Seminar Report
Seminar Report
Seminar Report
ON
AUGMENTED REALITY
OF
: SUBMITTED BY : : GUIDED BY :
356 2919 NISHA BALAR Dr. Priti M. Tailor
Index
Sr.no Topic Page no.
1. History
2. Introduction
7. Display devices
7.1 Head mounted display
7.2 Eye glasses
7.3 Contact lenses
7.4 Virtual retinal display
7.5 Handheld
7.6 Spatial
12. Example
13. References
1. History
Augmented Reality (AR) refers to the technology that enhances or augments a person's
sensory experience in the real world with digital information. The history of AR can be traced
back to the 1960s, when computer graphics researcher Ivan Sutherland first proposed the
concept of an "Ultimate Display."
In the 1990s, AR research started to gain momentum, with the development of head-mounted
displays (HMDs) and other AR technologies. However, it wasn't until the release of the first
smartphone with AR capabilities, the iPhone 4 in 2010, that AR entered the mainstream
consciousness.
Since then, AR has been rapidly evolving, with advancements in areas such as computer
vision, artificial intelligence, and 5G connectivity. Today, AR is used in a variety of
applications, ranging from gaming and entertainment to education and industrial settings.
Overall, the history of AR reflects the continual progression of technology and its ability to
augment and enhance our experiences in the world around us.
pg. 1
2. Introduction
Augmented reality (AR) is an interactive experience that combines the real world and
computer-generated content. The content can span multiple sensory modalities,
including visual, auditory, haptic, somatosensory and olfactory.
AR can be defined as a system that incorporates three basic features:
This experience is seamlessly interwoven with the physical world such that it is perceived as
an immersive aspect of the real environment. In this way, augmented reality alters one's
ongoing perception of a real-world environment, whereas virtual reality completely replaces
the user's real-world environment with a simulated one.
Augmented reality is largely synonymous with mixed reality. There is also overlap in
terminology with extended reality and computer-mediated reality.
The primary value of augmented reality is the manner in which components of the digital
world blend into a person's perception of the real world, not as a simple display of data, but
through the integration of immersive sensations, which are perceived as natural parts of an
environment. 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.
pg. 3
3. What is Augmented Reality
pg. 3
4. Goal of Augmented Reality
Improving efficiency and productivity: AR can help workers perform their tasks more
effectively, such as by providing real-time information and guidance in complex or
dangerous environments.
Providing new and innovative experiences: AR can create unique and innovative
experiences, such as virtual tourism or interactive advertising, that engage people in
new and exciting ways.
Overall, the goal of AR is to create a new, blended reality that is more informative, engaging,
and interactive than the physical world alone.
pg. 3
5. Difference between AR and VR
Augmented Reality (AR) and Virtual Reality (VR) are two related but distinct technologies
that are used to create immersive experiences. The main difference between the two is how
they interact with the real world.
Virtual Reality (VR) creates a completely artificial environment that a user can interact
with. The user is fully immersed in the virtual world, and the physical environment is blocked
out. VR is often used for gaming and entertainment, but it can also be used for training,
education, and other applications.
Augmented Reality (AR), on the other hand, enhances a person's real-world experience by
overlaying virtual information on their physical environment. AR blends the virtual and
physical worlds, creating a new, blended reality for the user. The virtual information can be
in the form of images, sounds, or other sensory inputs and can be displayed on devices such
as smartphones, head-mounted displays, smart glasses, or projection systems. AR is often
used for applications that require the user to interact with the physical world while also
receiving additional information and context.
In summary, VR creates a completely artificial environment, while AR enhances a person's
real-world experience with virtual information.
pg. 3
6. How Augmented Reality works
Sensor
Input devices
Processor
Display
pg. 3
Basic idea is to take the picture of the real world, process it, process on data stream, create an
overlay containing wanted data in supposed places, combine it with the initial image and
show it to the users.
