Augmented reality (AR) is a live, direct or indirect, view of a physical,
real-world environment whose elements are augmented by computer-generatedsensory
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.
Artificial information about the environment and its objects can be overlaid on
the real world.
Contents
·
1 Technology
o 1.1 Hardware
§ 1.1.1 Display
§ 1.1.1.1 Head-mounted
§ 1.1.1.2 Eye Glasses
§ 1.1.1.3 Contact Lenses
§ 1.1.1.4 Virtual Retinal
Display
§ 1.1.1.5 Handheld
§ 1.1.1.6 Spatial
§ 1.1.2 Tracking
§ 1.1.3 Input devices
§ 1.1.4 Computer
o 1.2 Software and
algorithms
·
2 Applications
o 2.1 Archaeology
o 2.2 Advertisement
o 2.3 Architecture
o 2.4 Art
o 2.5 Commerce
o 2.6 Education
o 2.7 Industrial Design
o 2.8 Medical
o 2.9 Military
o 2.10 Navigation
o 2.11 Office Workplace
o 2.12 Sports &
Entertainment
o 2.13 Task Support
o 2.14 Tourism and
Sightseeing
o 2.15 Translation
·
3 Notable researchers
·
4 History
·
5 See also
·
6 References
·
7 External links
|
Hardware
The main hardware components for augmented reality are: processor,
display, sensors and input devices. Modern mobile computing devices
likesmartphones and tablet computers contain these elements
which often include a camera and MEMS sensors such as accelerometer, GPS,
and solid state compass, making them suitable AR platforms.
Display
Various technologies are used in Augmented Reality rendering including
optical projection systems, monitors, hand held devices, and display systems
worn on one's person.
Head-mounted
A head-mounted display (HMD) is a display device paired to a
headset such as a harness or helmet. HMDs place images of both the physical
world and virtual objects over the user's field of view. Modern HMDs often
employ sensors for six degrees of freedom monitoring that allow the
system to align virtual information to the physical world and adjust
accordingly with the user's head movements. HMDs can
provide users immersive, mobile and collaborative AR experiences.
Eye Glasses
AR displays can be rendered on devices resembling eyeglasses. Versions
include eye wear that employs cameras to intercept the real world view and
re-display it's augmented view through the eye pieces and
devices in which the AR imagery is projected through or reflected off the
surfaces of the eye wear lens pieces.
Contact Lenses
Contact lenses that display AR imaging are in development. These lenses
contain the elements for display embedded into the lens including integrated
circuitry, LEDs and an antenna for wireless communication. Another
version of contact lenses, in development for the U.S. Military, is designed to
function with AR spectacles, allowing soldiers to focus on close-to-the-eye AR
images on the spectacles and distant real world objects at the same time.
Virtual Retinal Display
A virtual retinal display (VRD) is a personal display device
under development at the University of Washington's Human Interface
Technology Laboratory. With this technology, a display is scanned directly onto
the retina of a viewer's eye. The viewer sees what appears to be a conventional
display floating in space in front of them.
Handheld
Handheld displays employ a small display that fits in a user's hand. All
handheld AR solutions to date opt for video see-through. Initially handheld AR
employed fiduciary markers, and laterGPS units
and MEMS sensors such as digital compasses and six degrees of
freedom accelerometer–gyroscope. Today SLAM markerless trackers
such as PTAM are starting to come into use. Handheld display AR promises to be
the first commercial success for AR technologies. The two main advantages of
handheld AR is the portable nature of handheld devices and ubiquitous nature of
camera phones. The disadvantages are the physical constraints of the user
having to hold the handheld device out in front of them at all times as well as
distorting effect of classically wide-angled mobile phone cameras when compared
to the real world as viewed through the eye.
Spatial
Spatial Augmented Reality (SAR) augments real world objects and
scenes without the use of special displays such as monitors, head
mounted displays or hand-held devices. SAR makes use of digital projectors
to display graphical information onto physical objects. The key difference in
SAR is that the display is separated from the users of the system. Because the
displays are not associated with each user, SAR scales naturally up to groups
of users, thus allowing for collocated collaboration between users. SAR has
several advantages over traditional head-mounted displays and handheld devices.
