Augmented Reality: History & Applications
Augmented Reality: History & Applications
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sounds, vibration and smell to the viewer. Or course, it wasn’t computer controlled
but it was the first example of an attempt at adding additional data to an
experience.
‘AR’ technology was invented in 1968, with Ivan Sutherland's development of the
first head-mounted display system. However, the term 'augmented reality' wasn't
coined until 1990 by Boeing researcher Tim Caudell. The technology has come a
long way with a growing list of use cases for AR.
The earliest functional AR systems that provided immersive mixed reality
experiences for users were invented in the early 1990s, starting with the Virtual
Fixtures system developed at the U.S. Air Force's Armstrong Laboratory in 1992.
Commercial augmented reality experiences were first introduced in entertainment
and gaming businesses. Subsequently, augmented reality applications have
spanned commercial industries such as education, communications, Medicine and
entertainment. In education, content may be accessed by scanning or viewing an
image with a mobile device or by using markerless AR techniques. The first
commercial AR application appeared in 2008. It was developed for advertising
purposes by German agencies in Munich. They designed a printed magazine ad of a
model BMW Mini, which, when held in front of a computer’s camera, also appeared
on the screen.
There were many other breakthroughs in augmented reality between here and today;
the most notable of which include:
Bruce Thomas developing an outdoor mobile AR game called ARQuake in
2000.
ARToolkit (a design tool) being made available in Adobe flash in 2009.
Google announcing its open beta of Google Glass (a project with mixed
success) in 2013.
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Microsoft announcing augmented reality support and their augmented reality
headset HoloLens in 2015.
General hardware components – the processor, the display, the sensors and
input devices. Typically a smartphone contains a processor, a display,
accelerometers, GPS, camera, microphone etc. and contains all the hardware
required to be a an AR device.
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Displays – while a monitor is perfectly capable of displaying AR data there are
other systems such as optical projection systems, head-mounted displays,
eyeglasses, contact lenses, the HUD (heads up display), virtual retinal displays,
EyeTap (a device which changes the rays of light captured from the
environment and substitutes them with computer generated ones),Spatial
Augmented Reality (SAR – which uses ordinary projection techniques as a
substitute for a display of any kind) and handheld displays.
There are apps available or being researched for AR in nearly every industrial
sector including:
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Emergency Management, Disaster Recovery, Medical and Search and
Rescue
Games, Sports, Entertainment, Tourism
Military
Navigation.
The importance of augmented reality can’t be over emphasized to the
improvement of the future of technology. AR is the future of design and we tend to
agree. Already mobile phones are such an integral part of our lives that they might
as well be extensions of our bodies; as technology can be further integrated into
our lives without being intrusive; it is a certainty that augmented reality provides
opportunities to enhance user experiences beyond measure.
Other application of augmented reality include;
Projection mapping
Projection mapping augments real-world objects and scenes, without the use of
special displays such as monitors, head-mounted displays or hand-held devices.
Projection mapping makes use of digital projectors to display graphical
information onto physical objects. The key difference in projection mapping is that
the display is separated from the users of the system. Since the displays are not
associated with each user, projection mapping scales naturally up to groups of
users, allowing for collocated collaboration between users. Examples include
shader lamps, mobile projectors, virtual tables, and smart projectors. Shader
lamps mimic and augment reality by projecting imagery onto neutral objects. This
provides the opportunity to enhance the object's appearance with materials of a
simple unit—a projector, camera, and sensor. Other applications include table and
wall projections. One innovation, the Extended Virtual Table, separates the virtual
from the real by including beam-splitter mirrors attached to the ceiling at an
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adjustable angle. Virtual showcases, which employ beam splitter mirrors together
with multiple graphics displays, provide an interactive means of simultaneously
engaging with the virtual and the real. Many more implementations and
configurations make spatial augmented reality display an increasingly attractive
interactive alternative. A projection mapping system can display on any number of
surfaces in an indoor setting at once. Projection mapping supports both a graphical
visualization and passive haptic sensation for the end users. Users are able to touch
physical objects in a process that provides passive haptic sensation.
