Introduction to Augmented Reality
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A Review About Augmented Reality Tools and Developing a Virtual Reality Application
Academic Journal of Science, CD-ROM. ISSN: 2165-6282 :: 03(02):139–146 (2014) $5(9,(:$%287$8*0(17('5($/,7<722/6$1' '(9(/23,1*$9,578$/5($/,7<$33/,&$7,21%$6('21 ('8&$7,21 0XVWDID8ODVDQG6DID0HUYH7DVFL )LUDW8QLYHULVLW\7XUNH\ Augmented Reality (AR) is a technology that gained popularity in recent years. It is defined as placement of virtual images over real view in real time. There are a lot of desktop applications which are using Augmented Reality. The rapid development of technology and easily portable mobile devices cause the increasing of the development of the applications on the mobile device. The elevation of the device technology leads to the applications and cause the generating of the new tools. There are a lot of AR Tool Kits. They differ in many ways such as used methods, Programming language, Used Operating Systems, etc. Firstly, a developer must find the most effective tool kits between them. This study is more of a guide to developers to find the best AR tool kit choice. The tool kit was examined under three main headings. The Parameters such as advantages, disadvantages, platform, and programming language were compared. In addition to the information is given about usage of them and a Virtual Reality application has developed which is based on Education. .H\ZRUGV Augmented reality, ARToolKit, Computer vision, Image processing. ,QWURGXFWLRQ Augmented reality is basically a snapshot of the real environment with virtual environment applications that are brought together. Basically it can be operated on every device which has a camera display and operation system. -
Augmented Reality Glasses State of the Art and Perspectives
Augmented Reality Glasses State of the art and perspectives Quentin BODINIER1, Alois WOLFF2, 1(Affiliation): Supelec SERI student 2(Affiliation): Supelec SERI student Abstract—This paper aims at delivering a comprehensive and detailled outlook on the emerging world of augmented reality glasses. Through the study of diverse technical fields involved in the conception of augmented reality glasses, it will analyze the perspectives offered by this new technology and try to answer to the question : gadget or watershed ? Index Terms—augmented reality, glasses, embedded electron- ics, optics. I. INTRODUCTION Google has recently brought the attention of consumers on a topic that has interested scientists for thirty years : wearable technology, and more precisely ”smart glasses”. Howewer, this commercial term does not fully take account of the diversity and complexity of existing technologies. Therefore, in these lines, we wil try to give a comprehensive view of the state of the art in different technological fields involved in this topic, Fig. 1. Different kinds of Mediated Reality for example optics and elbedded electronics. Moreover, by presenting some commercial products that will begin to be released in 2014, we will try to foresee the future of smart augmented reality devices and the technical challenges they glasses and their possible uses. must face, which include optics, electronics, real time image processing and integration. II. AUGMENTED REALITY : A CLARIFICATION There is a common misunderstanding about what ”Aug- III. OPTICS mented Reality” means. Let us quote a generally accepted defi- Optics are the core challenge of augmented reality glasses, nition of the concept : ”Augmented reality (AR) is a live, copy, as they need displaying information on the widest Field Of view of a physical, real-world environment whose elements are View (FOV) possible, very close to the user’s eyes and in a augmented (or supplemented) by computer-generated sensory very compact device. -
Augmented Reality & Virtual Reality Is Now a Reality for Enterprises
WHITE PAPER AUGMENTED REALITY & VIRTUAL REALITY IS NOW A REALITY FOR ENTERPRISES- THE FUTURE IS HERE! Abstract Innovation and next-generation technologies have completely changed the way we work, live and possibly even the way we think. AI, Augmented Reality (AR), Virtual Reality (VR), and Blockchain are just some of the technologies that have affected how we consume art, music, movies, and how we communicate, shop, and travel. We are in the midst of a complete digital revolution. This perspective paper illustrates a point of view on the use of mixed reality (MR) in today’s enterprise environment, and covers-- virtual reality and augmented reality, market trends, industry examples, and challenges within organizations that are adopting mixed reality. In short, it sheds light on what the future is expected to look like in the context of enterprise disruption with MR. Introduction Johnny Mnemonic, the Lawnmower Man, Minority Report, the Matrix, Minority Report, the Terminator 2, Ironman… Besides captivating audiences with their Everyone seems to know what VR headsets using special electronic equipment, such as stunning visual effects, these films all have are, and the popularity of Pokémon a helmet with an internal screen or gloves one thing in common - they showcase how Go almost allows omission of a basic fitted with sensors.” VR can digitally recreate MR technologies could be potentially used introduction to AR. Though they are often the environment around you, or give you in the future. used interchangeably, it is essential to clarify the impression you are somewhere entirely that AR and VR are not the same. -
Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration
ORIGINAL RESEARCH published: 14 June 2021 doi: 10.3389/frvir.2021.697367 Eye See What You See: Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration Allison Jing*, Kieran May, Gun Lee and Mark Billinghurst Empathic Computing Lab, Australian Research Centre for Interactive and Virtual Environment, STEM, The University of South Australia, Mawson Lakes, SA, Australia Gaze is one of the predominant communication cues and can provide valuable implicit information such as intention or focus when performing collaborative tasks. However, little research has been done on how virtual gaze cues combining spatial and temporal characteristics impact real-life physical tasks during face to face collaboration. In this study, we explore the effect of showing joint gaze interaction in an Augmented Reality (AR) interface by evaluating three bi-directional collaborative (BDC) gaze visualisations with three levels of gaze behaviours. Using three independent tasks, we found that all bi- directional collaborative BDC visualisations are rated significantly better at representing Edited by: joint attention and user intention compared to a non-collaborative (NC) condition, and Parinya Punpongsanon, hence are considered more engaging. The Laser Eye condition, spatially embodied with Osaka University, Japan gaze direction, is perceived significantly more effective as it encourages mutual gaze Reviewed by: awareness with a relatively low mental effort in a less constrained workspace. In addition, Naoya Isoyama, Nara Institute of Science and by offering additional virtual representation that compensates for verbal descriptions and Technology (NAIST), Japan hand pointing, BDC gaze visualisations can encourage more conscious use of gaze cues Thuong Hoang, Deakin University, Australia coupled with deictic references during co-located symmetric collaboration. -
Evaluating Performance Benefits of Head Tracking in Modern Video
Evaluating Performance Benefits of Head Tracking in Modern Video Games Arun Kulshreshth Joseph J. LaViola Jr. Department of EECS Department of EECS University of Central Florida University of Central Florida 4000 Central Florida Blvd 4000 Central Florida Blvd Orlando, FL 32816, USA Orlando, FL 32816, USA [email protected] [email protected] ABSTRACT PlayStation Move, TrackIR 5) that support 3D spatial in- teraction have been implemented and made available to con- We present a study that investigates user performance ben- sumers. Head tracking is one example of an interaction tech- efits of using head tracking in modern video games. We nique, commonly used in the virtual and augmented reality explored four di↵erent carefully chosen commercial games communities [2, 7, 9], that has potential to be a useful ap- with tasks which can potentially benefit from head tracking. proach for controlling certain gaming tasks. Recent work on For each game, quantitative and qualitative measures were head tracking and video games has shown some potential taken to determine if users performed better and learned for this type of gaming interface. For example, Sko et al. faster in the experimental group (with head tracking) than [10] proposed a taxonomy of head gestures for first person in the control group (without head tracking). A game ex- shooter (FPS) games and showed that some of their tech- pertise pre-questionnaire was used to classify participants niques (peering, zooming, iron-sighting and spinning) are into casual and expert categories to analyze a possible im- useful in games. In addition, previous studies [13, 14] have pact on performance di↵erences. -
Virtual and Augmented Reality
Virtual and Augmented Reality Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Zeynep Tacgin All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-4813-9 ISBN (13): 978-1-5275-4813-8 TABLE OF CONTENTS List of Illustrations ................................................................................... x List of Tables ......................................................................................... xiv Preface ..................................................................................................... xv What is this book about? .................................................... xv What is this book not about? ............................................ xvi Who is this book for? ........................................................ xvii How is this book used? .................................................. xviii The specific contribution of this book ............................. xix Acknowledgements ........................................................... -
Augmented Reality, Virtual Reality, & Health
