Technology & Engineering

Augumented Reality

Augmented Reality (AR) is a technology that overlays digital information, such as images, videos, or 3D models, onto the real world. This is typically achieved through the use of devices like smartphones, tablets, or AR glasses. AR enhances the user's perception of the physical environment by adding virtual elements, offering interactive and immersive experiences for various applications, including gaming, education, and navigation.

Written by Perlego with AI-assistance

8 Key excerpts on "Augumented Reality"

Index pages curate the most relevant extracts from our library of academic textbooks. They’ve been created using an in-house natural language model (NLM), each adding context and meaning to key research topics.
  • COVID-19 Public Health Measures
    eBook - ePub

    COVID-19 Public Health Measures

    An Augmented Reality Perspective

    • Nuzhat F. Shaikh, Ajinkya Kunjir, Juveriya Shaikh, Parikshit Narendra Mahalle(Authors)
    • 2021(Publication Date)
    • CRC Press
      (Publisher)

    ...2 Augmented Reality Tools and Technology 2.1   Augmented Reality Overview Augmented reality (AR) is rapidly growing in the recent years and capturing the attention of the masses. Most likely, many of us have been experiencing AR without realizing it. Two of the most liked social media apps, Snapchat and Instagram, have many filters that are used in the user’s posts and stories. AR technology is employed by all these filters, which we have been using unknowingly every day. This chapter makes an attempt to explain the meaning and idea of the term AR in the context of this book. At the same time, it will also introduce some terms that will aid in understanding the chapters that follow. 2.1.1   What Is AR? AR creates automatic, direct, and actionable links between the electronic information and the physical world. It also provides an immediate and simple user interface to a physical world that is electronically enhanced. AR is capable of overlaying the real-world views with computer-generated information, enhancing human cognition and perception in remarkable new ways. Even though AR has made major developments, people are yet not aware of how AR augments reality and what superimposition means. The most widely accepted definition of AR was proposed by Azuma in his survey paper published in 1997. According to the author [ 4 ], an AR system must consist of the following three characteristics: It must combine real and virtual world It must be interactive in real-time It must be registered in 3D This definition doesn’t limit itself to a particular output device, for example, a head-mounted display (HMD). Neither does it limit AR to only visual media. Haptic, gustatory, or olfactory and audio AR media have also been covered in its scope...

  • Digital Quality Management in Construction
    • Paul Marsden(Author)
    • 2019(Publication Date)
    • Routledge
      (Publisher)

    ...15 Augmented reality (AR), mixed reality (MR) and virtual reality (VR) There is a spectrum that goes from the real-world environment to a fully virtual world (VR) with augmented (AR) and mixed realities (MR) sitting in the middle of the spectrum. 1 The differences can be broken down further 2 as the slider moves from the real world towards this extended reality (XR) experience, which is confusing for the average user when trying to decipher between the different technologies. Augmented reality or AR is a computer-generated view of the world overlaid on the actual world (see Figure 15.1). The user will see, using specialised hardware and software, what is there already and what could be there, from 3D digital content. An AR display allows the user to observe and interact with Figure 15.1 An augmented reality overlay brings design into the real world. Source: Patrick Schneider@patrick_schneider. digital content created by an AR rendering engine and viewed through a content management system. Tracking the location allows the AR environment to sync with the real world. By wearing an AR headset, a user could view a BIM model of a building overlaid on a construction site that has only laid foundations, as they walk around the site, making it much easier to visualise the in situ building and assisting with better quality feedback. Gartner identified AR as an emerging technology back in 2005 on their Technology Hype Cycle but it struggled to gain traction in saleable products. In particular, the cost of innovative products has been a major stumbling block for uptake by Tier 1 contractors, although several have experimented...

  • Creating Media for Learning
    eBook - ePub

    Creating Media for Learning

    Student-Centered Projects Across the Curriculum

    • Sam Gliksman(Author)
    • 2015(Publication Date)
    • Corwin
      (Publisher)

    ...Chapter 10 Augmenting Reality “This world is but a canvas to our imagination.” —Henry David Thoreau Outcomes Developing an understanding of augmented reality and how it applies to education Understanding how augmented reality is created Developing ideas for student augmented reality projects Reviewing and selecting apps for augmented reality Imagine you’re spending an afternoon browsing the exhibits at an art museum. If you’re anything like me, you’d probably appreciate the art a lot more if you could bring someone along to explain the history and nuances of the pieces on display. Now imagine pointing a device at the painting and seeing it morph into a dynamic video that gives you all the information you want to know about the art. Welcome to augmented reality. As opposed to virtual reality, which immerses you in a completely virtual environment, augmented reality is a hybrid blend of virtual and real worlds. One simple example of augmented reality is the yellow first-down line that’s superimposed on the image of the football field in televised NFL games. Reality is augmented with virtual media that enhances your experience. Your augmented perspective of reality is created by viewing the world around you through the camera lens on a mobile device. The device layers computer-generated information over the real world so that your view is augmented with input such as text, images, sound, and video. Some augmented reality applications allow the user to select a virtual overlay. For example, Google Glass is a device that’s worn as a pair of glasses. When needed, you can ask it to overlay maps and directions on the lens as you move through city streets. There are also many apps for mobile devices that use the camera lens to display your immediate environment on screen and overlay it with virtual objects you select. Point it at your wall and see how a painting would look or how well a new sofa might match your living room...

