1. Introduction
Augmented Reality (AR) is a growing area in virtual reality research. The world
environment around us provides a wealth of information that is difficult to duplicate
in a computer. This is evidenced by the worlds used in virtual environments.
Augmented reality is a mixture of real environment, that the user senses either directly
or through the systems pipeline, and virtual environment. The virtual environment can
in turn represent either real world objects or virtual objects. An augmented reality
system generates a composite view for the user. It is a combination of the real scene
viewed by the user and a virtual scene generated by the computer that augments the
scene with additional information. In all those applications the augmented reality
presented to the user enhances that person's performance in and perception of the
world.
The ultimate goal is to create a system such that the user cannot tell the difference
between the real world and the virtual augmentation of it. It depicts the merging and
correct registration of data from a pre-operative imaging study onto the patient's head.
Another aim of augmented reality is to blend all parts seamlessly together so that
the user is made to believe that the whole environment is real. In other words, there
shouldnt be any conflicts and discrepancies between the augmented environment and
the rules by which the user normally senses the real world.
COETA/CSE/2017-18/05 1
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
2. Literature Review
The data being used for preparing this report is been taken from several conference
and research papers which are as follows:
Augmented Reality: A class of displays on the reality-virtuality continuum by
Paul Milgram.
In this paper author discuss Augmented Reality (AR) displays in
a general sense, within the context of a Reality-Virtuality (RV)
continuum, encompassing a large class of "Mixed Reality" (MR)
displays, which also includes Augmented Virtuality (AV). MR displays
are defined by means of seven examples of existing display
concepts in which real objects and virtual objects are juxt a posed.
Essential factors which distinguish different Mixed Reality display
systems from each other are presented.
Study of Hardware and Software used in: Virtual and Augmented Reality
Device by
Vishmita Shetty, Vinayak Rai, Prof. Mahendra Patil.
This paper mainly focuses on working of different virtual and augmented reality
device on hardware and software aspects. The main component used in virtual and
augmented reality are camera to recognize gesture this gesture can be recognized
using free hand, sliced finger or by using infrared laser to detect the motion of hands.
COETA/CSE/2017-18/05 2
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
COETA/CSE/2017-18/05 3
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
Milgram coined the term Augmented Virtuality to identify systems which are
mostly synthetic with some real world imagery added such as texture mapping video
onto virtual objects.
Milgram (1994) proposes that the distinction between terms real and virtual can
be measured by three aspects, depending on whether one is dealing with real or virtual
objects, real or virtual images, and direct or non-direct viewing of these objects. These
are (a) Reproduction Fidelity, (b) Extent of Presence Metaphor and (c) Extent of
World Knowledge.
Reproduction Fidelity
Reproduction Fidelity evaluates how realistically the mixed environment is displayed
or otherwise produced and delivered. This aspect reflects the abilities of the
technology used to record, transmit, manipulate and display the environment.
Computing power, display systems resolution, field of view and capabilities of the
audio equipment, all affect reproduction fidelity.
COETA/CSE/2017-18/05 4
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
COETA/CSE/2017-18/05 5
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
The AR and VR are very much related and that it is quite valid to consider the two
concepts together. The commonly held view of a VR environment is one in which the
participant observer is totally immersed in a completely synthetic world, which may
or may not mimic the properties of a real-world environment, either existing or
fictional, but which may also exceed the bounds of physical reality by creating a
world in which the physical laws governing gravity, time and material properties no
longer hold.
COETA/CSE/2017-18/05 6
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
The beginnings of AR, as we define it, date back to Sutherlands work in the 1960s,
which uses a see-through Head mounted display (HMD) to present 3D graphics.
However, only over the past decade has there been enough work to refer to AR as a
research field. In 1997, Azuma published a survey that defined the field, described
many problems, and summarized the developments up to that point. Since then, ARs
growth and progress have been remarkable.
