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Seminar Report

The document provides an introduction and overview of augmented reality (AR), including its definition, evolution, key components and technologies. It outlines the objectives of exploring AR fundamentals, its evolution from early experiments to modern applications, and examining real-world use cases across industries like healthcare, education and gaming.

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Saipavan ,R E-30
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0% found this document useful (0 votes)
81 views

Seminar Report

The document provides an introduction and overview of augmented reality (AR), including its definition, evolution, key components and technologies. It outlines the objectives of exploring AR fundamentals, its evolution from early experiments to modern applications, and examining real-world use cases across industries like healthcare, education and gaming.

Uploaded by

Saipavan ,R E-30
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 17

RAO BAHADHUR Y MAHABALESWARAPPA ENGINEERING COLLEGE.

(Formerly Vijayanagar Engineering College, Bellary)


CANTONMENT, BALLARI-583 104 (KARNATAKA)
(AFFILATED TO VISVESVARAYA TECHNOLOGICAL UNIVERSITY, BELGAM & APPROVED BY AICTE, NEW DELHI)

VISVESVARAYA TECHNOLOGICAL
UNIVERSITY JNANA SANGAMA, BELAGAVI
590018

SEMINAR REPORT ON
“AUGMENTED REALITY (AR)”

Submitted in partial fulfilment for the award of degree of


Bachelor of Engineering in
Information Science & Engineering

Submitted By

MD TOUSIF REHMAN
3VC20IS016

Seminar Coordinator Head Of


Department Nagraj Gowda Dr. B.Sreepathi
Asst. Professor HOD, Dept of ISE
V.V.SANGHA’S

RAO BAHADHUR Y MAHABHALESHWARPPA ENGINEERING COLLEGE


(Formerly Vijayanagar Engineering College, Bellary)
CANTONMENT, BALLARI-583 104 (KARNATAKA)
(AFFILATED TO VISVESVARAYA TECHNOLOGICAL UNIVERSITY, BELGAM & APPROVED BY AICTE, NEW
DELHI, ACCREDITED BY NBA, NEW DELHI)

DEPARTMENT OF INFORMATION SCIENCE AND


ENGINEERING

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)

Name of the examiners Signature with

date 1…………………....................………………………….

2…………………...................…………………………..
ACKNOWLEDGEMENT

The successful completion of my seminar on "Augmented Reality


(AR)" would be incomplete without acknowledging the invaluable
contributions and support of individuals who made it possible. Their
guidance, encouragement, and assistance were instrumental in shaping
this seminar.

First and foremost, I express my heartfelt gratitude to our Principal,


Dr. T Hanumantha Reddy, for providing the necessary facilities and
encouragement to undertake this seminar on Augmented Reality.

I extend my sincere thanks to my mentor for this seminar, Nagraj


Gowda H, Asst Professor, for their guidance, support, and valuable
suggestions throughout the preparation of this seminar. Their
expertise and encouragement were invaluable in shaping the content
and direction of the seminar.

I also acknowledge Dr. B. Sreepathi, Head of the Department of


Information Science and Engineering, for their support and
encouragement during this endeavor.

I am grateful to all the faculty members of our department for their


support and insights shared during the course of preparing for this
seminar.

A special mention goes to the non-teaching staff of our department,


whose assistance and cooperation were vital in organizing and
conducting the seminar smoothly.

Lastly, I extend my heartfelt thanks to my parents and friends for


their unwavering support, encouragement, and understanding
throughout this journey. Their constant support made this seminar
possible.

NAME: Md Tousif
Rehman USN:
3VC20IS016
ABSTRACT

Augmented Reality (AR) is a transformative technology poised to revolutionize


various sectors by blending digital content seamlessly with the physical world.
This seminar delves into the core concepts and applications of AR, exploring its
evolution, working principles, and impact across industries.

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.

A significant portion of the seminar is dedicated to showcasing the diverse


applications of AR across sectors such as healthcare, education, gaming, retail,
and more. Case studies, demos, and real-world examples illustrate how AR is
transforming industries and shaping the future of digital interaction.

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.

In conclusion, the seminar underlines the immense potential of AR as a catalyst


for innovation and disruption. It emphasizes the need for continued research,
collaboration, and ethical considerations to harness AR's power responsibly and
unlock its full transformative capabilities in the years to come.

1
Table of Contents

Sl no Description Page no

1 Introduction 3
2 What is AR? 5
3 History of AR 6

4 How does it work? 7

5 Applications of AR 8

6 Augmented Reality vs. Virtual Reality 9

7 Implementation Framework 10

8 Advantages & Disadvantages 11

9 Challenges 12

10 Conclusion 13

11 References 14

2
INTRODUCTION

Augmented Reality (AR) stands at the forefront of technological


innovation, reshaping our perception of reality and unlocking a realm of
limitless possibilities. As we embark on this seminar journey, it is
imperative to grasp the essence and significance of AR in today's digital
landscape.