  • Mobile Learning and Higher Education
    eBook - ePub
    • Helen Crompton, John Traxler, Helen Crompton, John Traxler(Authors)
    • 2018(Publication Date)
    • Routledge
      (Publisher)

    ...While there are many applications, we will briefly discuss current research and application of AR in education, and state the case for the inclusion of these technologies as an integral approach for education. Augmented Reality: Why Now? Attempts at bringing virtual reality (VR) to the mainstream began over thirty years ago, with the strongest wave in the mid-1990s. Unfortunately, user experience back then did not live up to the publicity; the headsets were expensive, unwieldy and caused headaches; the graphics making up the virtual worlds were unconvincing; and a dearth of developers meant minimal options for content. Today, a convergence of favorable conditions is pushing AR and VR at an exponential rate. The developments in the last decade for mobile devices have put the technology in the hands of many for AR, with expanding development for VR. Technology Computer Graphics —For VR use, graphics have improved a great deal and are now easier to create and render. They are so realistic that virtual worlds and objects are more convincing, resulting in a truer environment for learning skills. AR graphic interfaces smoothly interact with real world triggers or canvases, which supports far transfer of skills, which refers to students’ ability to use their skills from a familiar context to an unfamiliar one. Headsets and Wearable Devices —All are smaller, lighter and more portable. VR environments now are less likely to cause nausea. Current technology, as well as regular improvements, make the visuals more realistic. Audio now incorporates binaural audio, which can provide a more fully immersive audio experience where you can hear sounds from ‘behind’ you as well as from other directions. Haptic gloves and handles mean you can interact and ‘feel’ the environment in realistic ways. Processing —Technology has previously not been able to process the amount of information necessary for a user to experience VR or AR in real time...

  • Systems Engineering in the Fourth Industrial Revolution
    eBook - ePub

    Systems Engineering in the Fourth Industrial Revolution

    Big Data, Novel Technologies, and Modern Systems Engineering

    • Ron S. Kenett, Robert S. Swarz, Avigdor Zonnenshain, Ron S. Kenett, Robert S. Swarz, Avigdor Zonnenshain(Authors)
    • 2020(Publication Date)
    • Wiley
      (Publisher)

    ...8 The Dark Side of Using Augmented Reality (AR) Training Systems in Industry Nirit Gavish Synopsis Augmented Reality (AR) systems, in which virtual information is superimposed on the real, physical environment, are becoming more and more used in industry. Some of their purpose is to serve as training systems. Surprisingly, when the purpose is training, some of the benefits that have been identified when the use of these systems is for on‐the‐job performance can turn into threats. Three of these threats were identified and studied in our lab in the recent years: physical fidelity vs. cognitive fidelity; the effect of feedback; and enhanced information channels. The findings, as well as practical implications, are discussed in this chapter. 8.1 The Variety of Options of AR Systems in Industry Augmented Reality (AR) is a term defined as technologies in which virtual information is superimposed on the real, physical environment, and hence augments experience and interaction. The virtual information can be presented to the user by wearable devices, e.g. head mounted displays, or by small portable devices such as smartphones. The augmented information can take the form of visual objects, three dimensional sounds, vibrations, force feedback, smell, or any combination of these and more. AR is used in education, e.g. it enables learners to physically experience abstract material such as science rules (Klopfer 2008 ; Squire and Jan 2007), or to create virtual objects and connect them to specific places in the real world (Yuen et al. 2011). It is used to improve spatial ability and mental rotation skills (Dünser et al. 2006). AR is also used in many other fields such as design, the military field (Brown et al. 2006), and medical operations (Yeo et al. 2011)...

