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SEMINAR

AUGMENTED REALITY
MAHESH M
AUGMENTED REALITY(AR)
Attempt to enhance the real world by adding
information about the current object or environment
by means of super imposing visuals, sounds, smells,
haptic.
IN THIS PRESENTATION
•
•
•
•
•
•

Virtualization of and Augmenting the Real World
Augmented reality - Introduction
Implementation
AR in Mobile devices
challenges or Problems
Applications
VIRTUAL REALITY
• Replaces the reality
entirely with computer
generated world
VR - Common practises and Applications
• Usually projected on a screen or on a stereoscopic
display
• Mainly used in entertainment sector such as film,
gaming, treatment,etc.
• In most cases, just recreates the world.
But now incorporates audio of the environment
and also haptics to feel the touch/ interaction with
the objects.
AR
• HISTORY
– Ivan Sutherland’s vision of AR
User is “inside” the computer

– 1965 "Ultimate Display"
Real and synthetic objects coexist

– 1968 “Head Mounted Display” AR System
(MIT, Harvard, Univ. of Utah)
Graphics (vector mono)
HMD (optical see-through)
Tracker (mech. on head)
AR
• Now...
– Moore's law
• more processing power in smaller sizes and
advanced graphic generators

– Displays
•
•
•
•
•

HMD
LCD
Laser
OLED
See through displays
etc.
AR
• Now...
– New algorithms and technologies
• Advanced tracking systems such as
GPS/RF,Optical IR, ultrasonic etc.
• New ways of interacting with the world like voice
commands, gesture support etc.
• Smarter devices - displays contents/information
automatically from around the world, according to
the need of the user
IMPLEMENTATION
Most Important building blocks of an Augmented
Reality System are
– Processor
– Display
– Tracking device
– Human Interaction Device
Processor
• The system can be a individual
device/embedded system, based on some
processor
• Usually processing done in a PC or some
other kind of mobile device such as smart
phones, tablets etc.
• In the former case, device size gets reduced
in a great amount and becomes more
powerful with the advances in IC
technologies
Processor
• Second case – processing done on another
device
– Sensors either embedded on the device(as in
smartphone/tablets) or are connected
separately to the device
Displays
• most of the AR systems augments the real world
with visuals rather than using sounds or other
senses
• Several display technologies classified into
– Head worn displays
– Handheld displays
– projection displays
Displays - Head worn
• mounted on head
• two types
– optical see through
• provides AR overlay through a transparent display
• Have a disadvantage of insufficient brightness

– Video see through
uses video captured from head mounted cameras to
provide background on an opaque screen
Displays - Head worn
Another approach
Virtual retinal display
– visuals drawn directly on retina using low
power modulated laser beams which are
scanned by micro electromechanical mirror
assemblies that sweep the beam horizontally
and vertically
Displays - Head worn
• An example for optical
see through approach
– using prism technology
• visuals projected towards
the glass which are then
projected into the eyes
using prism arrangement
• Advantage - can be created
on usual eyewears
Displays - Handheld
• Uses handheld flatpanel LCD/(O)LED displays
with a camera which captures the images
process and augments it and provide video see
through augmentation
Displays - Projection type
•Virtual information projected
directly on the physical object
to be augmented
•No need for special eye
wears
•Can be projected from a
single room mounted
projector or from a head
mounted portable projector
for mobility
Displays - Projection type
• Another interesting application - Optical
camouflage
Tracking Device
• To track the user's orientation and position
Eg.: Magnetic and video sensors
• To get more accurate registration - hybrid
sensors (accelerometer + video sensors)
• For improved tracking performance - Single
Constraint At A Time(SCAAT) Algorithm
TRACKING - USING GPS, GSM, UMTS
• Most commonly used - GPS for its low cost and
sufficient accuracy of about 3-10m / 2-5m for
differential GPS(DGPS)
• GSM/UMTS - upcoming solution
– locate by triangulating signals of the mobile
phone
– less accurate
TRACKING - OTHER METHODS
• Outside in and inside out tracking
– outside in - tracking the user with an external
camera, ie., imaging sensor mounted outside
the tracking space
• more accurate