COETA/CSE/2017-18/05 7
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
well-funded organizations formed that focused on AR, notably the Mixed Reality
Systems Lab in Japan and the Arvika consortium in Germany.
By 2001, MR Lab nished their pilot research and the symposia were united in the
International Symposium on Mixed and Augmented Reality (ISMAR), which has
become the major symposium for industry and research to exchange problems and
solutions .t. While, the software leaders
AR system tracks the position and orientation of the users head so that the overlaid
material can be aligned with the users view of the world. Through this process,
known as registration, graphics software can place a three-dimensional image of a tea
cup, for example on top of a real saucer and keep the virtual cup fixed in that position
as the user moves about the room.AR systems employ some of the same hardware
technologies used in virtual reality research, but theres a crucial differences: whereas
virtual reality brashly aims to replace the real world, augmented reality
respectfully supplement it.
An AR system:
COETA/CSE/2017-18/05 8
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
5.1 Display
Of all modalities in human sensory input, sight, sound and/or touch are currently the
senses that AR systems commonly apply.
VISUAL Display
There are basic ways to visually present an augmented reality. Closest to virtual
reality is video see through, where the virtual environment is replaced by a video feed
of reality and the AR is overlayed upon the digitised images.
COETA/CSE/2017-18/05 9
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
Four major classes of AR can be distinguished by their display type: (a) Video See
Through, (b) optical See-Through, (c) virtual retinal systems, (d) Monitor Based AR
and (e) Projector Based AR.
COETA/CSE/2017-18/05 10
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
COETA/CSE/2017-18/05 11
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
6. Implementation Framework
6.1 Hardware
The main components of our system are a computer (with 3D graphics acceleration), a
GPS system originally differential GPS, and now real-time kinematic
GPS+GLONASS, a see-through head-worn display with orientation tracker, and a
wireless network all attached to the backpack.
COETA/CSE/2017-18/05 12
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
The user also holds a small stylus-operated computer that can talk to the backpack
computer via the spread spectrum radio channel. Thus we can control the material
presented on the head worn display from the handheld screen.
We also provide a more direct control mechanism of a cursor in the head worn display
by mounting a track pad on the back of the handheld display where it can easily be
manipulated (we inverted the horizontal axis) while holding the display upright.
To make the system to be as lightweight and comfortable as possible, off-the-shelf
hardware can be used to avoid the expense, effort, and time involved in building our
own. Over the years, lighter and faster battery-powered computers with 3D graphics
cards, and finally graduated to laptops with 3D graphic processors.
6.2 Software
COETA/CSE/2017-18/05 13
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
In the handheld computer we ran arbitrary applications that talked to the main
backpack application via Coterie/Repo object communications. In our first prototype,
we simply ran a custom HTTP server and a web browser on the handheld computer,
intercepted all URL requests and link selections, and thus established a two-way
communication channel between the backpack and the handheld.
There is a similar dynamic taking shape in the mobile market. Blippar, Wikitude, and
Augment are among the elite in Augmented Reality mobile apps and software.
Vuforia is also a major force in the AR software space, but more so focused on AR
enablement, powering the experiences in many AR solutions. As early as 2015, Apple
acquired Vuforias closest competitor, Metaio-a Software Development Kit (SDK) for
programming PC, web, mobile and custom offline augmented reality applications.
Metaio was also responsible for Junaio, a free mobile AR browser.
AR hardware has a longer time period before we will be able to see its mass adoption,
but the true applications of AR software is expected to come sooner rather than later.
Blippar and Layar are both consumer-facing apps that seek to give users more
information about products and objects around them. Dubbed blipping, the intention
is to enable a user to unlock various bits of information about the object simply by
pointing their camera at the object.
7. Display Positioning
AR displays may be classied into three categories based on their position between
the viewer and the real environment: head-worn, hand-held, and spatial.