The user is not required to carry equipment or wear the display over their
eyes. This makes spatial AR a good candidate for collaborative work, as the
users can see each other’s faces. A system can be used by multiple people at
the same time without each having to wear a head-mounted display.
Examples include shader lamps, mobile projectors, virtual tables, and
smart projectors. Shader lamps mimic and augment reality by projecting imagery
onto neutral objects, providing the opportunity to enhance the object’s
appearance with materials of a simple unit- a projector, camera, and sensor.
Handheld projectors further this goal by enabling cluster configurations of
environment sensing, reducing the need for additional peripheral sensing.
Other tangible applications include table and wall projections. One such
innovation, the Extended Virtual Table, separates the virtual from the real by
including beam-splitter mirrors attached to the ceiling at an adjustable angle. Virtual
showcases, which employ beam-splitter mirrors together with multiple graphics
displays, provide an interactive means of simultaneously engaging with the
virtual and the real. Altogether, current augmented
reality display technology can be applied to improve design and visualization,
or function as scientific simulations and tools for education or entertainment.
Many more implementations and configurations make spatial augmented reality display
an increasingly attractive interactive alternative.
Spatial AR does not suffer from the limited display resolution of
current head-mounted displays and portable devices. A projector based display
system can simply incorporate more projectors to expand the display area. Where
portable devices have a small window into the world for drawing, a SAR system
can display on any number of surfaces of an indoor setting at once. The
drawbacks, however, are that SAR systems of projectors do not work so well in
sunlight and also require a surface on which to project the computer-generated
graphics. Augmentations cannot simply hang in the air as they do with handheld
and HMD-based AR. The tangible nature of SAR, though, makes this an ideal
technology to support design, as SAR supports both a graphical visualisation
and passive haptic sensation for the end users. People are able to
touch physical objects, and it is this process that provides the passive haptic
sensation.
Tracking
Modern mobile augmented reality systems use one or more of the following
tracking technologies: digital cameras and/or other optical
sensors, accelerometers, GPS, gyroscopes, solid state
compasses, RFID and wireless sensors. These technologies offer
varying levels of accuracy and precision. Most important is the position and
orientation of the user's head. Tracking the user's hand(s) or a handheld input
device can provide a 6DOF interaction technique.
Input devices
Techniques include speech recognition systems that translate a
user's spoken words into computer instructions and gesture
recognition systems that can interpret a user's body movements by visual
detection or from sensors embedded in a peripheral device such as a wand,
stylus, pointer, glove or other body wear.
Computer
The computer analyzes the sensed visual and other data to synthesize and
position augmentations.
Software and algorithms
A key measure of AR systems is how realistically they integrate
augmentations with the real world. The software must derive real world
coordinates, independent from the camera, from camera images. That process is
called image registration which uses different methods
of computer vision, mostly related to video tracking. Many
computer vision methods of augmented reality are inherited from visual
odometry. Usually those methods consist of two parts.
First detect interest points, or fiduciary markers, or optical
flow in the camera images. First stage can use feature
detection methods like corner detection, blob
detection, edge detection orthresholding and/or other image
processing methods. The second stage
restores a real world coordinate system from the data obtained in the first
stage. Some methods assume objects with known geometry (or fiduciary markers)
present in the scene. In some of those cases the scene 3D structure should be
precalculated beforehand. If part of the scene is unknown simultaneous
localization and mapping (SLAM) can map relative positions. If no
information about scene geometry is available, structure from
motion methods like bundle adjustment are used. Mathematical
methods used in the second stage include projective (epipolar)
geometry, geometric algebra, rotation
representation with exponential
map, kalman and particle filters, nonlinear
optimization,robust statistics.
Augmented reality has many applications, and many areas can benefit from
the usage of AR technology. AR was initially used for military, industrial, and
medical applications, but was soon applied to commercial and entertainment
areas as well.