University of Massachusetts Medical School eScholarship@UMMS National Network of Libraries of Medicine New National Network of Libraries of Medicine New England Region (NNLM NER) Repository England Region 2017-3 Augmented Reality, Virtual Reality, & Health Allison K. Herrera University of Massachusetts Medical School Et al. Let us know how access to this document benefits ou.y Follow this and additional works at: https://escholarship.umassmed.edu/ner Part of the Health Information Technology Commons, Library and Information Science Commons, and the Public Health Commons Repository Citation Herrera AK, Mathews FZ, Gugliucci MR, Bustillos C. (2017). Augmented Reality, Virtual Reality, & Health. National Network of Libraries of Medicine New England Region (NNLM NER) Repository. https://doi.org/ 10.13028/1pwx-hc92. Retrieved from https://escholarship.umassmed.edu/ner/42 Creative Commons License This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License. This material is brought to you by eScholarship@UMMS. It has been accepted for inclusion in National Network of Libraries of Medicine New England Region (NNLM NER) Repository by an authorized administrator of eScholarship@UMMS. For more information, please contact [email protected]. Augmented Reality, Virtual Reality, & Health Zeb Mathews University of Tennessee Corina Bustillos Texas Tech University Allison Herrera University of Massachusetts Medical School Marilyn Gugliucci University of New England Outline Learning Objectives Introduction & Overview Objectives: • Explore AR & VR technologies and Augmented Reality & Health their impact on health sciences, Virtual Reality & Health with examples of projects & research Technology Funding Opportunities • Know how to apply for funding for your own AR/VR health project University of New England • Learn about one VR project funded VR Project by the NNLM Augmented Reality and Virtual Reality (AR/VR) & Health What is AR and VR? F. -
Natural Interaction in Augmented Reality Context
Natural Interaction in Augmented Reality Context John Aliprantis1, Markos Konstantakis1, Rozalia Nikopoulou2, Phivos Mylonas2 and George Caridakis1 1 University of the Aegean, 81100 Mytilene, Greece {jalip, mkonstadakis, gcari}@aegean.gr 2 Ionian University 49100 Corfu, Greece [email protected], [email protected] Abstract. In recent years, immersive technologies like Virtual and Augmented Reality have been accelerating at an incredible pace, building innovative experiences and developing new interaction paradigms. Current research has widely explored gesture interaction with Augmented Reality interfaces, but usually requires users to manipulate input devices that could be cumbersome and obtrusive, thus preventing them from interacting efficiently with the 3D environment. Therefore, Natural User Interfaces and freehand gesture interaction are becoming more and more popular, improving the user’s engagement and sense of presence, providing more stimulating, user-friendly and non-obtrusive interaction methods. However, researchers argue about the impact of the interaction fidelity in usability and user satisfaction, questioning the level of naturalness that should characterize the interaction metaphors. Current paper proposes different gesture recognition techniques for three basic interaction categories (translation, rotation and scaling) in a Leap Motion Controller - Augmented Reality framework. A prototype is implemented in order to evaluate efficiency and usability of the proposed architecture. Finally, experimental results are discussed. Keywords: Natural interactionAugmented realityLeap motion controller Gesture recognition. 1 Introduction Over the last few years, Augmented Reality (AR) has developed into a cutting edge technology, providing new ways to interact with computer – generated information. By removing the boundaries between physical and virtual, AR has been able to create more engaging experiences, enhancing user’s enjoyment and satisfaction. -
The Growing Demand for AR/VR in the Workplace
The Growing Demand for AR/VR in the Workplace AR and VR applications in the workplace are benefiting businesses By Daniel Newman, Principal Analyst of Futurum Research Sponsored by Dell It started with Pokémon GO—a simple, yet ingenious app that enabled anyone to catch and train Pokémon in the "real" world—or at least the augmented reality (AR) world. Pokémon fans and nonfans alike scrambled to catch Pokémon, visiting local retailers and landmarks as they hunted. While Pokémon GO was by no means the world's first glance at AR, it brought AR to real, practical use. The app marked the rise of the AR app in the mainstream, and left users hungry for more. Now, increased demand for AR and virtual reality (VR) applications in the workplace is giving life to new ways to leverage this immersive technology to benefit businesses. Track the Move from Mobile to Goggle Just as we techies tracked the shift from desktop to mobile—mobile finally tipped the scale in 2014—we are also tracking the rate of "goggle" adoption. We've already witnessed an impressive move from desktop screen to goggles, headsets, and accessories in 2016—and new tools are burgeoning on the horizon. Virtualization engineers and designers are making the hardware more wearable in 2017 and beyond. Major brands such as Google, Microsoft, Facebook, Samsung, and GoPro are pouring funds into VR and AR applications (Apple, IBM, and Amazon projects are also in development), proving that virtualization isn't a passing trend or tech fad—it's here to stay. That's not to say goggles will replace mobile, or even replace the desktop. -
