A SEMINAR REPORT
ON
AUGMENTED REALITY
Supervisor: Engr. (Dr) O.I. Omoifo
OUTLINE
• Background of the Study
• Aim and Objectives
• Problem Statement
• Relevance of the Study
• Literature Review
• Overview of Augmented Reality
• Findings and Discussion
• Conclusion and Recommendation
BACKGROUND OF THE STUDY
• Augmented Reality (AR) is a live
view of a physical real-world
environment whose elements are
merged with (or Augmented by)
virtual computer generated
imagery.
• With the help AR technology,
information about the surrounding
real world of the user becomes
interactive and digitally usable. Figure 1: Augmented Reality
• An AR system adds virtual computer generated objects, audio and
other sense enhancements to a real-world environment in real-time.
• These enhancements are added in a way that the viewer cannot tell the
difference between the real and augmented world.
BACKGROUND OF THE STUDY
• AR should not be confused
for Virtual Reality (VR).
• VR is a completely
simulated computer
generated environment
where everything is under
the control of a system.
Figure 2: Virtual Reality
PROBLEM STATEMENT
• AR faces some technical challenges regarding for example binocular view, high
resolution, color depth, luminance, contrast, field of view, and focus depth.
• Also before AR becomes accepted as part of user’s everyday life, just like a
mobile phone, issues like intuitive interfaces, costs, weight, power usage,
ergonomics, and appearance must also be addressed.
AIM AND OBJECTIVES
• The aim of this seminar paper is to review various Augmented Reality
applications.
• The objectives of the research paper are:
• Discuss the concept of AR and its components
• Understand what AR is and getting different classifications of AR applications.
• To present a state of the art survey of AR technologies and applications.
RELEVANCE OF THE STUDY
• The study pointed out the various applications of AR. It also suggests
possible areas of improvements and also make future
recommendations that could improve on the existing technology.
Historical Development of Augmented Reality
• In 1968, a Harvard professor and computer
scientist by the name of Ivan Sutherland
invented what he called The Sword of
Damocles. He invented this first sort of
augmented reality device with his student, Bob
Sproull.
Figure 3: Sword of Damocles
Historical Development (cont…)
• One of the next big developments in augmented reality was in 1974 by Myron
Krueger. The project was called, Videoplace, which combined a projection system
and video cameras that produced shadows on the screen.
• In 1990, a Boeing researcher named Tom Caudell coined the term “Augmented
Reality”.
Historical Development (cont…)
• In 1992, Louis Rosenburg from
the USAF Armstrong’s Research
Lab created the first real
operational augmented reality
system, Virtual Fixtures.
• Figure 4: Virtual Fixtures
Historical Development (cont…)
• In 1994 Julie Martin produced the first theater production to use AR, it
was called “Dancing in Cyberspace”.
• In 1998, Sportsvision uses the 1st and Ten-line computer system.
• In 1999, NASA used a hybrid synthetic vision system that integrated
augmented reality in their X-38 spacecraft.
Historical Development (cont…)
• In 2000 when Hirokazu Kato from the Nara Institute of Science and
Technology in Japan created and released software called ARToolKit.
• In 2003, the NFL used the popular Skycam, which was used for aerial views of
the field to insert the virtual first down marker.
• In 2009, Esquire magazine, in collaboration with Robert Downey Jr., used
augmented reality in their print media.
Historical Development (cont…)
• In 2013, Volkswagen used
an AR application called
MARTA as their car
manuals.
• Figure 5:
Historical Development (cont…)
• In 2014, the Google
Glass is revealed and is
made available for
consumers.
• Figure 6: Google Glass
Historical Development (cont…)
• In 2016, Microsoft
introduces the next iteration
of wearable augmented
reality, the HoloLens.
• Figure 6: Microsoft HoloLens
Historical Development (cont…)
• In 2018 Magic Leap an AR
technological company came
out with their AR glasses
• Figure 7: Magic Leap
RELATED WORKS
REVIEW OF AUGMENTED REALITY
• Creating Augmented Reality
• To create AR, you first need to capture some actual reality with Sensors and
Cameras that gather information on the users' actual surroundings.
• Processing: Realistic augmented reality also requires enough processing
power to analyze inputs like acceleration, position, tilt,(ማዝመም/ማጋደል) and
depth in real-time to create immersive(wehedet) interactions.