At its core, AR represents a convergence of the physical and digital worlds,


where computer-generated elements augment our real-world environment.
Unlike virtual reality, which immerses users in entirely fabricated digital
environments, AR enriches our existing reality by overlaying digital
information seamlessly onto our surroundings. This fusion of the real and
virtual realms opens avenues for enhanced experiences, enriched
interactions, and unprecedented levels of productivity across diverse
domains.

The genesis of AR traces back to pioneering research and development


efforts, gradually evolving from conceptual frameworks to tangible
applications that redefine how we interact with technology. From early
experiments in computer-generated imagery to sophisticated AR systems
integrated into everyday devices, the evolution of AR mirrors a journey of
continuous innovation and refinement.

The scope of AR extends far beyond mere entertainment and gaming,


encompassing a wide spectrum of industries and use cases. Healthcare
professionals leverage AR for surgical simulations, medical training, and
patient education, revolutionizing clinical practices and improving patient
outcomes. In education, AR transforms learning experiences by creating
immersive, interactive environments that foster engagement and knowledge
retention.

As we delve deeper into this seminar, we will unravel the underlying


principles, technologies, and applications that underpin the AR ecosystem.
We will explore the components of AR systems, delve into real-world case
studies, and examine the challenges and opportunities that shape the future
of AR adoption and integration.

3
OBJECTIVES OF THE SEMINAR:

1. Understanding AR Fundamentals: To provide participants with a


comprehensive understanding of the fundamental concepts,
principles, and technologies that constitute Augmented Reality (AR),
including its definition, key components, and distinguishing features.

2. Exploring AR Evolution: To trace the evolution of AR technology


from its early developments to modern-day implementations,
highlighting significant milestones, advancements, and key
contributors in the field.

3. Examining AR Applications: To explore the diverse applications of


AR across industries such as healthcare, education, gaming, retail,
and more, showcasing real-world examples, case studies, and success
stories that demonstrate the practicality and impact of AR solutions.

4. Analyzing AR Components: To analyze the underlying components


of AR systems, including hardware devices, software platforms,
development tools, and integration techniques, providing insights into
the technical aspects and functionalities of AR technologies.

5. Addressing Challenges and Opportunities: To discuss the


challenges and opportunities presented by AR adoption, including
factors such as user experience, technical limitations, ethical
considerations, regulatory frameworks, market trends, and future
prospects for AR development and deployment.

6. Promoting Collaboration and Knowledge Exchange: To foster a


collaborative learning environment where participants can share
insights, experiences, best practices, and innovative ideas related to
AR, facilitating knowledge exchange, networking, and professional
development opportunities.

7. Inspiring Innovation and Thought Leadership: To inspire


participants to think creatively, explore new possibilities, and drive
innovation in AR-related initiatives, encouraging thought leadership,
research exploration, and entrepreneurial endeavors in the field of
Augmented Reality.

4
What is AR?

Augmented Reality (AR) is an advanced technology that blends digital


elements seamlessly with the real-world environment, enhancing our
perception and interaction with the physical world. Unlike virtual reality,
which creates entirely artificial environments, AR overlays digital
information onto our existing surroundings, creating a hybrid experience.

Key Components of AR:

1. Sensors and Cameras: AR systems rely on sensors and cameras to


capture real-world data, including location, movement, and
environmental conditions. These inputs enable the system to
understand and interact with the user's surroundings.

2. Display Devices: AR experiences are delivered through various


display devices such as smartphones, tablets, smart glasses, and
headsets. These devices render digital content onto the user's field of
view, blending it seamlessly with the real world.

3. Computer Processing: Powerful computer processors and graphics


cards process real-time data and render high-quality graphics for AR
applications. Advanced algorithms ensure accurate spatial mapping
and tracking for immersive user experiences.

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.

The breakthroughs in hardware, particularly smartphones and wearable devices,


further accelerated AR adoption. Apple's introduction of ARKit in 2017 and Google's
ARCore in 2018 brought AR capabilities to millions of mobile devices, paving the
way for a new era of AR applications and experiences.

In parallel, AR found significant traction in industries such as healthcare, where it


revolutionized surgical planning, medical training, and patient care. Surgeons could
now visualize patient anatomy in 3D during procedures, leading to improved accuracy
and outcomes.

Looking ahead, AR continues to evolve with advancements in technologies like


spatial computing, AR cloud infrastructure, and wearable AR glasses. These
developments promise to unlock new possibilities for AR across sectors, from
enhancing productivity in the workplace to transforming how we interact with
information and the world around
us.
6
How does it work?

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.

Using a mobile application, a mobile phone's camera identifies and interprets a


marker, often a black and white barcode image. The software analyses the marker and
creates a virtual image overlay on the mobile phone's screen, tied to the position of the
camera. This means the app works with the camera to interpret the angles and distance
the mobile phone is away from the marker.

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.

7
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.