7. Display devices
pg. 3
Wide field of view: HMDs provide a wide field of view, allowing the user to see more
of the virtual content and the real world.
Eye Glasses
Augmented Reality (AR) glasses are a type of wearable device that enhances a person's view
of the real world by overlaying virtual
information. AR glasses look like regular
eyeglasses, but have built-in displays,
cameras, and sensors that allow them to
show virtual information in real-time.
AR glasses use computer vision
algorithms to understand the physical
environment and track the user's
movements.
AR glasses provide a more natural and integrated AR experience compared to other devices,
such as smartphones or head-mounted displays (HMDs). The virtual information is
seamlessly blended with the real world, allowing the user to see both at the same time
Contact lenses
Augmented reality (AR) contact lenses
are a concept for a type of wearable
technology that integrates AR displays
and sensors directly into contact lenses.
The goal of AR contact lenses is to
provide a more immersive and
integrated AR experience, where digital
information and graphics can be
superimposed onto the real-world view.
However, the development of AR
contact lenses is still in its early stages
and significant technical challenges,
such as miniaturization, power supply, and eye safety, must be overcome before they become
a reality.
pg. 3
Virtual Retinal
Display
Handheld
Handheld augmented reality (AR)
refers to a type of AR technology that
uses handheld devices, such as
smartphones or tablets, to display and
interact with virtual objects in the real
world. These devices typically have
cameras, sensors, and displays that can
track the user's position and
environment, and overlay digital
information and graphics on top of the
real-world view. Handheld AR has
become increasingly popular in recent
years due to the widespread availability of smartphones and the ease of use of AR apps. It is
used for various purposes, such as gaming, education, and industrial and commercial
applications.
pg. 3
Spatial
Spatial augmented reality (AR) is
a subfield of AR that focuses on
the integration of virtual objects
into the real world in a way that is
spatially aware, meaning that
virtual objects appear to occupy
specific positions and locations in
the real environment and interact
with the real world as if they were
real objects. Spatial AR uses
various technologies, such as
computer vision, sensors, and
projection mapping, to create a seamless blend between virtual and real elements. The goal of
spatial AR is to create a more natural and intuitive AR experience that allows virtual objects
to seamlessly coexist with real objects and the environment. Spatial AR has a wide range of
applications, including gaming, entertainment, industrial and commercial use cases, and
education.
Past trends
pg. 3
1980: The research by Gavan Lintern of the University of Illinois is the first
published work to show the value of a heads up display for teaching real-world
flight skills.
1980: Steve Mann creates the first wearable computer, a computer vision system
with text and graphical overlays on a photographically mediated
scene. See EyeTap.
1981: Dan Reitan geospatially maps multiple weather radar images and space-
based and studio cameras to earth maps and abstract symbols for television
weather broadcasts, bringing a precursor concept to augmented reality (mixed
real/graphical images) to TV.
1986: Within IBM, Ron Feigenblatt describes the most widely experienced form
of AR today use of a small, "smart" flat panel display positioned and oriented by
hand.
1987: Douglas George and Robert Morris create a working prototype of an
astronomical telescope-based "heads-up display" system (a precursor concept to
augmented reality)
1990: The term augmented reality is attributed to Thomas P. Caudell, a
former Boeing researcher.
1992: Louis Rosenberg developed one of the first functioning AR systems,
called Virtual Fixtures, at the United States Air Force Research Laboratory—
Armstrong, that demonstrated benefit to human perception.
1992: Steven Feiner, Blair MacIntyre and Doree Seligmann present an early paper
on an AR system prototype, KARMA, at the Graphics Interface conference.
1993: Mike Abernathy, et al., report the first use of augmented reality in
identifying space debris using Rockwell WorldView by overlaying satellite
geographic trajectories on live telescope video.
pg. 3
within the virtual object and environments. The installation used Silicon
Graphics computers and Polhemus sensing system.
