Augmented reality

Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one.

Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Artificial information about the environment and its objects can be overlaid on the real world. The term augmented reality is believed to have been coined in 1990 by Thomas Caudell, working at Boeing.[1]

Research explores the application of computer-generated imagery in live-video streams as a way to enhance the perception of the real world. AR technology includes head-mounted displays and virtual retinal displays for visualization purposes, and construction of controlled environments containing sensors and actuators.

Contents

Definition

Augmented Reality is considered as an extension of Virtual Reality. Virtual Reality (VR) is a virtual space where the player immerses himself into that exceed the bounds of physical reality. In the VR, time, physical laws and material properties no longer hold in contrast to real-world environment. Instead of considering AR and VR as exact opposite concepts, Milgram et al. claim as the Reality-Virtual (RV) continuum(Milgram, Takemura, Utsumi and Kishino, 1994).

Ronald Azuma offered a definition in 1997.[2] R. Azuma, A Survey of Augmented Reality Presence: Teleo. AR is about augmenting the real world environment with virtual information by improving people’s senses and skills. AR mixes virtual characters with the actual world. There are three common characteristics of AR scenes: the combination of real world environment with computer characters, interactive scenes, and scenes in 3D (Azuma, 1997; Azuma et al., 2001).

On a graph, the origin R at the bottom left denotes unmodified reality. A continuum across the Virtuality axis V includes reality augmented with additional information (AR), as well as virtual reality augmented by reality (Augmented Virtuality or AV). Unmediated AV simulations are constrained to match the real world behaviorally if not in contents.

The mediality axis measures modification of AV, AR and mixes thereof. Moving away from the origin on this axis, the depicted world becomes increasingly different from reality. Diagonally opposite from R are virtual worlds that have no connection to reality. (at right) It includes the virtuality reality continuum (mixing) but also, in addition to additive effects, also includes modulation and/or diminishment of reality. Mediation encompasses deliberate and/or unintentional modifications.

Examples

Sports

AR has become common in sports telecasting. The yellow "first down" line seen in television broadcasts of American football games shows the line the offensive team must cross to receive a first down using the 1st & Ten system. The real-world elements are the football field and players, and the virtual element is the yellow line, which augments the image in real time.

AR is also used in association football to show the result (or an advertisement) in the center circle. It is also used to display offside situations.

Similarly, in ice hockey an AR colored trail shows location and direction of the puck. Sections of Rugby fields and cricket pitches display sponsored images.

Swimming telecasts often add a line across the lanes to indicate the position of the current record holder as a race proceeds to allow viewers to compare the current race to the best performance.

As an example of mediated (diminished) reality, the network may hide a real message or replace a real ad message with a virtual message.

Handheld video games

Nintendo 3DS and PlayStation Vita come with "AR Cards" (fiduciary markers) allowing to play games which use device camera (Nintendogs + Cats, Tetris Axis, AR Combat DigiQ)

Other

First-person shooter video games can simulate a player's viewpoint using AR to give visual directions to a location, mark the direction distance of another person who is not in line of sight and give information about equipment such as remaining ammunition. This is done using a virtual head-up display.

Head-up displays in AR cars such as some BMW 7 Series models or within airplanes are typically integrated into the windshield.

The F-35 Lightning II instead display information in the pilot's helmet mounted display, which allows the pilot to look through the aircraft's walls as if he was floating in space.[3]

History

Technology

Hardware

The main hardware components for augmented reality are: processor, display, sensors and input devices. These elements, specifically CPU, display, camera and MEMS sensors such as accelerometer, GPS, solid state compass are often present in modern smartphones, which make them prospective AR platforms.

Display

There are three major display techniques for Augmented Reality: head-mounted displays, handheld displays and spatial displays.

Head-mounted

A head-mounted display (HMD) places images of both the physical world and registered virtual graphical objects over the user's view of the world. The HMD's are either optical see-through or video see-through. Optical see-through employs half-silver mirrors to pass images through the lens and overlay information to be reflected into the user's eyes. The HMD must be tracked with sensor that provides six degrees of freedom. This tracking allows the system to align virtual information to the physical world. The main advantage of HMD AR is the user's immersive experience. The graphical information is slaved to the view of the user. The most common products employed are as follows: MicroVision Nomad, Sony Glasstron, Vuzix[12], Lumus and I/O Displays.