Tracking
Modern mobile augmented-reality systems use one or more of the following
motion tracking technologies: digital cameras and/or other optical sensors,
accelerometers, GPS, gyroscopes, solid state compasses, radio-frequency
identification (RFID). These technologies offer varying levels of accuracy and
precision. The most important is the position and orientation of the user's head.
Tracking the user's hand(s) or a handheld input device can provide a 6DOF
interaction technique.
Networking
Mobile augmented reality applications are gaining popularity because of the wide
adoption of mobile and especially wearable devices. However, they often rely on
computationally intensive computer vision algorithms with extreme latency
requirements. To compensate for the lack of computing power, offloading data
processing to a distant machine is often desired. Computation offloading
introduces new constraints in applications, especially in terms of latency and
bandwidth. Although there are a plethora of real-time multimedia transport
protocols, there is a need for support from network infrastructure as well.[69]
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Input devices
Techniques include speech recognition systems that translate a user's spoken words
into computer instructions, and gesture recognition systems that interpret a user's
body movements by visual detection or from sensors embedded in a peripheral
device such as a wand, stylus, pointer, glove or other body wear Products which
are trying to serve as a controller of AR headsets include Wave by Seebright Inc
(California) and Nimble by Intugine Technologies.
Computer
The computer analyzes the sensed visual and other data to synthesize and position
augmentations. Computers are responsible for the graphics that go with augmented
reality. Augmented reality uses a computer-generated image which has a striking
effect on the way the real world is shown. With the improvement of technology
and computers, augmented reality is going to lead to a drastic change on ones
perspective of the real world. According to Time, in about 15–20 years it is
predicted that augmented reality and virtual reality are going to become the
primary use for computer interactions. Computers are improving at a very fast rate,
leading to new ways to improve other technology. The more that computers
progress, augmented reality will become more flexible and more common in
society. Computers are the core of augmented reality. The computer receives data
from the sensors which determine the relative position of an objects' surface. This
translates to an input to the computer which then outputs to the users by adding
something that would otherwise not be there. The computer
comprises memory and a processor. The computer takes the scanned environment
then generates images or a video and puts it on the receiver for the observer to see.
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The fixed marks on an object's surface are stored in the memory of a computer.
The computer also withdraws from its memory to present images realistically to
the onlooker. The best example of this is of the Pepsi Max AR Bus Shelter.
Projector
Projectors can also be used to display AR contents. The projector can throw a
virtual object on a projection screen and the viewer can interact with this virtual
object. Projection surfaces can be many objects such as walls or glass panes.
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CHAPTER TWO
2.0 VIRTUAL REALITY
Etymology
1978: Developed by MIT, the Aspen Movie Map used photographs taken from a
car in Aspen, Colorado to give viewers what they called a “Surrogate Travel”
experience.
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1982: The movie Tron brought the concept of virtual reality to the masses. Geared
at gamers, the characters were immersed in a fully virtual environment that
simulated a video game.
1986: Furness worked on his Air Force simulation project through the 80s and in
the end developed the Visually Coupled Airborne Systems Simulator (VCASS).
The system gave pilots a virtual view that streamlined the barrage of information
they get every moment.
1987: John Lanier, computer scientist, researcher, and artist, coined the term
‘virtual reality’. He founded the Visual Programming Lab (VPL) and developed a
range of VR gear, including the Dataglove alongside Tom Zimmerman, and the
EyePhone HMD – making VPL the first company to sell VR goggles.
1995: Nintendo Virtual Boy launched as the first portable console that could
display 3-D graphics.
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1999: The Matrix came to theaters and had massive buzz, popularizing the idea of
virtual realities with an even bigger portion of the general public.
2001: SAS cube was introduced as the first PC based cubic room. The SAS library
eventually led to the Virtools VRPack.
2010: Palmer Luckey designed a prototype for what would become the Oculus Rift
virtual reality headset. Facebook bought Oculus VR for around $3 billion in 2014,
just after the first shipment of kits went out via the Kickstarter campaign – there
was a lawsuit filed against Facebook and Oculus for taking company secrets.
