imagine

environments replete with light-field displays that create very realistic visual

effects. Haptics might be achieved by “stimulating the user’s skin through

ultrasound waves.” The challenges to this approach include the immensity of

the data processing required and the ability to achieve high resolution. Thus,

technology for plenoptic displays remains “in its infancy,” even while light-

field sensors have advanced.

Personalized AR: This approach revolves around displaying information

only in the subset of the environment that a particular user is experiencing.

Examples of this approach include some the most commonly known devices

today, i.e. Google Glass and Microsoft’s HoloLens. Challenges approach

include tracking at “sufficiently high update rates and low latency.”

9. COMPANIES IN INDIA

Hyperlink Infosystem: This company is excellent into mobile app & web

development. They have done tremendous work on AR & VR both. Their

work speaks more than the words. In very few years they have captured the

whole app market with their developer’s high proficiency of skills & talent.

SDM Digital: One of the very good mobile app development companies

which is working on AR technology. There are not so many companies who

are working on AR but yes number is increasing day by day so competition

is going to be very high and Small Planet digital has worked on some

successful projects on AR platform.

PC App: PC App is one really creative company which is known as it’s

innovation & unique creation. Here we are talking about AR so it has very

good expertise to create something out of the box on AR. They have 3

simple steps in their process: Design, Develop, & Distribute.

Zynga: Zynga is one of the famous game developer company in USA. It has

created some of the very popular games and now they are into AR too. Price

wise yes it is quite high our Zynga has those experience and expertise which

is unbeatable.

KetchieApp: KethieApp is one of the best companies as far as game

development is concerned. They are famous in making complex games.

10. CONCLUSION

Augmented reality is the next “BIG THING” it will absolutely revolutionize

almost every aspect of life we have.

Everything from medicine to education to construction to entertainment.

AR application is already starting to appear on the world’s laptops, tablets

and smart phones.

Augmented reality is likely to worm its way into our daily lives more and

more in the 21st century. Once wearable computers become more common it

won’t be strange to see people interacting with and reacting to things that

aren’t there from your perspective. Thanks to technology such as AR the

way we work with computing devices and think about the divide between

digital and analogue reality is likely to change fundamentally. Nothing is

stopping you from experiencing augmented reality for yourself today

though. Just hop onto smartphone’s app store and search for “AR” apps.

There are plenty to try, many of them free.

REFERENCES www.slideshare.com

www.seminarsonly.com

www.wikipedia.com

www.google.com