1995: S. Ravela et al. at University of Massachusetts introduce a vision-based
system using monocular cameras to track objects (engine blocks) across views for
augmented reality.
1996: General Electric develops system for projecting information from 3D CAD
models onto real-world instances of those models.
1998: Spatial augmented reality introduced at University of North Carolina at
Chapel Hill by Ramesh Raskar, Welch, Henry Fuchs.
1999: Frank Delgado, Mike Abernathy et al. report successful flight test of
LandForm software video map overlay from a helicopter at Army Yuma Proving
Ground overlaying video with runways, taxiways, roads and road names.
1999: The US Naval Research Laboratory engages on a decade-long research
program called the Battlefield Augmented Reality System (BARS) to prototype
some of the early wearable systems for dismounted soldier operating in urban
environment for situation awareness and training.
1999: NASA X-38 flown using LandForm software video map overlays
at Dryden Flight Research Center.
2000: Rockwell International Science Center demonstrates tetherless wearable
augmented reality systems receiving analog video and 3-D Audio over radio-
frequency wireless channels. The systems incorporate outdoor navigation
capabilities, with digital horizon silhouettes from a terrain database overlain in
real time on the live outdoor scene, allowing visualization of terrain made
invisible by clouds and fog.
Present trend
The present trend in augmented reality (AR) technology is focused on making AR more
accessible, user-friendly, and integrated into everyday life. Here are some of the current
trends in AR:
Wearable AR: The development of AR-enabled wearable devices, such as smart
glasses and AR contact lenses, is a key area of focus. The goal is to provide a more
immersive and hands-free AR experience.
pg. 3
Spatial AR: With the advancement of technologies such as computer vision, machine
learning, and 5G connectivity, spatial AR, which allows virtual objects to seamlessly
blend into the real world, is becoming more feasible and is being applied in various
domains, such as gaming, entertainment, and industrial use cases.
Mobile AR: Mobile AR, which uses smartphones and tablets as AR devices,
continues to grow in popularity and is being used for various purposes, such as
gaming, e-commerce, and navigation.
Web AR: The development of Web AR, which allows AR experiences to be accessed
through a web browser, is making AR more accessible and user-friendly, and it is
becoming an increasingly popular way to access AR content.
These trends highlight the ongoing evolution and growth of AR technology and its increasing
potential to enhance and improve a wide range of experiences and applications.
Future trend
The future of augmented reality (AR) technology is promising, with many opportunities for
new and improved applications and experiences. Here are some of the areas where AR is
expected to have a significant impact in the future:
pg. 3
Enterprise AR: AR is expected to continue to be adopted by a growing number of
industries, such as healthcare, education, and retail, to improve training, visualization,
and collaboration.
XR: AR is expected to become more closely integrated with other forms of XR, such
as virtual reality (VR) and mixed reality (MR), to create more seamless and integrated
XR experiences.
Health and Wellness: AR is expected to play a growing role in the healthcare sector,
providing new and improved solutions for telemedicine, rehabilitation, and patient
education.
These are just some of the areas where AR is expected to have a significant impact in the
future. The technology is constantly evolving and new possibilities are emerging, making it
an exciting time for the future of AR.
pg. 3
Enhanced Visualization: AR enables users to visualize complex concepts, products,
and environments in a more intuitive and accessible manner, making it easier to
understand and analyze information.
Improve Brand awareness and image : A company or brand that chooses to use
augmented reality application has still has the upper hand into their business
These are just some of the advantages of AR, and the technology is constantly evolving,
creating new possibilities for how it can be used to enhance and improve various experiences
and applications.
Although augmented reality (AR) has many benefits, it also has some limitations and
challenges. Here are some of the disadvantages of AR:
Technical Limitations: AR technology still has technical limitations, such as accuracy,
reliability, and computational requirements, that need to be addressed to make it more
user-friendly and accessible.
pg. 3
High Development Costs: Developing AR experiences and applications can be
expensive, and the high development costs can limit the adoption of AR in some
domains.
