Seminar Report
Seminar Report
VISVESVARAYA TECHNOLOGICAL
UNIVERSITY JNANA SANGAMA, BELAGAVI
590018
SEMINAR REPORT ON
“AUGMENTED REALITY (AR)”
Submitted By
MD TOUSIF REHMAN
3VC20IS016
CERTIFICATE
This is to certify that the Seminar entitled “AUGMENTED REALITY (AR)” has been
successfully completed by Md Tousif Rehman bearing 3VC20IS016, A student of VIII
semester for the partial fulfilment of the requirements for the Bachelor Degree in
Information Science & Engineering of the Visvesvaraya Technological University,
Belagavi during the academic year 2023-2024.
Signature of Coordinator
(NAGRAJ GOWDA)
……………………………… ……………………...........
Signature of HOD Signature of Principal
( Dr. B. SREEPATHI. Ph.D) (Dr.T Hanumantha Reddy Ph.D)
date 1…………………....................………………………….
2…………………...................…………………………..
ACKNOWLEDGEMENT
NAME: Md Tousif
Rehman USN:
3VC20IS016
ABSTRACT
The seminar begins by tracing the historical roots of AR, highlighting key
milestones and technological advancements that have propelled its growth. From
early experiments to modern innovations, AR has evolved into a dynamic tool for
enhancing human experiences.Next, the seminar delves into the mechanics of AR,
elucidating how it integrates virtual elements with real-world environments.
Concepts such as computer vision, spatial mapping, and sensor fusion are
explored to elucidate the intricate workings of AR systems.
Furthermore, the seminar delves into the technological components that enable
AR experiences, including hardware devices like smart glasses, smartphones, and
headsets, as well as software frameworks and development tools. Understanding
these components is crucial for designing immersive AR applications and
experiences.
Lastly, the seminar discusses the challenges and future prospects of AR,
addressing issues such as user adoption barriers, privacy concerns, and
technological limitations. It also explores emerging trends like spatial computing,
AR cloud, and collaborative AR, offering insights into the evolving landscape of
augmented reality and its potential impact on society and human interaction.
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Table of Contents
Sl no Description Page no
1 Introduction 3
2 What is AR? 5
3 History of AR 6
5 Applications of AR 8
7 Implementation Framework 10
9 Challenges 12
10 Conclusion 13
11 References 14
2
INTRODUCTION
3
OBJECTIVES OF THE SEMINAR:
4
What is AR?
5
History of AR
The history of Augmented Reality (AR) traces back to the 1960s when computer
scientist Ivan Sutherland introduced the concept of "The Ultimate Display,"
envisioning a system that could overlay digital information onto the real world.
However, it wasn't until the late 20th century that AR started to take shape as a
tangible technology.
In the 1990s, researchers at Boeing developed one of the earliest AR systems called
"Virtual Fixtures," which used a head-mounted display to enhance aircraft assembly
tasks. This marked the beginning of practical applications for AR in industrial
settings.
The early 2000s saw the emergence of AR applications in entertainment and gaming.
In 2008, the release of the ARToolkit, an open-source software development kit
(SDK), democratized AR development and sparked innovation in the field. This led to
the creation of AR games like "Ingress" and "Pokémon GO," which gained
widespread popularity and showcased the potential of AR for interactive
entertainment.
Around the same time, companies like Metaio and Vuforia developed AR platforms
and tools that enabled developers to create immersive AR experiences for mobile
devices. These advancements fueled the growth of AR in marketing, retail, and
education, with applications ranging from virtual try-on experiences to interactive
product demonstrations.
Augmented Reality (AR) operates by seamlessly integrating digital content with the
physical environment, creating an interactive and immersive user experience. The
process begins with the collection of real-world data using sensors and cameras
embedded in AR devices. These sensors capture information such as the user's
location, orientation, movement, and details about the surrounding environment. This
data serves as the foundation for generating augmented content that aligns with the
user's physical context.
Next, sophisticated algorithms and computer vision techniques process and interpret
the captured data. Tasks such as object recognition, spatial mapping, and scene
understanding are performed to analyze the environment accurately. This processing
enables the AR system to identify surfaces, objects, and spatial relationships within
the user's surroundings.
Once the real-world data is analyzed, the AR system renders digital content, such as
3D models, graphics, text, or animations, and integrates it seamlessly into the user's
view. The rendering process takes into account factors like lighting, shadows, and
depth perception to enhance realism and ensure that the augmented content appears
natural within the physical environment.
Users interact with AR content through various input methods, including gestures,
voice commands, touch input, or other interactive techniques. The AR content is
displayed to the user through devices such as smartphones, tablets, smart glasses, or
headsets, overlaying the digital elements onto the user's field of view.
Real-time updates and tracking are crucial aspects of AR technology. The AR system
continuously updates and tracks the user's position, movements, and changes in the
environment in real time. This real-time tracking ensures that the augmented content
remains aligned and anchored to the user's perspective as they move and interact with
their surroundings. Advanced techniques like simultaneous localization and mapping
(SLAM) are often employed to maintain accurate spatial registration and stability,
enhancing the overall AR experience for
users.