REVIEW OF AUGMENTED REALITY
• Creating Augmented Reality (cont..)
• Projection: After capturing real-world information, the augmented
reality device then uses projection to layer digital
renderings(interprtation) onto the scene(object event and/ or place).
REVIEW OF AUGMENTED REALITY
• Types of Augmented Reality
Marker-based
Non-Marker based
Projection Based
Outlining
Superimpositioning
APPLICATION AREAS OF AR
• Architecture: AR can aid in
visualizing building projects.
Computer-generated images of a
structure can be superimposed into
a real-life local view of a property
before the physical building is
constructed there.
• Figure 8: AR in Architecture
APPLICATION AREAS OF AR
• Education: In educational
settings, AR has been used to
complement a standard
curriculum. Text, graphics, video,
and audio may be superimposed
into a student's real-time
environment. Figure 9: AR in Education
APAPPLICATION AREAS OF AR
• Medical: AR can be very helpful
in the medical field. It could be
used to provide crucial
information to a doctor or
surgeon with having them take
their eyes off the patient.
• Figure 10: AR in Medical
APPLICATION AREAS OF AR
• Military: In combat, AR can
serve as a networked
communication system that
renders useful battlefield data
onto a soldier's goggles in real
time. • Figure 11: AR in Military
APPLICATION AREAS OF AR
• Gaming: AR gaming uses the
existing environment and creates
a playing field within it. AR
games are typically played on
devices like smartphones, tablets
and portable gaming systems.
• Figure 12: AR in Gaming
APPLICATION AREAS OF AR
• Workplace: Big machines are
difficult to maintain because of their
multiple layers or structures. AR
permits users to look through the
machine as if it’s an x-ray, pointing
them to the problem right away.
• Figure 13: AR in Workplace
APPLICATION AREAS OF AR
• Other areas of AR application
includes:
Music Entertainment
Retail and Advertising Maintenance
Retail
Broadcast and Live Events
Navigation
Social Media… Smart glasses industry
Tourism
Industry
Field service
Mobile Augmented Reality (MAR)
• Simply put, mobile augmented reality is a type of AR that you can
take with you wherever you go.
• Portable augmented reality uses technology that you can move from
place to place.
• Mobile augmented reality is one of the most explosive growth areas
for AR applications currently.
REVIEW OF AUGMENTED REALITY
• Augmented Reality Software Development Kits (SDKs):
Google's ARCore
AR.js
ARToolKit
DroidAR
FINDINGS AND DISCUSION
• Findings: I found out some Drawbacks and Benefits of AR, also the dangers of AR
will be discussed.
• Disadvantage of Augmented Reality
• The lack of privacy.
• People missing out on important moments.
• Production is expensive.
• Difficult to maintain Augmented Reality Systems.
• Information overload and augmenting without permission.
Advantages of Augmented Reality
• Advances in technology.
• Reducing the line between the real world and virtual world.
• Interactive abilities.
• Less dangerous Surgeries & Operations.
• Military Trainings could be less expensive.
• Making things memorable and eye-catching.
FINDINGS AND DISCUSION
• Dangers of AR:
• There is a danger that will make individuals overconfident and put
their life at risk because of it.
• Pokémon GO with a couple of deaths and many injuries is the perfect
example of it.
• A survey showed that internet users would like to edit out disturbing
elements around them, such as garbage or graffiti.
FINDINGS AND DISCUSION
• Dangers of AR:
• Wearers of augmented reality glasses may become unaware of
surrounding dangers.
• Privacy issues, overload and over-reliance issues is the biggest danger
of AR.
• Certain guidelines need to be implied for users not to rely in AR related
products.
CONCLUSION AND RECOMMENDATION
• Conclusion:
• AR is another step forward into the digital age as we will soon see our
environments change dynamically, either through a smartphone and
glasses to display enhanced content and media right in front of us.
• The technology's numerous adaptations are helping to increase our
productivity, standard of living, and quality of entertainment.
CONCLUSION AND RECOMMENDATION
• Recommendation:
• Businesses with the right development capabilities and content ideas
should consider how AR could help improve both their business
operations and their customers’ experience.
• Researchers should also look into a Sixth Sense AR technology.
THANK
YOU