Head-worn
COETA/CSE/2017-18/05 14
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
Visual displays attached to the head include the video/optical see-through head-
mounted display (HMD), virtual retinal display (VRD), and head mounted projective
display (HMPD). Cakmakci and Rolland (2006) give a recent detailed review of head-
worn display technology. A current drawback of head-worn displays is the fact that
they have to connect to graphics computers like laptops that restrict mobility due to
limited battery life.
Hand-held
This category includes hand-held video/optical see-through displays as well as
handheld projectors. Although this category of displays is bulkier than head-worn
displays, it is currently the best work-around to introduce AR to a mass market due to
low production costs and ease of use. For instance, hand-held video see-through AR
acting as magnifying glasses may be based on existing consumer products like mobile
phones that show 3D objects, or personal digital assistants/PDAs (Wagner and
Schmalstieg, 2003) with e.g. navigation information. Stetten et al. (2001) apply
optical see-through in their hand-held sonic ashlight to display medical ultrasound
imaging directly over the scanned organ.
Spatial
This technique is now being applied in the world of sports television where
environments such as swimming pools and race tracks are well dened and easy to
augment. Headup displays (HUDs) in military cockpits are a form of spatial optical
see-through and are becoming a standard extension for production cars to project
navigational directions in the windshield. User viewpoints relative to the AR overlay
hardly change in these cases due to the conned space. Spatial see-through displays
COETA/CSE/2017-18/05 15
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
may however appear misaligned when users move around in open spaces, for instance
when AR overlay is presented on a transparent screen such as the invisible interface
by Ogi et al. (2001) The last category of displays are placed statically within the
environment and include screen-based video see-through displays, spatial optical see-
through displays, and projective displays. These techniques lend themselves well for
large presentations and exhibitions with limited interaction. Early ways of creating
AR are based on conventional screens (computer or television) that show a camera
feed with an AR overlay.
COETA/CSE/2017-18/05 16
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
1. Scene generator: Rendering is not currently one of the major problems in AR. VE
systems have much higher requirements for realistic images because they completely
replace the real world with the virtual environment. In AR, the virtual images only
supplement the real world. Therefore, fewer virtual objects need to be drawn, and they
do not necessarily have to be realistically rendered in order to serve the purposes of
the application.
2. Display devices: The display devices used in AR may have less stringent
requirements than VE systems demand, again because Ardors not replace the real
world. For example, monochrome displays may be adequate for some AR
applications, while virtually all VE systems today use full color. Optical see-through
HMD\u2019s with a small field-of-view may be satisfactory because the user can still
see the real world with his peripheral vision; the see-through HMD does not shut off
the user\u2019s normal field-of-view. Furthermore, the resolution of the monitor in an
optical see-through HMD might be lower than what a user would tolerate in a VE
application, since the optical see-through HMD does not reduce the resolution of the
real environment.
3. Tracking and sensing: While in the previous two cases AR had lower
requirements than VE that is not the case for tracking and sensing. In this area, the
requirements for AR are much stricter than those for VE systems. A major reason for
this is the registration problem.
BASIC VR AR
SUBSYSTEMS
SCENE GENERATOR MORE ADVANCED LESS ADVANCED
COETA/CSE/2017-18/05 17
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
Virtual reality differs from AR in a few key areas. First, VR seeks to not just enhance
reality, but to recreate reality in an immersive environment. To accomplish this, users
are often separated from the real world by headsets (often referred to as HMDs).
HMDs completely block out the users surroundings, isolating them from the outside
world. Such technology is indeed immersive, but it is also somewhat limited in its
applications. Certain types of training might be enhanced with VR, and gamers are
salivating at the thought of being able to actually inhabit their games. Currently, the
gaming and entertainment industries have found the most success with this quickly
developing medium.
