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Chapter 5 AR - New

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0% found this document useful (0 votes)
26 views

Chapter 5 AR - New

ህብረተሰብ

Uploaded by

girmayhaile384
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We take content rights seriously. If you suspect this is your content, claim it here.
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You are on page 1/ 41

Chapter 5: Augmented Reality(AR)

Content outlines:

 Overview of Augmented Reality.

 The difference between VR,AR and MR

 Architecture of AR systems

 Application of AR systems
Chapter Objectives:

 After accomplishing this chapter, Students will be able to:

 Explain augmented reality

 Explain the features of augmented reality

 Explain the difference between AR, VR, and MR

 Explain the architecture of augmented reality systems

 Describe the application areas of augmented reality


Brainstorming

 What do you think about Augmented Reality?

 What are the common features of Augmented reality?


 The fundamental idea of AR is to combine , or mix, the
view of the real environment with additional, virtual
content that is presented through computer graphics.
 Its convincing effect is achieved by ensuring that the
virtual content is aligned and registered with the real
objects.
 As a person moves in an environment and their
perspective view of real objects changes, the virtual
content should also be presented from the same
perspective.
What is Augmented reality(AR)?

Definition
 Augmented reality (AR) is a form of emerging
technology that allows users to overlay computer
generated content in the real world.

 AR refers to a live view of a physical real-world


environment whose elements are merged with augmented
computer-generated images creating a mixed reality.
 Augmented Reality (AR) as a real-time direct or
indirect view of a physical real-world environment that
has been enhanced /augmented by adding virtual
computer-generated information to it.
 Augmented reality is the integration of digital
information with the user's environment in real time.
 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.
Augmented Reality (AR)

 In augmented reality, users see and interact with the real


world while digital content is added to it.
 There’s a different way to experience augmented reality,
though – with special AR headsets, such as
 Google Glass, where digital content is displayed on a tiny
screen in front of a user’s eye.
 AR adds digital elements to a live view often by using the
camera on a smartphone.
 Examples of augmented reality experiences include
Snapchat lenses and the game Pokémon Go.
Virtual Reality (VR)

Virtual Reality (VR) is fully immersive, which tricks

your senses into thinking you’re in a different

environment or world apart from the real world.

Using a head-mounted display (HMD) or headset, you’ll


experience a computer-generated world of imagery and
sounds. you can manipulate objects and move around
using haptic controllers while tethered to a console or PC.
 It is also called a computer-simulated reality.
 It refers to computer technologies using reality headsets
to generate realistic sounds, images and other sensations
that replicate a real environment or create an imaginary
world.
 Advanced VR environment will engage all five senses
(taste, sight, smell, touch, sound) .

 Using VR devices such as HTC Vive, Oculus Rift or


Google Cardboard, users can be transported into a
number of real-world and imagined environments.
 Most VR headsets are connected to a computer (Oculus
Rift) or a gaming console (PlayStation VR)

 There are standalone devices (Google Cardboard is among


the most popular) as well.

 Most standalone VR headsets work in combination with


smartphones – you insert a smartphone, wear a
headset, and immerse in the virtual reality
Mixed Reality (MR)

 Mixed Reality (MR) sometimes referred to as hybrid


reality.

 It is the merging of real and virtual worlds to produce new


environments and visualizations where physical and digital
objects co-exist and interact in real-time.

 For example, with MR, you can play a virtual video game,
grab your real-world water bottle, and smack an imaginary
character from the game with the bottle.

 Imagination and reality have never been so intermingled.


 In mixed reality, you interact with and manipulate both physical
and virtual items and environments, using next-generation sensing
and imaging technologies.
 MR allows you to see and immerse yourself in the world around
you even as you interact with a virtual environment using your
own hands.
VR Vs. AR Vs. MR

 The hardware requirements VR is content which is 100%


digital and can be enjoyed in a fully immersive
environment

 AR overlays digital content on top of the real-world.

 MR is a digital overlay that allows interactive virtual


elements to integrate and interact with the real-world
environment.
 Numerous augmented reality apps and games can run on
almost every smartphone on the market.
 virtual reality programs require specialized VR headsets,
noise-canceling headphones, cameras to track room space
and boundaries, and sometimes even motion capture
technology.
 Some of the biggest names in VR tech today are the Oculus
Rift, HTC Vive, and PlayStation VR.
 For the enjoyment of simple VR videos, there are
affordable makeshift VR headsets like the Google
Cardboard.
 Mixed reality hardware is still emerging and hasn’t quite
broken into the mainstream consumer market, most likely
due to the price.

