Chapter 5 AR - New
Chapter 5 AR - New
Content outlines:
Architecture of AR systems
Application of AR systems
Chapter Objectives:
Definition
Augmented reality (AR) is a form of emerging
technology that allows users to overlay computer
generated content in the real world.
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.
A depth sensor,
Head-tracking cameras,
An inertial measurement unit which helps track head
movement
The architecture of AR Systems
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.
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:
Interactive lessons
Higher engagement
Higher retention