A SEMINAR REPORT
ON
AUGMENTED
REALITY
By: IGHALO VICTOR
OSEMUDIAMEN
(PG/ENG1512257)
Supervisor: Engr. (Dr) O.I.
Omoifo
OUTLINE
•
Background of the Study
•
Aim and Objectives
•
Problem Statement
•
Relevance of the Study
•
Literature Review
•
Overview of Augmented Reality
•
Findings and Discussion
•
Conclusion and Recommendation
BACKGROUND OF THE STUDY
•
Augmented Reality (AR) is
a live
view of a physical real-
world
environment whose
elements are
merged with (or
Augmented by)
virtual computer
generated
imagery.
•
With the help AR
technology,
information about the
surrounding
real world of the user
becomes
interactive and digitally
usable.
Figure 1: Augmented Reality
BACKGROUND OF THE
STUDY
•
An AR system adds virtual
computer generated objects,
audio and
other sense enhancements to
a real-world environment in
real-time.
•
These enhancements are
added in a way that the
viewer cannot tell the
difference between the real
and augmented world.
BACKGROUND OF THE
STUDY
•
AR should not be
confused
for Virtual Reality ( VR).
•
VR is a completely
simulated computer
generated environment
where everything is under
the control of a system.
Figure 2: Virtual Reality
PROBLEM
STATEMENT
•
AR faces some technical
challenges regarding for example
binocular view, high
resolution, color depth, luminance,
contrast, field of view, and focus
depth.
•
Also before AR becomes accepted
as part of user’s everyday life, just
like a
mobile phone, issues like intuitive
interfaces, costs, weight, power
usage,
ergonomics, and appearance must
also be addressed.
AIM AND
OBJECTIVES
•
The aim of this seminar paper is to
review various Augmented Reality
applications.
•
The objectives of the research
paper are:
•
Discuss the concept of AR and its
components
•
Understand what AR is and getting
different classifications of AR
applications.
•
To present a state of the art
survey of AR technologies and
applications.
RELEVANCE OF THE
STUDY
•
The study pointed out the
various applications of AR. It
also suggests
possible areas of
improvements and also make
future
recommendations that could
improve on the existing
technology.
LITERATURE REVIEW
•
Historical Development of
Augmented Reality
In 1968, a computer scientist by the name of Ivan Sutherland invented what he called The Sword of
Damocles. He invented this first sort of augmented reality device with his student, Bob Sproull.
Figure 3: Sword of Damocles
One of the next big developments in augmented reality was in 1974 by Myron
Krueger. The project was called, Video place, which combined a projection system
and video cameras that produced shadows on the screen.
In 1990, a Boeing researcher named Tom Caudell coined the term “Augmented Reality”.
In 1992, Louis Rosenburg from the USAF Armstrong’s Research Lab created the first real
operational augmented reality system, Virtual Fixtures.
• Figure 4: Virtual Fixtures
In 1994 Julie Martin produced the first theater production to use AR, it
was called “Dancing in Cyberspace”.
In 1998, Sports vision uses the 1st and Ten-line computer system.
In 1999, NASA used a hybrid synthetic vision system that integrated
augmented reality in their X-38 spacecraft.
In 2000 when Hirokazu Kato from the Nara Institute of Science and
Technology in Japan created and released software called ARToolKit.
In 2003, the NFL used the popular Skycam, which was used for aerial views
of the field to insert the virtual first down marker.
In 2009, Esquire magazine, in collaboration with Robert Downey Jr., used
augmented reality in their print media.
In 2013, Volkswagen used an AR application called MARTA as their car manuals.
• Figure 5:
In 2014, the Google Glass is revealed and is made available for consumers.
• Figure 6: Google Glass
In 2016, Microsoft introduces the next iteration of wearable augmented reality, the HoloLens.
• Figure 6: Microsoft HoloLens
In 2018 Magic Leap an AR technological company came out with their AR glasses
• Figure 7: Magic Leap
RELATED WORKS
REVIEW OF AUGMENTED REALITY
•
Creating Augmented Reality
To create AR, you first need to
capture some actual reality with
Sensors and
Cameras that gather information
on the users' actual surroundings.
•
Processing: Realistic augmented
reality also requires enough
processing
power to analyze inputs like
acceleration, position, tilt, and
depth in real-time to
create immersive interactions.