•
•
•
•
•

– inside out - imaging sensor mounted on head
Visual marker based tracking
Visual markerless tracking
Sensor Based tracking
Wireless-LAN based tracking
Hybrid tracking systems
Environment sensing
• Needs to locate other objects around the user
• For indoor cases use cameras and object
markers
• for outdoor/unprepared situations
– a hybrid compass/gyroscope tracker provides
motion stabilized orientation measurements
– adding video tracking increses the accuracy
– GPS - track real time position
• limitation - need clear view of sky
Human Interface device
• Lets the users interact with the augmented
environment
• Different technologies such as interaction
through gesture, voice etc. and haptic feedback
to let the user feel the interaction
Audio Augmented Reality
• Can be achieved using Spatialized audio
• postion can tracked using gyros or magnetic
compasses
• helpful for blind navigation or when the user is
concentrating on another activity
Mobile Augmented Reality Systems - MARS
• One of the area that is being popular nowadays
• Computing hardwares - Handheld mobile
devices or wearable devices
• Tracking - Integrated GPS, Gyroscopes,
accelerometers and cameras
Wireless networking in MARS
Wireless networking
– improves performance and quality of user
experience
– enhances mobility
For a Usable AR wireless network should provide
– sufficient data rate
– low latency
– support for mobility
Wireless Wide Area Networks
• ideal for systems that need large scale mobility
Example:
• Several choices from low speed(9.6Kbps) to
high speed 3G networks(upto 2Mbps)
• 2G mostly used - but limitted due to their low
speed and high latency
• 2.5G or GPRS - speed upto 171.2Kbps - also
suffer from high latency
• Highly interactive AR sysems need lower
latencies of less than 100ms
Wireless Wide Area Networks
• 3G or Universal Mobile Telecomunication
System(UMTS) - speed upto 2Mbps(theoretical)
» nearly 300Kbps practically

• round trip time/latency ~ 300-580ms => prevents
real time VR/AR
Wireless Local Area Networks (WLANs)
•
•
•
•
•

networks implemented in a local area
speed in the range of 11-54Mbps
low latency than WWAN
typical range - 100m
Mainly used in gaming etc.
Wireless Personal Area Networks(WPANs)
• Short range
• Implemented using Bluetooth,infrared etc.
• Used for controlling the VR environment
CHALLENGES
A good AR should convince the user that the
virtual and the real worlds coexists.

This is a diffcult task. Problems arrive while
implementing the display technologies and
processors and also in case of networking in
MARS.
CHALLENGES - DISPLAYs
• various issues
– technological - latency, resolutiondistortion,field of view, and cost
– perceptual - depth of field, qualitative
– human factors - social acceptance and safety
• Optical see through displays :
– have all the above technological issues
– parallax error - since cameras mounted away
from true eye location
• Registration error
APPLICATIONS
•
•
•
•
•

Medical
Entertainment
Personal assistant
Navigation
Blind assistant
etc.
Case study - Googe Glass
Case Study - 6th Sense technology
References
•

Wagner, Daniel, et al. "Real-time detection and tracking for augmented
reality on mobile phones." Visualization and Computer Graphics, IEEE
Transactions on 16.3 (2010): 355-368.

•

Blum, Jeffrey R., Mathieu Bouchard, and Jeremy R. Cooperstock. "What’s
around me? Spatialized audio augmented reality for blind users with a
smartphone." Mobile and Ubiquitous Systems: Computing, Networking, and
Services. Springer Berlin Heidelberg, 2012. 49-62.

•

Azuma, Ronald, et al. "Recent advances in augmented reality." Computer
Graphics and Applications, IEEE 21.6 (2001): 34-47.