This distinction between AR and VR is based on the current state of both
technologies. However, the future will bring head-mounted displays that are capable
of both AR and VR. It is easy to imagine an HMD that allows users to see through to
the outside world in AR mode then becomes opaque and switches to VR. There are no
known players developing such a hybrid system, though it is likely on the roadmap
for every active company in the space. AR and VR remain separate domains
performing different functions; VR seeks to create a world of its own separate from
reality, while AR seeks to increase a user's experience in the real world and enhance
reality.
9.1 Advantages
1. Multi-sensory immersion: AR leads sensory immersion about information or
knowledge by augmenting human perceptions with 3-D objects or materials.
COETA/CSE/2017-18/05 18
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
3. Tangible user interface: AR offers tangible user interface with which digital
objects or information can be touchable in AR.
4. Synergy with mobile devices: As mobile devices and its applications are
advancing, mobile users can experience with more gesture and touch.
5. Low power requirements: Only six diodes are required and a few of a watt to
deliver their images to the users eyes.
6. Lower costs: The present cost of retinal projector systems is high. Nevertheless,
there are no hard-to-overcome manufacturing problems in mass-producing and low-
cost components, so inexpensive will soon become available. Environmental and
disposal costs of these tiny delivery devices will also be minimal because toxic
elements systems such as lead, phosphorus, arsenic, cadmium, and mercury are not
used in their manufacture.
9.2 Disadvantages
1. Portability and outdoor use: Most mobile AR systems mentioned in this survey
are cumbersome, requiring a heavy backpack to carry the PC, sensors, display,
batteries, and everything else.
COETA/CSE/2017-18/05 19
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
3. Latency: System latency can also be scheduled to reduce errors through careful
system design, and pre-rendered images may be shifted at the last instant to
compensate for pan-tilt motions.
4. Fatigue and eye strain: Like the parallax problem, binocular displays cause
signicantly more discomfort than monocular or binocular displays, both in eye strain
and fatigue. Too much reliance on digital information may cause the decrease of
working memory in the brain which in turn hinders the development of brain
functions.
Over the years, researchers and developers nd more and more areas that could
benet from augmentation. The rst systems focused on military, industrial and
COETA/CSE/2017-18/05 20
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
medical application, but augmented reality systems for commercial use and
entertainment appeared soon after.
Navigation
Navigation in prepared environments has been tried and tested for some time. A
NaviCam was introduced for indoor use that augmented a video stream from a hand
held camera using ducial markers for position tracking. Narzt etal. discuss
navigation paradigms for (outdoor) pedestrians and cars that overlay routes, highway
exits, follow-me cars, dangers, fuel prices, etc. They prototyped video see-through
PDAs and mobile phones and envision eventual use in car windshield helds up
display.
Entertainment
A simple form of augmented reality has been in use in the entertainment and news
business for quite some time. Whenever you are watching the evening weather report,
the speaker remains standing in front of changing weather maps. In the studio the
COETA/CSE/2017-18/05 21
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
reporter is actually standing in front of a blue screen. This real image is augmented
with computer generated maps using a technique called chroma-keying. Another
entertainment area where AR is being applied is on game development.
Military Training
The military has been using displays in cockpits that present information to the pilot
on the windshield of the cockpit or the visor of the ight helmet. This is a form of
augmented reality display. By equipping military personnel with helmet mounted
visor displays or a special purpose range nder the activities of other units
participating in the exercise can be imaged.
Robotic Operations
A telerobotic operator uses a visual image of the remote workspace to guide the robot.
Annotation of the view would be useful as it is when the scene is in front of the
operator. Besides, augmentation with wireframe drawings of structures in the view
can facilitate visualization of the remote 3D geometry.
Maintenance
When the maintenance technician approaches a new or unfamiliar piece of equipment
instead of opening several repair manuals they could put on an augmented reality
display. In this display the image of the equipment would be augmented with
annotations and information pertinent to the repair. For example, the location of
fasteners and attachment hardware that must be removed would be highlighted.
COETA/CSE/2017-18/05 22
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
Real time processing of images can be a challenge and often can slow down
augmented reality systems.