  • Make It So
    eBook - ePub

    Make It So

    Interaction Design Lessons from Science Fiction

    • Nathan Shedroff, Christopher Noessel(Authors)
    • 2012(Publication Date)
    • Rosenfeld Media
      (Publisher)

    ...CHAPTER 8 Augmented Reality What Counts? 158 Appearance 160 Sensor Display 160 Location Awareness 163 Context Awareness 165 Goal Awareness 171 What’s Missing? 176 Augmented Reality Will Make Us Laser-Focused, Walking Encyclopedias 176 Figure 8.1 Star Wars Episode IV: A New Hope (1977). Luke Skywalker rushes out of the farmhouse to the top of a ridge. Looking through a pair of binoculars, he scans the horizon for his new droid, R2-D2. “That R2 unit has always been a problem,” C-3PO complains. “These astro droids are getting quite out of hand. Even I can’t understand their logic at times.” The viewfinder shows data at the edges of Luke’s view, but it doesn’t help (Figure 8.1). “How could I be so stupid,” he whines, “He’s nowhere in sight. Blast it!” Augmented reality (AR) is technology that augments a user’s perception of the real world with useful, additional information. Though any of the senses could be augmented, AR is almost always visual in nature. It appears in a number of technologies in our survey, including binoculars, weapons, communications systems, heads-up displays (HUDs) for pilots, and even inside cybernetic eyes. What Counts? As its name suggests, AR is about augmenting reality, not replacing it. Representation of reality doesn’t count. In Chrysalis, for example, Dr. Brügen cannot compare the volumetric projection of her telesurgical patient with the real thing because the patient is thousands of miles away (Figure 8.2). This example illustrates one of the constraints of AR. Because it is tied to reality, a user cannot readily manipulate the representation for scale, position, or state. It is conceivable that a system could pass between an AR mode and a manipulable representational mode, but our survey doesn’t reveal one. Figure 8.2 Chrysalis (2007). Additionally, to augment reality, the information should overlay reality. The holoimager from Firefly floats its radiographic image above the patient (Figure 8.3a)...

  • The SAGE Encyclopedia of Out-of-School Learning

    ...Eric Klopfer Eric Klopfer Klopfer, Augmented Reality Augmented reality 53 54 Augmented Reality Augmented reality is the blending of reality with digital artifacts. Common examples range from three-dimensional models projected on tabletops to heads-up displays that overlay historical imagery onto a landscape. The primary dimensions that can vary in an augmented reality experience are the amount of the virtual content in the field of view relative to real content and the spatial scale (from a tabletop to a landscape) of the augmented reality experience. A growing number of devices, ranging from smartphones to computationally equipped glasses, can be used to create an augmented reality experience. This entry discusses the distinction between augmented reality and virtual reality, how augmented reality experiences can differ in terms of spatial scale, and the potential of augmented reality for learning. From Real to Virtual and In Between Augmented reality is distinguished from virtual reality by the incorporation of some of the real world in augmented reality, whereas virtual reality is entirely digital. One may think of a spectrum from reality at one end (with nothing digital) to virtual reality at the other (completely digital), with many levels of augmented reality in between. Different types of augmented reality can be imagined when thinking about the skyline of a city. Standing at a distance looking at the skyline one can directly observe the buildings and the surrounding environment. When this landscape is viewed through a completely transparent lens with no augmentation, one would just see the buildings and their surroundings. If this were augmented slightly, some labels might appear above each of the buildings to show the building names. Additional augmentation might show the internal structure layered on top of those same buildings. Still more augmentation could show historical versions of some of those buildings alongside their present-day counterparts...

  • Theorizing Visual Studies
    eBook - ePub

    Theorizing Visual Studies

    Writing Through the Discipline

    • James Elkins, Kristi McGuire, Maureen Burns, Alicia Chester, Joel Kuennen, James Elkins, Kristi McGuire, Maureen Burns, Alicia Chester, Joel Kuennen(Authors)
    • 2012(Publication Date)
    • Routledge
      (Publisher)

    ...Visual Regime of Augmented Space Horea Avram Augmented Reality (AR) is generally considered, in both scientific literature and popular media, as one of the most audacious and innovative developments in communication and visualization technologies in the last two decades. Reasonably so, since AR’s aim to offer an (ideally) seamless combination of the real scene perceived by the user with virtual information overlaid on that scene interactively and in real time, appears to radically challenge established visual conventions and aesthetic or technical formulae. But how does AR articulate this challenge? In other words, in the process of augmentation, what is augmented and how? And, given its complexity, is AR able to offer a different perceptual experience for the viewer? As a way to approach the problem of AR’s real–virtual convergence, media theorist Lev Manovich proposes in his 2006 essay “The Poetics of Augmented Space” the term augmented space to describe the specific experiential result of the AR. He describes it as “the physical space over-laid with dynamically changing information, multimedia in form and localized for each user” (219). Manovich identifies augmented space with the use of a great variety of post-desktop technologies (examples include mobile computing, biofeedback, GPS-based devices, and intelligent buildings), but which all have the same goal: to embed artificial intelligence into the everyday environment. The physical space becomes therefore a “data dense” space which contains many more dimensions than before (not only geometric ones). This is, according to Manovich, the mark of a broader paradigm shift (224). Consequently, believes the author, this phenomenon signals the need of a new “poetics,” that is, of a new model of interpretation that “reconceptualizes augmentation as an idea and cultural and aesthetic practice rather than as technology” (220)...