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:
GENERAL
HARDWARE FEATURES
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.
DISPLAYS
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.
AR
TIMELINE
• 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 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.
SOFTWARE
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.
WORKING
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.
DIGITAL DISPLAY CONTENT
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.
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