12. Limitations
Technological limitations
Although there is much progress in the basic enabling technologies, they still
primarily prevent the deployment of many AR applications. Displays, trackers, and
COETA/CSE/2017-18/05 23
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
AR systems in general need to become more accurate, lighter, cheaper, and less power
consuming. Since the user must wear the PC, sensors, display, batteries, and
everything else required, the end result is a heavy backpack. Laptops today have only
one CPU, limiting the amount of visual and hybrid tracking that we can do.
We need a better understanding of how to display data to a user and how the user
should interact with the data. AR introduces many high-level tasks, such as the need
to identify what informant ion should be provided, whats the appropriate
representation for that data, and how the user should make queries and reports. Recent
work suggests that the creation and presentation of narrative performances and
structures may lead to more realistic and richer AR experience.
Social Acceptance
The final challenge is social acceptance. Given a system with ideal hardware and an
intuitive interface, how AR can become an accepted part of a users everyday life, just
like a mobile phone or a personal digital assistant. Through films and television, many
people are familiar with images of simulated AR. However, persuading a user to wear
a system means addressing a number of issues. These range from fashion to privacy
concerns. To date, little attention has been placed on these fundamental issues.
However, these must be addressed before AR becomes widely accepted.
COETA/CSE/2017-18/05 24
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
tracking of users location and orientation. Global Positioning System (GPS) has
granularity of less than a meter. This will actually do for some applications such as
aural hints, because the human ear is not that sensitive to direction, and perhaps for
visual Meta information about the surroundings. But GPS will not suffice for visual
applications where computer generated virtual objects should blend in the view
seamlessly on their correct places in respect to the environment.
2. Algorithms and software will go through several iterations to evolve into more
sophisticated solutions. Recuperation of environment, lighting and reflectance from
real images are common image processing challenges, which could be used to make
environments more immerse and natural. Coping with real-time requirement by the
predictive tracking algorithms and coming up with even more imaginative ways to
register users location and orientation in the real world will also probably go through
some advances in near future.
3. Human computer interaction devices that are being developed for more traditional
Virtual reality will also be adopted to augmented reality applications. Immersiveness
of environments will grow ever deeper with sensations of touch, smell and maybe
even taste.
4. User sensing and modeling comes in question with future applications. This could be
achieved through accurate sensory data and some predefined behavioral model of the
user. With enough information, the wearable computer could track the state of the user
and adjust it is behavior accordingly. This could be used in making decisions on
whether or not to bother the user with some piece of information, or to predict the
user's next action, or state and to conduct some actions pre-emptively.
I believe, however, that the greatest change for the augmented reality technology is
not necessarily in some specific high-end innovation, but rather in penetrating the
mass markets in various forms of pervasive computing.
14. Conclusion
Augmented reality is an old idea that is right now on the verge of success. This is due
to the fact that until lately there have not been advanced enough technologies to make
COETA/CSE/2017-18/05 25
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
feasible AR applications. They have been lacking either in computing power, user
tracking accuracy or ease of use and comfortableness, which all are necessary to
produce a satisfying AR experience.
We can conclude that Augmented reality which is one of the most emerging
computer technologies and has become a new exciting rage for the upcoming
generations as a field of the futuristic technology. Due to the ability of having several
advantages which are involved in the making, designing, coding of the screenless, this
needs plenty of knowledge and process for the development is still under the
improvement. May be in the future the world may be dominated with the augmented
reality technologies and this enriches the world of technological empowerment in the
field of the computer technology. Augmented reality promise the cost effective aspect
and also brighter future in the computer technology.This has amazing applications that
can very well allow us to live our lives more productively, more safely, and more
informatively.
COETA/CSE/2017-18/05 26
AUGMENTED REALITY-THE EMERGING COMPUTER TECHNOLOGY
COETA/CSE/2017-18/05 27