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Chapter Five: Augmented Reality (Ar)

Augmented reality (AR) overlays computer-generated images on top of the real world. It combines virtual content with the real environment in real-time, allowing virtual objects to interact with the physical world. Some examples of AR include Snapchat lenses and Pokemon Go. Virtual reality (VR) fully immerses users in simulated environments, tricking the senses. Mixed reality (MR) merges the real and virtual worlds, allowing physical and digital objects to co-exist and interact. Early AR systems had three main components - the tracker unit, processing unit, and visual unit. HMDs are currently the dominant display technology. Potential applications of AR include education, medicine, and entertainment.

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0% found this document useful (0 votes)
103 views13 pages

Chapter Five: Augmented Reality (Ar)

Augmented reality (AR) overlays computer-generated images on top of the real world. It combines virtual content with the real environment in real-time, allowing virtual objects to interact with the physical world. Some examples of AR include Snapchat lenses and Pokemon Go. Virtual reality (VR) fully immerses users in simulated environments, tricking the senses. Mixed reality (MR) merges the real and virtual worlds, allowing physical and digital objects to co-exist and interact. Early AR systems had three main components - the tracker unit, processing unit, and visual unit. HMDs are currently the dominant display technology. Potential applications of AR include education, medicine, and entertainment.

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mahammed
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CHAPTER FIVE

AUGMENTED REALITY (AR)


AUGMENTED REALITY (AR)

• The fundamental idea of AR is to combine, or mix, the view of the real environment with
additional, virtual content that is presented through computer graphics.
• Its convincing effect is achieved by ensuring that the virtual content is aligned and
registered with the real objects.
• Augmented reality (AR) is a form of emerging technology that allows users to overlay
computer generated content in the real world.
• AR refers to a live view of a physical real-world environment whose elements are merged
with augmented computer-generated images creating a mixed reality.
• Snapchat lenses and the game Pokemon Go are examples of AR
VIRTUAL REALITY (VR)

• VR is fully immersive, which tricks your senses into thinking you’re in a different environment or world
apart from the real world.
• It is also called a computer-simulated reality.
• It refers to computer technologies using reality headsets to generate realistic sounds, images and other
sensations that replicate a real environment or create an imaginary world.
• Advanced VR environment will engage all five senses (taste, sight, smell, touch, sound), but it is
important to say that this is not always possible.
• Oculus Rift, gaming console (PlayStation VR), HTC Vive and Google Cardboard are among the most
popular VR headsets examples.
MIXED REALITY (MR)

• Mixed Reality (MR), sometimes referred to as hybrid reality, is the merging of real and virtual
worlds to produce new environments and visualizations where physical and digital objects co-
exist and interact in real-time.
• The key characteristic of MR is that the synthetic content and the real-world content are able to
react to each other in real-time.
• In mixed reality, you interact with and manipulate both physical and virtual items and
environments, using next-generation sensing and imaging technologies.
• MR allows you to see and immerse yourself in the world around you even as you interact with
a virtual environment using your own hands all without ever removing your headset.
• Microsoft HoloLens and Magic Leap are examples of MR
VIRTUAL REALITY (VR), AUGMENTED REALITY (AR) VS MIXED
REALITY (MR)

• One of the most obvious differences among augmented reality, virtual reality, and mixed
reality is the hardware requirements.
• VR is content which is 100% digital and can be enjoyed in a fully immersive environment.
• AR overlays digital content on top of the real-world.
• MR is a digital overlay that allows interactive virtual elements to integrate and interact with
the real-world environment.
• MR applications sometimes require exponentially more processing power and thus require
more powerful hardware.
THE ARCHITECTURE OF AR SYSTEMS

• The first Augmented Reality Systems (ARS) were usually designed with a basis on three
main blocks.
Infrastructure Tracker Unit
Processing Unit
Visual Unit
THE ARCHITECTURE OF AR SYSTEMS…

• Infrastructure Tracker Unit collects data from the real world, sends them to the Processing Unit.
• Processing Unit mixes the virtual content with the real content and sent the result to the Video Out
module of the Visual Unit.
• Some designs used a Video In, to acquire required data for the Infrastructure Tracker Unit.
• Visual Unit can be classified into two types of system, depending on the followed visualization
technology:
• Video see-through: It uses a Head-Mounted Display (HMD) that employs a video-mixing and
displays the merged images on a closed-view HMD.
• Optical see-through: It uses an HMD that employs optical combiners to merge the images within an
open-view HMD.
THE ARCHITECTURE OF AR SYSTEMS…
THE ARCHITECTURE OF AR SYSTEMS…

• HMDs are currently the dominant display technology in the AR field.


HMDs have a lot of problems:
Ergonomics
High prices
Relatively low mobility
HMDs interaction with the real environment, which places virtual interactive zones
to the user, making the collision with these zones hard due to the difficulty to interact
with multiple points in different depths.
• ARS involve the use of monitors and tablets.
APPLICATIONS OF AR SYSTEMS…

• In Education:
Affordable learning materials
Interactive lessons
Higher engagement
Higher retention
Boost intellectual curiosity
APPLICATIONS OF AR SYSTEMS

• In Medicine:
Describing symptoms
Nursing care
Surgery
Ultrasounds
Diabetes management
Education of future doctors
Diagnostics
APPLICATIONS OF AR SYSTEMS

• In Entertainment :
Games
Music
TV
eSports
Theater
END

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