Privacy and Security Concerns: AR raises privacy and security concerns, such as the
potential for unauthorized access to personal information, the tracking of users'
movements, and the unauthorized use of AR content.
Health Concerns: AR raises health concerns, such as the potential for eye strain,
headaches, and nausea, particularly when using AR for extended periods of time.
Fake Reality
Developers of AR application usually spend much time getting engaged in it that they
actually fail to distinguish between virtual and real worlds.
These are some of the challenges and limitations of AR, but the technology is constantly
evolving, and many of these challenges are being addressed through ongoing research and
development.
Medical
Augmented Reality (AR) has the potential to revolutionize various aspects of healthcare and
medicine, including:
Medical Training: AR can be used to enhance medical training, by providing
interactive simulations and visual aids that can improve the learning experience.
pg. 3
Surgical Planning and Procedures: AR can be used to assist with surgical planning
and procedures, by providing visual aids and real-time information during the
procedure.
Physical Therapy and Rehabilitation: AR can be used to enhance physical therapy and
rehabilitation, by providing interactive and immersive experiences that can improve
patient engagement and outcomes.
Entertainment
pg. 3
Augmented Reality (AR) has the potential to transform the entertainment industry in many
ways, including:
Gaming: AR games allow players to experience virtual elements in the real world,
creating a more immersive and interactive gaming experience.
Film and Television: AR can be used to enhance film and television experiences, by
providing visual aids, special effects, and interactive elements that can make the
viewing experience more engaging and immersive.
Theme Parks and Attractions: AR can be used to enhance theme park and attraction
experiences, by providing visual aids, special effects, and interactive elements that
can make the experience more engaging and immersive.
Art and Culture: AR can be used to enhance art and culture experiences, by providing
visual aids, special effects, and interactive elements that can make the experience
more engaging and immersive.
Education
Augmented Reality (AR) has the potential to transform education in many ways, including:
Enhanced Learning: AR can be used to enhance learning, by providing interactive and
immersive experiences that can make education more engaging and effective.
pg. 3
Visual Aids: AR can be used to provide visual aids, such as animations, simulations,
and 3D models, which can help students understand complex concepts and ideas.
Virtual Field Trips: AR can be used to provide virtual field trips, which can take
students to places and environments that would otherwise be difficult or impossible to
visit.
Retail
pg. 3
Augmented Reality (AR) has the potential to revolutionize the retail industry in many ways,
including:
Enhanced Shopping Experience: AR can be used to enhance the shopping experience,
by providing interactive and immersive experiences that can make shopping more
engaging and enjoyable.
Virtual Try-On: AR can be used to provide virtual try-on, which can allow customers
to try on clothes, makeup, and other products virtually, before making a purchase.
Military
Augmented Reality (AR) has the potential to transform various aspects of military operations,
including:
Training: AR can be used to enhance military training, by providing interactive
simulations and visual aids that can improve the learning experience.
pg. 3
Operations Planning and Execution : AR can be used to assist with military operations
planning and execution, by providing visual aids and real-time information during the
operation.
Maintenance and Repair: AR can be used to assist with maintenance and repair, by
providing visual aids and real-time information that can improve the efficiency and
accuracy of the process.
Marketing
pg. 3
Augmented Reality (AR) has the potential to transform marketing in many ways, including:
Immersive Experience: AR can be used to create immersive marketing experiences,
which can make advertisements more engaging and memorable.
Virtual Try-On: AR can be used to provide virtual try-on, which can allow customers
to try on clothes, makeup, and other products virtually, before making a purchase.
Navigation
Augmented Reality (AR) can be used to enhance navigation in many ways, including:
pg. 3
Real-time Information: AR can be used to provide real-time information and visual
aids that can assist with navigation, such as maps and turn-by-turn directions.
pg. 3