2014: Sony unveils Project Morpheus, aka PlayStation VR, for the PlayStation 4
video game console. he final consumer version released in 2016, encouraging its
users to not just play the game, but “live the game”.
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2016: Hundreds of companies were developing virtual reality products. Most of
the headsets had dynamic binaural audio, but the haptic interfaces were still
lacking.
2018: At the Facebook F8 Developer Conference, Oculus revealed the Half Dome
– a headset with a 140-degree field of vision.
For decades, virtual reality (VR) has seemed like a futuristic dream that is
just around the corner, but never reaches its full potential. This time, however,
might really be different. Recent advances in the power of VR hardware, notably
the headsets and processors used to produce realistic VR experiences, suggest that
VR is finally powerful enough and cheap enough to go mainstream.
It all comes down to better hardware. VR heavyweights now are able to produce
headsets that are cheaper and more powerful than models from just a few years
ago. As a result, consumer demand for headsets is rising, driving more innovation
and investment in VR hardware. Companies are even researching entirely new
techniques and designs to make the next generation of VR hardware so light and
powerful that it transforms one's daily life.
"Over time, we would like a device that is nearly the size of your reading glasses
or sunglasses, but performs all of the functions of your smartphone, tablet, PC, and
even TV, and enables new, 3D (three-dimensional) and spatial functions," says
Siddharth Saxena, founder and CEO of Oblix VR, a VR software startup.
The top three players in VR headsets by sales are Sony, Facebook, and HTC,
according to research provided by Statista. In 2019, 5.7 million VR headsets were
shipped, according to research from SuperData.
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represents a huge leap forward from just a few years ago, says Bill Myers, director
of Emerging Technology at S3 Technologies.
In Myers' view, VR has hit a consumer tipping point. By 2016, the technology
finally was good enough and cheap enough (though still limited to those with deep
pockets) that consumer demand drove continued progress. Companies were
incentivized to manufacture more VR headsets. Suppliers improved their tooling
and lensing capabilities to serve demand, and better processing power allowed
developers to create truly immersive experiences.
"With advances in inside-out tracking and improved chipsets like the Qualcomm
XR2 [the chip used in the Quest 2], the standard for simple, portable VR is now a
lot higher," says Angel Say, CEO and cofounder of Resolve, a company that uses
VR to help construction companies review building designs faster and more
economically. "Receiving a VR headset as a gift used to be a burden if you didn't
have the right-specification PC or knowledge to set it up; now, it's as easy as
unboxing and setting up a phone for the first time."
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This was not the case when you had to install desktop software, install drivers,
calibrate sensors, and deal with bulky peripherals, says Say. "Standalone VR
headsets are enabling anyone to pick up a VR headset and, within 15 minutes, be
up and running."
In 2020, Facebook Reality Labs researchers Andrew Maimone and Junren Wang
released a paper outlining how holographic optics could be used to create ultra-
lightweight VR headsets.
In the paper, titled "Holographic Optics for Thin and Lightweight Virtual Reality,"
Maimone and Wang outline the problem facing today's headsets. Commercially
available headsets use "curved optics of solid glass or plastic, which has limited
designs to goggles-like form factors." While goggle-like VR headsets have become
lighter and slimmer, they're still relatively heavy and bulky. The researchers
suggest using a combination of new optical design techniques to overcome the
problem.
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The other technique under consideration is holographic optics, an optics
technology that "bends light like a lens but looks like a thin, transparent sticker,"
according to Facebook's summary of the research. Holographic optics replace glass
or plastic lenses, making the resulting VR headset much lighter.
In fact, these advances could make the VR headsets of tomorrow, with proposed
designs less than 10mm in thickness. While still in the prototype phase, the
research suggests a possible approach to VR that almost entirely eliminates the
need for bulky hardware.
The new proposed technology from Facebook actually controls the light within a
thin lens. That can theoretically solve the issue of external light interfering with
simulated images projected to the user, which could further reduce barriers to
integrating VR and AR. This is important because, as Facebook chief scientist
Michael Abrash explains, "Even when AR is something that everybody uses, 99%
of the photons that hit your eyes or your retinas are actually still going to come
from the real world."