Augmented Reality for Unity: the Artoolkit Package JM Vezien Jan
Augmented reality for Unity: the ARToolkit package JM Vezien Jan 2016 ARToolkit provides an easy way to develop AR applications in Unity via the ARTookit package for Unity, available for download at: http://artoolkit.org/documentation/doku.php?id=6_Unity:unity_about The installation is covered in: http://artoolkit.org/documentation/doku.php?id=6_Unity:unity_getting_started Basically, you import the package via Assets--> Import Package--> custom Package Current version is 5.3.1 Once imported, the package provides assets in the ARToolkit5-Unity hierarchy. There is also an additional ARToolkit entry in the general menu of unity. A bunch of example scenes are available for trials in ARToolkit5-Unity-->Example scenes. The simplest is SimpleScene.unity, where a red cube is attached to a "Hiro" pattern, like the simpleTest example in the original ARToolkit tutorials. The way ARToolkit for Unity organises information is simple: • The mandatory component for ARToolkit is called a ARController. Aside from managing the camera parameters (for example, selecting the video input), it also records the complete list of markers your application will use, via ARMarker scripts (one per marker). • A "Scene Root" will contain everything you need to AR display. It is a standard (usually empty) object with a AR Origin script. the rest of the scene will be children of it. • The standard camera remains basically the same, but is now driven by a specific ARCamera script. By default, the camera is a video see-through (like a webcam). • Objects to be tracked are usually "empty" geomeries (GameObject--> Create empty) to which one attaches a special AR Tracked Object script. -
Light Engines for XR Smartglasses by Jonathan Waldern, Ph.D
August 28, 2020 Light Engines for XR Smartglasses By Jonathan Waldern, Ph.D. The near-term obstacle to meeting an elegant form factor for Extended Reality1 (XR) glasses is the size of the light engine2 that projects an image into the waveguide, providing a daylight-bright, wide field-of-view mobile display For original equipment manufacturers (OEMs) developing XR smartglasses that employ diffractive wave- guide lenses, there are several light engine architectures contending for the throne. Highly transmissive daylight-bright glasses demanded by early adopting customers translate to a level of display efficiency, 2k-by-2k and up resolution plus high contrast, simply do not exist today in the required less than ~2cc (cubic centimeter) package size. This thought piece examines both Laser and LED contenders. It becomes clear that even if MicroLED (µLED) solutions do actually emerge as forecast in the next five years, fundamentally, diffractive wave- guides are not ideally paired to broadband LED illumination and so only laser based light engines, are the realistic option over the next 5+ years. Bottom Line Up Front • µLED, a new emissive panel technology causing considerable excitement in the XR community, does dispense with some bulky refractive illumination optics and beam splitters, but still re- quires a bulky projection lens. Yet an even greater fundamental problem of µLEDs is that while bright compared with OLED, the technology falls short of the maximum & focused brightness needed for diffractive and holographic waveguides due to the fundamental inefficiencies of LED divergence. • A laser diode (LD) based light engine has a pencil like beam of light which permits higher effi- ciency at a higher F#. -
A Survey of Augmented Reality Technologies, Applications and Limitations
The International Journal of Virtual Reality, 2010, 9(2):1-20 1 A Survey of Augmented Reality Technologies, Applications and Limitations D.W.F. van Krevelen and R. Poelman Systems Engineering Section, Delft University of Technology, Delft, The Netherlands1 Abstract— We are on the verge of ubiquitously adopting shino [107] (Fig. 1), AR is one part of the general area of Augmented Reality (AR) technologies to enhance our percep- mixed reality. Both virtual environments (or virtual reality) tion and help us see, hear, and feel our environments in new and and augmented virtuality, in which real objects are added to enriched ways. AR will support us in fields such as education, virtual ones, replace the surrounding environment by a vir- maintenance, design and reconnaissance, to name but a few. tual one. In contrast, AR provides local virtuality. When This paper describes the field of AR, including a brief definition considering not just artificiality but also user transportation, and development history, the enabling technologies and their characteristics. It surveys the state of the art by reviewing some Benford et al. [28] classify AR as separate from both VR and recent applications of AR technology as well as some known telepresence (see Fig. 2). Following [17, 19], an AR system: limitations regarding human factors in the use of AR systems combines real and virtual objects in a real environment; that developers will need to overcome. registers (aligns) real and virtual objects with each other; Index Terms— Augmented Reality, Technologies, Applica- and tions, Limitations. runs interactively, in three dimensions, and in real time.