Archaeology
AR can be used to aid archaeological research, by augmenting
archaeological features onto the modern landscape, enabling archaeologists to
formulate conclusions about site placement and configuration
Another application given to AR in this field is the possibility for
users to rebuild ruins, buildings, or even landscapes as they formerly existed.
Advertisement
AR can be used to promote an advertisement campaign on any type of mass
media. Such as; newspaper, magazines, outdoor advertisement and any other type
of printed online and offline materials. Users can easily experience the
advertisement campaign by installing the appropriate AR application to their
mobile device. However, users must be present during the campaign experience on
their mobile device, the AR mobile application has to be headed to AR campaign.
This may lead some problems, especially for outdoor advertisement, where large
number of people passing by and user should not move during the campaign on the
mobile device. Recently, Montblanc conducted an AR campaign
in Harrods department store in London. The campaign was
available to public between 12th - 24th November, 2012. Montblanc AR
campaign was art gallery of David Geffen, where there were sixteen artworks of
the artist on the AR campaign.
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. AR can also be employed
within an architect's work space, rendering into their view animated 3D
visualizations of their 2D drawings. Architecture sight-seeing can be enhanced
with AR applications allowing users viewing a building's exterior to virtually
see through its walls viewing it's interior objects and layout.
Art
AR technology has helped disabled individuals create 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.
Commerce
AR can enhance product previews such as allowing a customer to view
what's inside a product's packaging without opening it. AR
can also be used as an aid in selecting products from a catalog or through a
kiosk. Scanned images of products can activate views of additional content such
as customization options and additional images of the product in its use. AR
is used to integrate print and video marketing. Printed marketing material can
be designed with certain "trigger" images that, when scanned by an AR
enabled device using image recognition, activate a video version of the
promotional material.
Education
Augmented reality applications can complement a standard curriculum.
Text, graphics, video and audio can be superimposed into a student’s real time
environment. Textbooks, 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 a multimedia format. Students
can participate interactively with computer generated simulations of historical
events, exploring and learning details of each significant area of the event
site. AR can aide students in understanding chemistry by
allowing them to visualize the spatial structure of a molecule and interact
with a virtual model of it that appears, in a camera image, positioned at a
marker held in their hand. Augmented reality technology
also permits learning via remote collaboration, in which students and
instructors not at the same physical location can share a common virtual
learning environment populated by virtual objects and learning materials and
interact with another within that setting.
Industrial Design
AR can help industrial designers experience a product's design and
operation before completion. Volkswagen uses AR for comparing calculated and
actual crash test imagery. AR can be used to visualize and
modify a car body structure and engine layout. AR can also be used to compare
digital mock-ups with physical mock-ups for efficiently finding discrepancies
between them.
Medical
Augmented Reality can provide the surgeon with information, which are
otherwise hidden, such as showing the heartbeat rate, the blood pressure, the
state of the patient’s organ, etc. In particular AR can be used to let the
doctor look inside the patient by combining one source of images such as as
a X-ray with another such as video. This helps the doctor to identify
the problem with the patient in a more intuitive way than looking at only type
of image data. This approach works in a similar as the technicians doing
maintenance work.
Examples include a virtual X-ray view based on
prior tomography or on real time images
from ultrasound and confocal microscopy probes or
visualizing the position of a tumor in the video of anendoscope.
AR can enhance viewing a fetus inside a mother's womb. See
also Mixed reality.
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.
Navigation
AR can augment the effectiveness of navigation devices. Information can
be displayed on an automobile's windshield indicating destination directions
and meter, weather, terrain, road conditions and traffic information as well as
alerts to potential hazards in their path. Aboard
maritime vessels, AR can allow bridge watch-standers to continuously monitor
important information such as a ship's heading and speed while moving throughout
the bridge or performing other tasks.
Office Workplace
AR can help facilitate collaboration among distributed team members in a
work force via conferences with real and virtual participants. AR tasks can
include brainstorming and discussion meetings utilizing common visualization
via touch screen tables, interactive digital whiteboards, shared design spaces,
and distributed control rooms.
