AUGMENTED
REALITY_ THE FUTURE
Author :Ms. BhuvanaMeenakshi.K.
II-year,
Department of Computer Science and Engineering ,
Dhirajlal
Gandhi college of technology,
Salem-TamilNadu, India.
Abstract-
In today’s
era “Augmented Reality” dominates the smart world. Augmented reality is in fad
with the current technological trends. It is a live immediate or circuitous
perspective of a physical, certifiable environment whose components are
expanded (or supplemented) by PC produced tangible information, for example,
sound, video, design or GPS information. It is identified with a more broad
idea called intervened reality, in which a perspective of the truth is changed
(potentially even reduced instead of enlarged), by a PC. Subsequently, the
innovation capacities by upgrading one's present impression of reality. We are
focusing on bringing it out to the common people thus contributing our work to
“Digital India” mission so as to elevate India to the highest rank in
technology.
.
Keywords— Augmented Reality, Digital India, Virtual reality.
1. INTRODUCTION
The Scope of technology has reached all the corners of the world. Its
use has been integrated in all walks of human life. It has transformed our lives
and works in all forms. It has changed
our life completely simple. As it is developing it is also becoming
complicated.
The advanced forms of technology have potential to link the real and
virtual world. This link has its use mainly in medicine and education. In
former it is used for diagnosis and in later for more practical learning. This
link is now made using Augmented Reality. Here the reality is augmented and
presented. This joins with real word instead of replacing it.
1.1 DEFINITION
Augmented reality (AR) is a live immediate or circuitous
perspective of a physical, certifiable environment whose components are
expanded (or supplemented) by PC produced tangible information, for example,
sound, video, design or GPS information. It is identified with a more broad
idea called intervened reality, in which a perspective of the truth is changed
(potentially even reduced instead of enlarged), by a PC. Subsequently, the
innovation capacities by upgrading one's present impression of reality.
1.1 AR’s important focus
1. Enable and then challenge (challenge);
2. Drive by gamified story (fantasy); and
3. See the unseen (curiosity).
1.2
1.2 LONG TERM GOAL
We aim at developing an application to create an enthusiasm among
students towards programming.
Also we are focusing on making photo booths which can craze youngsters.
1.3
1.3 SHORT TERM GOAL
To create awareness among our peers about this new technology and
trigger innovation in this techno- world.
1.4 HISTORY
Ivan Sutherland (1968)
• Invented first HMD (“Sword of Damocles”)
• Invented one of the first CAD programs (“Sketchpad”)
• Inverted first VR/AR system
Tom Caudel (1990)
• Invented the term augmented reality
• Boeing AR – for guiding the factory workers
• Wiring instructions
ISMAR (1998)
• First AR
dedicated conference
1.4
AUGUMENTED
REALITY Vs VIRTUAL REALITY
Though these two
terms are used together they are completely different from each other. Augmented reality mixes virtual content with physical
reality whereas virtual reality replaces
physical world with virtual environment. Moreover AR won’t suppress perception of physical world, but Virtual reality do so.
In virtual
Reality Artificial Computer generated stimuli alone is used. However, in AR it
is overlaid into the physical world.
1.5 PRINCIPLE
Capture – input
a signal from the Physical world
Register – align
virtual representation to the real world
Augment – fuse
(or replace) real and virtual objects
1.6 DIGITAL INDIA
Digital India as dispatched
by Prime Minister of India Narendra Modi on 1 July 2015 with a target of
associating provincial ranges with rapid Internet arranges and enhancing
computerized proficiency. The vision of Digital India program additionally goes
for comprehensive development in regions of electronic administrations, items,
assembling and openings for work and so forth. The vision of Digital India is
focused on three key ranges – Digital Infrastructure as an Utility to Every
Citizen, Governance and Services on Demand and Digital Empowerment of Citizens.
1.7 CLASSIFICATION
According to modality
•
Visual
AR – overlay of all visual objects
• Audio AR –
overlay of all audio sounds
• Haptic AR –
for instance, shock absorbers under the driver’s seat
• In some cars - the steering wheel vibrates
to give the driver “Sense” of slippery road .
• Inter-modality
– signals of one modality are transfert to another one .
• Audio AR - for
the blind people.
According to display
•
HMD-based
- Images are projected using head-mounted display.
•
Projector-based - projected on real
surfaces ,
• Monitor-based
- shown on desktop or mobile displays.
According to
portability
• Mobile AR .
• Spatial AR
(projector-based) SGN-5406 Virtual Reality 2012 15 from Department of Signal
Processing .
According to means of augmentation
•
Optical
– images are optically fused, shown as overlay of the physical world
• Video – Real world is captured,
electronically augmented and presented to our eyes
• Analogous case in audio AR – noise
cancellation headphones are used.
2. current applications
2.1. Military
In Military it is used for
Quick reaction forces, Training, Information Overload, Simulation awareness.
2.2. Gaming
Can experience a
real time gaming.
2.3. Education
It can help in
converting theoretical concepts into practical ones
2.4. Medical
Augmented Reality can provide the surgeon with information required,
which are otherwise hidden, such as showing the heartbeat rate, the blood
pressure, ECG, the state of the patient’s organ, etc. AR can be used to allow a
doctor look inside a patient by combining one source of images such as an X-ray with
another such as video.
2.5. Industrial Design
AR can help industrial designers to experience a product's design and operation before completion of the product.
2. CONCLUSION
In a nutshell we have made a clear study about the various principles of
AR and how it works in reality.
3. FUTURE WORKS
We are developing an education tool app that enhances and adds flavor to
the traditional way of learning. This would help in practical understanding of
theoretical concepts.
4. REFERENCES
Augmented
Reality 2.0 by Dieter Schmalstieg, Tobias Langlotz, and Mark Billinghurst
Aarts E., Harwig R., and Schuurmans M., Ambient intelligence, The
invisible future:the seamless integration of technology into everyday life,
McGraw-Hill, New York,
2001
Barsky E. and Purdon M., Introducing Web 2.0: social networking and
social bookmarking for health librarians. Journal of the Medical Library
Association 2006
Eye of Judgement: http://www.us.playstation.com/PS3/Games/THE
EYE OF
JUDGMENT
Wither J., Coffin C., Ventura J., and H¨ollerer T., Fast Annotation and
Modeling with a Single-Point Laser Range Finder In Proc. ACM/IEEE Symposium on
Mixed and
Augmented
Reality, Sept. 15–18, 2008
Bibliography
Ms. K. Bhuvana Meenakshi, UG scholar in
Dhirajlal Gandhi College of Technology, Salem, Tamil Nadu, India. She has
infinite curiosity in computer programming. Her major area of interests are
Cloud Computing, Big data, Virtual Reality and Augmentation Reality. On the
other hand hardware and system designing has also fascinated her. She has done
many paper works and won “Best Paper Awards”. Besides these she is a state
level awardee in Bharathanatyam (classical dance of Tamil Nadu ),holding a
grade certificate degree from Annamalai University in the field of
Bharatanatyam. She is a district level player in chess. And equally interested
in writing poems and short stories.