"We're already seeing glimpses of VR devices converging with AR," says Say.
"Being able to toggle between being completely immersed in a digital world and
overlaying digital info on the real world is really powerful."
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company's partnership with Ray-Ban to release a pair of smart glasses. The product
won't have AR features to start, but is seen as the first step toward Facebook's
Project Aria (announced at the same time), an initiative to build true wearable AR
devices.
"These products will be lifestyle products," says Myers. "In order to get our tasks
done in the next five years, we'll have access to these pieces of technology that
allow us to work and play in a whole new way."
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2.4 The importance of Augmented Reality & Virtual Reality
Education
While
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Opposite to its name, Virtual Reality seems much more real compared to
Augmented Reality, but a downside of it is that it needs a dedicated VR headset to
run any application.
Social
AR games can be a way to make physical activity more fun, and thereby encourage
people to move more and improve health. Placing fun activities in the physical
world encourages people to go out and complete these, as demonstrated by the
2016 mobile app Pokémon Go. Pokémon Go is an AR game which took the world
by storm in 2016; This game places Pokémon creatures in the real world for people
to capture, and the only way to do this is to actively go out and explore the
physical world – which is exactly what people did. Pokémon Go became a social
activity, encouraging people to not only go out and capture creatures together, but
to also go to specific locations where they could have ‘battles’ with their creatures.
This prospect of competition made people even more likely to go out and capture
Pokémon to increase their chances of winning these battles.
Annotation
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emergencies in remote locations where an expert, such as a medical
professional, may not be readily available.
Storytelling
(https://www.themandarin.com.au ) reference
Health sector
Post-traumatic stress disorder (PTSD) is an anxiety disorder caused by a
traumatic event. It can develop days or even years after the event and manifests
itself through a range of symptoms, including nightmares, flashbacks and loss of
sleep. It is estimated that 1 in 3 people who have a traumatic experience are
affected by PTSD and there are range of psychological therapies which are used
to treat the disorder. The use of VR in treating PTSD is already being trialled by
Bravemind facilities in the US, where government-sponsored research is being
undertaken into the application of how VR technology can be used to treat PTSD
in veterans. There is no doubt that VR has potential for future treatment of PTSD,
and this does not have to be limited to war-time experiences. Other traumatic
experiences can be recreated through simulation, such as a natural disaster, in
order to support the individual to process their trauma and overcome their
subsequent symptoms. However, it would not be appropriate to recreate all
traumatic experiences; recreating sexual abuse for example, would not be ethical.
When applying this technology to PTSD, it is also important to remember that
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there is a fine line between helping an individual to process their trauma and
forcing them to re-experience it.
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Major limitation of AR and VR to the health sector is that Some traumas
would not be appropriate to recreate in virtual settings.
Virtual experiences can be nauseating, so it may not be able to accurately depict
real life.
2.5 Comparison between Augmented Reality and Virtual Reality
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resolution and high contrast. The viewer
sees what appears to be a conventional
display floating in space
Ability to Share your Regarding user experience, Escapism is common place among
Virtual Reality user can
experience with other socially using Augmented those that use VR environments and
experiment with an
people in real time over Reality may be inappropriate people often live in the virtual world
artificial environment
long distances in some situations instead of dealing with the real one
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References
Wu, Hsin-Kai; Lee, Silvia Wen-Yu; Chang, Hsin-Yi; Liang, Jyh-Chong (March
2013). "Current status, opportunities and challenges of augmented reality in
education...". Computers & Education. 62: 41–49.
doi:10.1016/j.compedu.2012.10.024
(https://doi.org/10.1016%2Fj.compedu.2012.10.024) .
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(http://ww.cybertherapy.info/pages/telepresence.pdf) (PDF) on 24 May 2016.
Retrieved 27 November 2018., Department of Communication, Stanford
University. 15 October 1993.
Dupzyk, Kevin (6 September 2016). "I Saw the Future Through Microsoft's
Hololens" (http://www.popularmechanics.com/technology/a22384/hololens-
ar-breakthrough-awards/) . Popular Mechanics.
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