Sports & Entertainment
AR has become common in sports telecasting. Sports and entertainment
venues are provided with see-trough 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 overlayed onto the view of the playing
area. Sections of rugby fields and cricket pitches also
display sponsored images. Swimming telecasts often add a line across the lanes
to indicate the position of the current record holder as a race proceeds to
allow viewers to compare the current race to the best performance. Other
examples include hockey puck tracking and annotations of racing car performance
and snooker ball trajectories.
AR can enhance concert and theater performances. For example, artists
can allow listeners to augment their listening experience by adding their
performance to that of other bands/groups of users.
The gaming industry has benefited a lot from the development of this
technology. A number of games have been developed for prepared indoor
environments. Early AR games also include AR air hockey, collaborative combat
against virtual enemies, and an AR-enhanced pool games. A significant number of
games incorporate AR in them and the introduction of the smartphone has made a
bigger impact.
Task Support
Complex tasks such as assembly, maintenance, and surgery can be
simplified by inserting additional information into the field of view. For
example, labels can be displayed on parts of a system to clarify operating
instructions for a mechanic who is performing maintenance on the system. Assembly
lines gain many benefits from the usage of AR. In addition to Boeing, BMW and
Volkswagen are known for incorporating this technology in their assembly line
to improve their manufacturing and assembly processes. Big
machines are difficult to maintain because of the multiple layers or structures
they have. With the use of AR the workers can complete their job in a much
easier way because AR permits them to look through the machine as if it was
with x-ray, pointing them to the problem right away.
Tourism and Sightseeing
Augmented Reality applications can enhance a user's experience when
traveling by providing real time informational displays regarding a location
and it's features, including comments made by previous visitors of the site. AR
applications allow tourists to experience simulations of historical events,
places and objects by rendering them into their current view of a landscape. AR
applications can also present location information by audio, announcing
features of interest at a particular site as they become visible to the user.
Translation
AR systems can interpret foreign text on signs and menus and, in a
user's augmented view, re-display the text in the user's language. Spoken words
of a foreign language can be translated and displayed in a user's view as
printed subtitles.
- Ivan Sutherland invented the first AR head-mounted
display at Harvard University.
- Steven Feiner, Professor at Columbia University, is a leading
pioneer of augmented reality, and author of the first paper on an AR
system prototype, KARMA (the Knowledge-based Augmented Reality Maintenance
Assistant), along with Blair MacIntyre and Doree Seligmann.
- L.B. Rosenberg developed one of the first known AR systems, called
Virtual Fixtures, while working at the U.S. Air Force Armstrong Labs in
1991, and published first study of how an AR system can enhance human
performance.
- Dieter Schmalstieg and Daniel Wagner jump started
the field of AR on mobile phones. They developed the first marker tracking
systems for mobile phones and PDAs.
- Bruce H. Thomas and Wayne Piekarski develop the
Tinmith system in 1998. They along with Steve
Feiner with his MARS system pioneer outdoor augmented reality.
- Reinhold Behringer performed important early work in image
registration for augmented reality, and prototype wearable testbeds for
augmented reality. He also co-organized the First IEEE International Symposium
on Augmented Reality in 1998 (IWAR'98), and co-edited one of the first
books on augmented reality.
- 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's named a 'character marker'.
- 1957–62: Morton Heilig, a cinematographer, creates and patents
a simulator called Sensorama with visuals, sound, vibration, and
smell.
- 1966: 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.
- 1989: Jaron Lanier coins the phrase Virtual
Reality and creates the first commercial business around virtual
worlds.
- 1990: The term "'Augmented Reality'" is believed to be
attributed to Tom Caudell, a former Boeing [2]] researcher.
- 1992: L.B. 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 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.
- 1998: Spatial Augmented Reality introduced at University of
North Carolina at Chapel Hill by Raskar, Welch, Fuchs.
- 1999: Hirokazu Kato (加藤 博一)
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.
- 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.
- Alternate
reality game
- ARTag
- Augmented
browsing
- Augmented
reality-based testing
- Bionic
contact lens
- Brain in a
vat
- Computer-mediated
reality
|
- Cyborg
- Lifelike
experience
- List of
Augmented Reality Software
- Video
Mapping
- Viractualism
- Head-mounted
display
|
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