•

Papagiannakis, George, Gurminder Singh, and Nadia Magnenat‐Thalmann.
"A survey of mobile and wireless technologies for augmented reality
systems."Computer Animation and Virtual Worlds 19.1 (2008): 3-22.
THANKS

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Augmented Reality

  • 2. AUGMENTED REALITY(AR) Attempt to enhance the real world by adding information about the current object or environment by means of super imposing visuals, sounds, smells, haptic.
  • 3. IN THIS PRESENTATION • • • • • • Virtualization of and Augmenting the Real World Augmented reality - Introduction Implementation AR in Mobile devices challenges or Problems Applications
  • 4. VIRTUAL REALITY • Replaces the reality entirely with computer generated world
  • 5. VR - Common practises and Applications • Usually projected on a screen or on a stereoscopic display • Mainly used in entertainment sector such as film, gaming, treatment,etc. • In most cases, just recreates the world. But now incorporates audio of the environment and also haptics to feel the touch/ interaction with the objects.
  • 6. AR • HISTORY – Ivan Sutherland’s vision of AR User is “inside” the computer – 1965 "Ultimate Display" Real and synthetic objects coexist – 1968 “Head Mounted Display” AR System (MIT, Harvard, Univ. of Utah) Graphics (vector mono) HMD (optical see-through) Tracker (mech. on head)
  • 7. AR • Now... – Moore's law • more processing power in smaller sizes and advanced graphic generators – Displays • • • • • HMD LCD Laser OLED See through displays etc.
  • 8. AR • Now... – New algorithms and technologies • Advanced tracking systems such as GPS/RF,Optical IR, ultrasonic etc. • New ways of interacting with the world like voice commands, gesture support etc. • Smarter devices - displays contents/information automatically from around the world, according to the need of the user
  • 9. IMPLEMENTATION Most Important building blocks of an Augmented Reality System are – Processor – Display – Tracking device – Human Interaction Device
  • 10. Processor • The system can be a individual device/embedded system, based on some processor • Usually processing done in a PC or some other kind of mobile device such as smart phones, tablets etc. • In the former case, device size gets reduced in a great amount and becomes more powerful with the advances in IC technologies
  • 11. Processor • Second case – processing done on another device – Sensors either embedded on the device(as in smartphone/tablets) or are connected separately to the device
  • 12. Displays • most of the AR systems augments the real world with visuals rather than using sounds or other senses • Several display technologies classified into – Head worn displays – Handheld displays – projection displays
  • 13. Displays - Head worn • mounted on head • two types – optical see through • provides AR overlay through a transparent display • Have a disadvantage of insufficient brightness – Video see through uses video captured from head mounted cameras to provide background on an opaque screen
  • 14. Displays - Head worn Another approach Virtual retinal display – visuals drawn directly on retina using low power modulated laser beams which are scanned by micro electromechanical mirror assemblies that sweep the beam horizontally and vertically
  • 15. Displays - Head worn • An example for optical see through approach – using prism technology • visuals projected towards the glass which are then projected into the eyes using prism arrangement • Advantage - can be created on usual eyewears
  • 16. Displays - Handheld • Uses handheld flatpanel LCD/(O)LED displays with a camera which captures the images process and augments it and provide video see through augmentation
  • 17. Displays - Projection type •Virtual information projected directly on the physical object to be augmented •No need for special eye wears •Can be projected from a single room mounted projector or from a head mounted portable projector for mobility
  • 18. Displays - Projection type • Another interesting application - Optical camouflage
  • 19. Tracking Device • To track the user's orientation and position Eg.: Magnetic and video sensors • To get more accurate registration - hybrid sensors (accelerometer + video sensors) • For improved tracking performance - Single Constraint At A Time(SCAAT) Algorithm
