A resourceful destination for academicians, corporate professionals, researchers & tech enthusiasts

Sunday, June 14, 2020


Augmented reality has come a long way from science fiction to a science-based reality. Until recently real-time cost was so widely used that designers could only dream of working on the design projects involved - nowadays things have changed and an exciting fact is also found on mobile handsets. That means that unpleasant virtual reality architecture is now the gateway to all UX designers and sizes.

The real disadvantage is the real-world, physical reality in which elements is enhanced by computer-generated input. This input can vary from audio to video, to GPS overlay images and more. The first really unpleasant idea came from a Frank L Baum novel is written in 1901 in which a collection of electronic mirrors reflected personal details; it was called a "character marker". Today, the unpleasant truth is the real thing and not the concept of science fiction.

Augmented reality is achieved through a variety of technologies; this can be done on their own or by coming together to create an uncertain reality. Including:



Processor, display, sensors and input devices. The smartphone usually contains a processor, a display, accelerometers, GPS, camera, microphone etc. It also contains all the hardware needed to be an AR tool.



It is fully capable of displaying AR data while monitoring activities are active and even other systems such as Optical projection system, headset, eyeglasses, contact lens, HUD (mirror display), optical display, SEyeTap was taken from the surroundings and replaced with computer-generated ones), Spatial Augmented Reality (SAR - which uses standard guessing techniques as a visualizer of any kind) and animations.

Sensors and input devices include - GPS, gyroscopes, accelerometers, compasses, RFID, wireless sensors, touch recognition, speech recognition, eye tracking and starters.






           In 1968, The Sword of Damocles was created by Ivan Sutherland and Bob Sproull, it was the first type of a head-mounted display. It was a distorted display of primitive computer graphics.

            In 1980, developed a first portable computer called EyeTap was developed by Steve Mann working in front of the eye. It superimposed effects by recording the elements on it later, and show it all to a user who could also play with it via head movements. 

           In 1990 marked the birth of the “augmented reality” term. It was first used in the work of Thomas Caudell and David Mizell – Boeing company researchers.

           In 2000 a Japanese scientist Hirokazu Kato designed and developed a Tool named ARToolKit – an open-source SDK. 

            In 2016 Pokemon Go game was launched by Niantic for mobile devices. The app touched heights and hiked the gaming industry up and earned $2 million in a just first week. 



Most of the AR development will be in building software to leverage hardware capabilities. There is already an Augmented Reality Mark-up Language (ARML) used to customize the XML grammar. There are a few software developments (SDK) features that also offer simple AR development scenarios.



Augmented reality (AR) compromises of a digital content fed onto a live camera feed, making that digital content look as if it is part of the physical world around you. Computer vision compels what is in the world around the user from the content of the camera feed. This helps to show digital content relevant to what the user is looking at. Then in a realistic way the content is displayed, so that it looks part of the real world - Rendering.





For each augmented reality experience we need to define some logic beforehand. This triggers the digital content when something is recognized. In the live Augmented Reality system, upon recognizing the rendering module displays the relevant content onto the camera feed, the last step in the AR pipeline.



AR is a very active field and we expect to see many exciting new developments. As computer vision gets better at understanding the world around us, AR experiences will become more immersive and exciting. Moreover, Smartphones are the critical part of augmented reality, but it can happen on any device with a camera. On availability of computational power, we expect this medium to make AR mainstream - enhancing the way we live, work, shop and play.


No comments:

Post a comment