REVIEW OF AUGMENTED REALITY
• Creating Augmented Reality
(cont..)
•
Projection: After capturing
real-world information, the
augmented
reality device then uses
projection to layer digital
renderings onto the
scene.
REVIEW OF
AUGMENTED
REALITY
• Types of Augmented Reality
Markerbased
Markerless
Projection Based
Outlining
Superimpositioning
APPLICATIONS OF AR
•
Architecture: AR can aid in
visualizing building projects.
Computer-generated images of
a
structure can be superimposed
into
a real-life local view of a
property
before the physical building is
constructed there. • Figure 8: AR in
Architecture
APPLICATIONS OF
AR
•
Education: In educational
settings,
AR has been used to
complement a
standard curriculum. Text,
graphics, video, and audio may
be
superimposed into a student's
real-
time environment.
Figure 9: AR in Education
APPLICATIONS OF
AR
•
Medical: AR can be very
helpful
in the medical field. It could
be
used to provide crucial
information to a doctor or
surgeon with having them
take
their eyes off the patient.
• Figure 10: AR in Medical
APPLICATIONS OF
AR
•
Military: In combat, AR can
serve as a networked
communication system that
renders useful battlefield data
onto a soldier's goggles in
real
time.
• Figure 11: AR in Military
APPLICATIONS OF
AR
•
Gaming: AR gaming uses the
existing environment and
creates
a playing field within it. AR
games are typically played on
devices like smartphones,
tablets
and portable gaming systems.
• Figure 12: AR in Gaming
APPLICATIONS OF
AR
•
Workplace: Big machines are
difficult to maintain because of
their
multiple layers or structures. AR
permits users to look through
the
machine as if it’s an x-ray,
pointing
them to the problem right away.
• Figure 13: AR in Workplace
APPLICATIONS OF
AR
•
Other areas of AR application
includes:
Music
Retail and Advertising
Broadcast and Live Events
Social Media…
Mobile Augmented
Reality (MAR)
•
Simply put, mobile
augmented reality is a type of
AR that you can
take with you wherever you
go.
•
Portable augmented reality
uses technology that you can
move from
place to place.
•
Mobile augmented reality is
one of the most explosive
growth areas
for AR applications currently.
REVIEW OF AUGMENTED REALITY
•
Augmented Reality Software
Development Kits (SDKs) :
Google's ARCore
AR.js
ARToolKit
DroidAR
FINDINGS AND
DISCUSION
•
Findings: I found out some
Drawbacks and Benefits of AR, also
the dangers of AR
will be discussed.
•
Drawbacks of Augmented Reality
•
The lack of privacy.
•
People missing out on important
moments.
•
Production is expensive.
•
Difficult to maintain Augmented
Reality Systems.
•
Information overload and
augmenting without permission.
FINDINGS AND
DISCUSION
•
Benefits of Augmented Reality
•
Advances in technology.
•
Reducing the line between the real
world and virtual world.
•
Interactive abilities.
•
Less dangerous Surgeries &
Operations.
•
Military Trainings could be less
expensive.
•
Making things memorable and eye-
catching.
FINDINGS AND
DISCUSION
•
Dangers of AR:
•
There is a danger that will
make individuals
overconfident and put
their life at risk because of it.
•
Pokémon GO with a couple of
deaths and many injuries is
the perfect
example of it.
•
A survey showed that internet
users would like to edit out
disturbing
elements around them, such
as garbage or graffiti.
FINDINGS AND
DISCUSION
•
Dangers of AR:
•
Wearers of augmented reality
glasses may become unaware
of
surrounding dangers.
•
Privacy issues, overload and
over-reliance issues is the
biggest danger
of AR.
•
Certain guidelines need to be
implied for users not to rely in
AR
related products.
CONCLUSION AND
RECOMMENDATION
•
Conclusion:
•
AR is another step forward
into the digital age as we will
soon see our
environments change
dynamically, either through a
smartphone and
glasses to display enhanced
content and media right in
front of us.
•
The technology's numerous
adaptations are helping to
increase our
productivity, standard of
living, and quality of
entertainment.
CONCLUSION AND
RECOMMENDATION
•
Recommendation:
•
Businesses with the right
development capabilities and
content ideas
should consider how AR could
help improve both their
business
operations and their
customers’ experience.
•
Researchers should also look
into a Sixth Sense AR
technology.
THA
NK
YOU