  • 20. TRACKING - USING GPS, GSM, UMTS • Most commonly used - GPS for its low cost and sufficient accuracy of about 3-10m / 2-5m for differential GPS(DGPS) • GSM/UMTS - upcoming solution – locate by triangulating signals of the mobile phone – less accurate
  • 21. TRACKING - OTHER METHODS • Outside in and inside out tracking – outside in - tracking the user with an external camera, ie., imaging sensor mounted outside the tracking space • more accurate • • • • • – inside out - imaging sensor mounted on head Visual marker based tracking Visual markerless tracking Sensor Based tracking Wireless-LAN based tracking Hybrid tracking systems
  • 22. Environment sensing • Needs to locate other objects around the user • For indoor cases use cameras and object markers • for outdoor/unprepared situations – a hybrid compass/gyroscope tracker provides motion stabilized orientation measurements – adding video tracking increses the accuracy – GPS - track real time position • limitation - need clear view of sky
  • 23. Human Interface device • Lets the users interact with the augmented environment • Different technologies such as interaction through gesture, voice etc. and haptic feedback to let the user feel the interaction
  • 24. Audio Augmented Reality • Can be achieved using Spatialized audio • postion can tracked using gyros or magnetic compasses • helpful for blind navigation or when the user is concentrating on another activity
  • 25. Mobile Augmented Reality Systems - MARS • One of the area that is being popular nowadays • Computing hardwares - Handheld mobile devices or wearable devices • Tracking - Integrated GPS, Gyroscopes, accelerometers and cameras
  • 26. Wireless networking in MARS Wireless networking – improves performance and quality of user experience – enhances mobility For a Usable AR wireless network should provide – sufficient data rate – low latency – support for mobility
  • 27. Wireless Wide Area Networks • ideal for systems that need large scale mobility Example: • Several choices from low speed(9.6Kbps) to high speed 3G networks(upto 2Mbps) • 2G mostly used - but limitted due to their low speed and high latency • 2.5G or GPRS - speed upto 171.2Kbps - also suffer from high latency • Highly interactive AR sysems need lower latencies of less than 100ms
  • 28. Wireless Wide Area Networks • 3G or Universal Mobile Telecomunication System(UMTS) - speed upto 2Mbps(theoretical) » nearly 300Kbps practically • round trip time/latency ~ 300-580ms => prevents real time VR/AR
  • 29. Wireless Local Area Networks (WLANs) • • • • • networks implemented in a local area speed in the range of 11-54Mbps low latency than WWAN typical range - 100m Mainly used in gaming etc.
  • 30. Wireless Personal Area Networks(WPANs) • Short range • Implemented using Bluetooth,infrared etc. • Used for controlling the VR environment
  • 31. CHALLENGES A good AR should convince the user that the virtual and the real worlds coexists. This is a diffcult task. Problems arrive while implementing the display technologies and processors and also in case of networking in MARS.
  • 32. CHALLENGES - DISPLAYs • various issues – technological - latency, resolutiondistortion,field of view, and cost – perceptual - depth of field, qualitative – human factors - social acceptance and safety • Optical see through displays : – have all the above technological issues – parallax error - since cameras mounted away from true eye location • Registration error
  • 34. Case study - Googe Glass
  • 35. Case Study - 6th Sense technology
  • 36. References • Wagner, Daniel, et al. "Real-time detection and tracking for augmented reality on mobile phones." Visualization and Computer Graphics, IEEE Transactions on 16.3 (2010): 355-368. • Blum, Jeffrey R., Mathieu Bouchard, and Jeremy R. Cooperstock. "What’s around me? Spatialized audio augmented reality for blind users with a smartphone." Mobile and Ubiquitous Systems: Computing, Networking, and Services. Springer Berlin Heidelberg, 2012. 49-62. • Azuma, Ronald, et al. "Recent advances in augmented reality." Computer Graphics and Applications, IEEE 21.6 (2001): 34-47. • Papagiannakis, George, Gurminder Singh, and Nadia Magnenat‐Thalmann. "A survey of mobile and wireless technologies for augmented reality systems."Computer Animation and Virtual Worlds 19.1 (2008): 3-22.