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APPLICATIONS
Augmented Reality (AR) has a wide range of applications across various industries
and sectors, revolutionizing how we interact with information and the world around
us. Some of the key applications of AR include:
Gaming and Entertainment: AR has transformed the gaming and entertainment industry by
creating immersive and interactive experiences. Games like "Pokémon GO" and "Harry
Potter: Wizards Unite" use AR to overlay virtual elements onto the real world, encouraging
players to explore their surroundings and engage in augmented reality adventures.
Retail and E-Commerce: AR is reshaping the retail and e-commerce landscape by offering
innovative shopping experiences. Retailers use AR to enable virtual try-on experiences for
clothing and accessories, visualize furniture and home decor in a real-world space, and
provide interactive product demonstrations, enhancing the customer's shopping journey.
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Augmented Reality vs. Virtual Reality
User maintains a sense of presence in real Senses are under control of system
world
Needs a mechanism to combine virtual Need a mechanism to feed virtual world
and real worlds to user
Hard to register real and virtual Hard to make VR world interesting
Key Differences:
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IMPLEMENTATION FRAMEWORK
Hardware :
The main components of our system are a computer (with 3D graphics acceleration), a
GPS system originally differential GPS, and now real-time kinematic
GPS+GLONASS, a see-through head-worn display with orientation tracker, and a
wireless network all attached to the backpack. The user also holds a small stylus-
operated computer that can talk to the backpack computer via the spread spectrum
radio channel. Thus we can control the material presented on the head wom display
from the handheld screen.
We also provide a more direct control mechanism of a cursor in the head worn display
by mounting a track pad on the back of the handheld display where it can easily be
manipulated (we inverted the horizontal axis) while holding the display upright.
Software :
Software infrastructure Coterie, a prototyping environment that provided language-
level support for distributed virtual environments. The main mobile AR application
ran on the backpack computer and received continuous input from the GPS system,
the orientation head tracker, and the track pad (mounted on the back of the handheld
computer). It generated and displayed at an interactive frame rate the overlaid 3D
graphics and user interface components on the head worn display.
In the handheld computer we ran arbitrary applications that talked to the main
backpack application via Coterie/Repo object communications. In our first prototype,
we simply ran a custom HTTP server and a web browser on the handheld computer,
intercepted all URL requests and link selections, and thus established a two-way
communication channel between the backpack and the handheld.
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ADVANTAGES & DISADVANTAGES
Advantages of AR
Disadvantages of AR
11
CHALLENGES
1) Technological limitations
Although there is much progress in the basic enabling technologies, they still
primarily prevent the deployment of many AR applications. Displays, trackers,
and AR systems in general need to become more accurate, lighter, cheaper, and
less power consuming. Since the user must wear the PC, sensors, display,
batteries, and everything else required, the end result is a heavy backpack.
Laptops today have only one CPU, limiting the amount of visual and hybrid
tracking that we can do.
We need a better understanding of how to display data to a user and how the
user should interact with the data. AR introduces many high-level tasks, such
as the need to identify what information should be provided, what’s the
appropriate representation for that data, and how the user should make queries
and reports. Recent work suggests that the creation and presentation of
narrative performances and structures may lead to more realistic and richer AR
experience.
3) Social acceptance
The final challenge is social acceptance. Given a system with ideal hardware
and an intuitive interface, how AR can become an accepted part of a user’s
everyday life, just like a mobile phone or a personal digital assistant. Through
films and television, many people are familiar with images of simulated AR.
However, persuading a user to wear a system means addressing a number of
issues. These range from fashion to privacy concerns. To date, little attention
has been placed on these fundamental issues. However, these must be
addressed before AR becomes widely accepted.
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CONCLUSION
Despite the challenges, the potential benefits of AR are vast, ranging from
improved learning and training experiences, enhanced productivity and
efficiency, innovative marketing and advertising opportunities, transformative
healthcare applications, immersive gaming and entertainment experiences, to
revolutionizing how we interact with information and the world around us.
Maybe in the future, we will see our environments become augmented to display
information based on our own interests through built-in RFID tags and
augmentations being implemented through holographic projections surrounding
the environments without a use of an enabling technology. It would be
incredible to no longer wonder where to eat, where to go, or what to do; our
environment will facilitate our interactions seamlessly. We will no longer be
able to discern what is real and what is virtual, our world will become a
convergence of digital and physical media
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REFERENCES
4. Dörner, Ralf, Wolfgang Broll, and Paul Grimm. Virtual and Augmented Reality
(VR/AR): Grundlagen und Methoden der Virtuellen und Augmentierten Realität.
Springer, 2017.
5. Milgram, Paul, and Fumio Kishino. "A Taxonomy of Mixed Reality Visual
Displays." IEICE Transactions on Information and Systems 77, no. 12 (1994): 1321-
1329.(https://www.jstage.jst.go.jp/article/transinf/E77-D/12/E77-D_12_1321/_article)
6. Lee, Inchul, Gun A. Lee, and Hwan-Gue Cho. "Augmented Reality Applications
in Design and Manufacturing." International Journal of Precision Engineering and
Manufacturing 14, no. 5 (2013): 725-746.
(https://link.springer.com/article/10.1007/s12541-013-0087-0)
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