 The consumer releases of the Microsoft HoloLens and


Magic Leap One retail for over $2000 USD .

 However, mixed reality applications sometimes require


exponentially more processing power and thus require
more powerful hardware.
The Microsoft HoloLens includes:

 A built-in microphone array,

 Binaural sound capabilities,

 A built-in camera for recording,

 A depth sensor,

 Head-tracking cameras,
 An inertial measurement unit which helps track head
movement
The architecture of AR Systems

 The first Augmented Reality Systems (ARS) were usually


designed with a basis on three main blocks

1. Infrastructure Tracker Unit,

2. Processing Unit, and

3. Visual Unit.
The Infrastructure Tracker Unit
 It is responsible for collecting data from the real world,
sending them to the Processing Unit,

Processing Unit
 Which mixed the virtual content with the real content and
sent the result to the Video Out module of the Visual Unit

Visual Unit
 Used to display
 Some designs used a
Video In, to acquire
required data for the
Infrastructure Tracker
Unit .
 The Visual Unit can be classified into two types of
system, depending on the followed visualization
technology:

1. Video see-through
 It uses a Head-Mounted Display (HMD) that employs
a video-mixing and displays the merged images on a
closed-view HMD.

2. Optical see-through:
 It uses an HMD that employs optical combiners to
merge the images within an open-view HMD.
HMDs shortcomings
 HMDs are currently the dominant display technology in the
AR field.

 However, they lack in several aspects, such as ergonomics,


high prices and relatively low mobility due to their sizes
and connectivity features.
 An additional problem involving HMD is the interaction
with the real environment, which places virtual interactive
zones to the user, making the collision with these zones
hard due to the difficulty to interact with multiple points in
different depths.
Applications of AR Systems

 Technology is ever-changing and ever-growing.

 One of the newest developing technologies is


augmented reality (AR), which can be applied to many
different disciplines such as
Education.

Medicine.

Entertainment.

Military, etc.
AR In education
 Augmented reality allows flexibility in use that is
attractive to education.
 AR technology can be utilized through a variety of
mediums including desktops, mobile devices, and
smartphones.
 AR can be used to enhance content and instruction within
the traditional classroom,
 supplement instruction in the special education classroom,
extend content into the world outside the classroom,
 More importantly, the following reasons for using
augmented reality in education:

 Affordable learning materials

 Interactive lessons

 Higher engagement

 Higher retention

 Boost intellectual curiosity


AR In Medicine
Augmented reality has the potential to play a big role in
improving the healthcare industry.

This new technology is enhancing medicine and healthcare

towards more safety and efficiency.


For now, augmented reality has already made significant
changes in the following medical areas:
 Surgery(minimally invasive surgery);
 Education of future doctors;
 Diagnostics;
AR in health care
 AR tools aid to detect the signs of depression and other
mental illnesses by reading from
 Facial expressions.
 Voice tones.
 Physical gestures
 In medicine, AR has the following applications:
Describing symptoms
Nursing care
Surgery
Ultrasounds
Diabetes management
 Navigation
 Generally, AR provides the following benefits to patients
and healthcare workers:
 Reduce the risks associated with minimally invasive
surgery.
 Better informed decisions about the right treatment and
illness prevention.
 Make procedures more tolerable.
 Better aftercare
 Medical training and education.
 Assistance in medical procedures and routine tasks.
AR In Entertainment

 AR in games :- such as Pokémon Go


 AR in music
 AR on TV
 AR in eSports
 AR in the theater
Review Questions
1. what is augmented, virtual and mixed reality and its
application?
2. what are good examples of augmented, virtual and mixed
reality?

3. what is the difference between augmented, virtual and


mixed reality?

4. How is augmented, virtual and mixed reality achieved?


5. What is the benefit of augmented, virtual and mixed reality?
6. How Can AR, VR, and MR improve engineering
instructions?

7. Can VR be a substitute for Real Life Experience?


8. What is the impact of VR on Educational Learning rather
than games?

9. What is the most technical challenge for MR?


THANK YOU

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