 Education and Training: In education, AR is used to enhance learning experiences by


providing interactive and engaging content. AR apps and platforms allow students to
visualize complex concepts, explore virtual simulations, and conduct virtual experiments,
leading to improved comprehension and retention of information.

 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.

 Healthcare and Medicine: AR is making significant strides in healthcare, with applications


in medical training, surgical planning, and patient care. Surgeons use AR to visualize patient
anatomy in 3D during surgeries, improving precision and reducing risks. AR also facilitates
medical education through interactive simulations and virtual patient scenarios.

 Manufacturing and Engineering: AR is transforming manufacturing and engineering


processes by improving productivity, efficiency, and safety. AR-enabled smart glasses
provide workers with real-time instructions, visual aids, and remote assistance, streamlining
assembly tasks, maintenance procedures, and quality inspections.

 Tourism and Navigation: AR enhances tourism experiences by offering interactive guides,


historical overlays, and augmented information about landmarks and attractions. AR
navigation apps provide real-time directions, points of interest, and contextual information,
helping users navigate unfamiliar environments more effectively.

 Marketing and Advertising: AR is utilized in marketing and advertising campaigns to


create engaging and memorable experiences for consumers. AR ads allow users to
interact with products, visualize how they fit into their lives, and experience branded
content in a more immersive and interactive way.

8
Augmented Reality vs. Virtual Reality

Augmented Reality Virtual Reality

Utilizes devices like smartphones, tablets, Relies on VR headsets or goggles for


and smart glasses. immersive experiences.

System augments the real world scene Totally immersive environment

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

Pokemon GO, AR furniture apps, VR games, VR training simulations,


navigation apps. virtual meetings.

Key Differences:

 Environment: AR enhances the real world, while VR creates a virtual


environment.
 Level of Immersion: AR maintains awareness of the physical environment,
whereas VR provides complete immersion in a digital world.
 Interactivity: AR allows interaction with both digital and physical elements,
while VR focuses on interactions within the virtual environment.
 Use Cases: AR is often used for enhancing real-world experiences and tasks,
while VR is used for immersive simulations and experiences that require full
immersion.

9
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.

To make the system to be as lightweight and comfortable as possible, off-the-shelf


hardware can be used to avoid the expense, effort, and time involved in building our
own. Over the years, lighter and faster battery-powered computers with 3D graphics
cards, and finally graduated to laptops with 3D graphics processors.

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.

10
ADVANTAGES & DISADVANTAGES

Augmented reality (AR) is a view provided by virtual computer-


generated imagery of a mixed reality in which real and virtual
worlds interact in real-time. Advantages and disadvantages of the
technology are listed below.

Advantages of AR

 Can increase knowledge and information


 People can share experiences with each other in real time
over long distances
 Games that provide an even more "real" experience
 Things come to life on people's mobile
 Form of escapism

Disadvantages of AR

 Spam and Security


 Social and Real-Time vs. Solitary and Cached
 UX (User Experience): Using AR can be inappropriate
in social situations.
 Interoperability: The lack of data portability between AR
environments (such as Wikitude AR and Layar AR
browser).
 Openness: Other people can develop their own layers
of content to display

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.

2) User interface limitations

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.

12
CONCLUSION

In conclusion, Augmented Reality (AR) holds immense potential to transform


various industries, enhance user experiences, and drive innovation. However,
the widespread adoption and effective implementation of AR face several
challenges and considerations that need to be addressed.

Key challenges in AR include hardware limitations, technical complexity, user


experience design, content creation and quality, privacy and security concerns,
network dependence, ethical considerations, and cross-platform compatibility.
These challenges span across technical, user-centric, ethical, and regulatory
domains, requiring collaborative efforts from stakeholders to overcome.

Addressing these challenges requires investment in research and development,


advancements in AR technology and infrastructure, standardization of
development frameworks, robust privacy and security measures, user-centric
design practices, ethical guidelines and regulations, and efforts to promote
interoperability and cross-platform compatibility.

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

13
REFERENCES

1. Azuma, Ronald T. "A Survey of Augmented Reality." Presence: Teleoperators


and Virtual Environments 6, no. 4 (1997): 355-385.
(https://ieeexplore.ieee.org/abstract/document/609929)

2. Kipper, Gregory, and Joseph Rampolla. Augmented Reality: An Emerging


Technologies Guide to AR. Elsevier, 2012.

3. Billinghurst, Mark, Hirokazu Kato, and Ivan Poupyrev. "The MagicBook-Moving


Seamlessly between Reality and Virtuality." IEEE Computer Graphics and
Applications 21, no. 3 (2001): 6-8. (https://ieeexplore.ieee.org/document/932723)

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)

7. Azuma, Ronald T. "Recent Advances in Augmented Reality." IEEE


Computer Graphics and Applications 21, no. 6 (2001): 34-47.
(https://ieeexplore.ieee.org/document/970351)

14

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