Handheld

Handheld displays employ a small display that fits in a user's hand. All handheld AR solutions to date opt for video see-through. Initially handheld AR employed fiduciary markers, and later GPS units and MEMS sensors such as digital compasses and six degrees of freedom accelerometergyroscope. Today SLAM markerless trackers such as PTAM are starting to come into use. Handheld display AR promises to be the first commercial success for AR technologies. The two main advantages of handheld AR is the portable nature of handheld devices and ubiquitous nature of camera phones. The disadvantages are the physical constraints of the user having to hold the handheld device out in front of them at all times as well as distorting effect of classically wide-angled mobile phone cameras when compared to the real world as viewed through the eye.[13]

Spatial

Instead of the user wearing or carrying the display such as with head-mounted displays or handheld devices, Spatial Augmented Reality (SAR)[9] makes use of digital projectors to display graphical information onto physical objects. The key difference in SAR is that the display is separated from the users of the system. Because the displays are not associated with each user, SAR scales naturally up to groups of users, thus allowing for collocated collaboration between users. SAR has several advantages over traditional head-mounted displays and handheld devices. The user is not required to carry equipment or wear the display over their eyes. This makes spatial AR a good candidate for collaborative work, as the users can see each other’s faces. A system can be used by multiple people at the same time without each having to wear a head-mounted display. Spatial AR does not suffer from the limited display resolution of current head-mounted displays and portable devices. A projector based display system can simply incorporate more projectors to expand the display area. Where portable devices have a small window into the world for drawing, a SAR system can display on any number of surfaces of an indoor setting at once. The drawbacks, however, are that SAR systems of projectors do not work so well in sunlight and also require a surface on which to project the computer-generated graphics. Augmentations cannot simply hang in the air as they do with handheld and HMD-based AR. The tangible nature of SAR, though, makes this an ideal technology to support design, as SAR supports both a graphical visualisation and passive haptic sensation for the end users. People are able to touch physical objects, and it is this process that provides the passive haptic sensation.[2][9][14][15][16]

Tracking

Modern mobile augmented reality systems use one or more of the following tracking technologies: digital cameras and/or other optical sensors, accelerometers, GPS, gyroscopes, solid state compasses, RFID and wireless sensors. These technologies offer varying levels of accuracy and precision. Most important is the position and orientation of the user's head. Tracking the user's hand(s) or a handheld input device can provide a 6DOF interaction technique.[17]

Input devices

Techniques include the pinch glove,[18] a wand with a button and a smartphone that signals its position and orientation from camera images.

Computer

The computer analyzes the sensed visual and other data to synthesize and position augmentations.

Software and algorithms

A key measure of AR systems is how realistically they integrate augmentations with the real world. The software must derive real world coordinates, independent from the camera, from camera images. That process is called image registration and is part of Azuma's definition of Augmented Reality.

Image registration uses different methods of computer vision, mostly related to video tracking. Many computer vision methods of augmented reality are inherited from visual odometry. Usually those methods consist of two parts. First detect interest points, or fiduciary markers, or optical flow in the camera images. First stage can use feature detection methods like corner detection, blob detection, edge detection or thresholding and/or other image processing methods.

The second stage restores a real world coordinate system from the data obtained in the first stage. Some methods assume objects with known geometry (or fiduciary markers) present in the scene. In some of those cases the scene 3D structure should be precalculated beforehand. If part of the scene is unknown simultaneous localization and mapping (SLAM) can map relative positions. If no information about scene geometry is available, structure from motion methods like bundle adjustment are used. Mathematical methods used in the second stage include projective (epipolar) geometry, geometric algebra, rotation representation with exponential map, kalman and particle filters, nonlinear optimization, robust statistics.

Applications

Applications as of 2011

Advertising: Usage of AR to promote products via interactive AR applications is becoming common now. For example Nissan (2008 LA Auto Show),[19] Best Buy (2009),[20] Volvo (2011, S60 Campaign)[21] and others used webcam based AR to connect 3D models with printed materials. There are numerous examples of connecting mobile AR to outdoor advertising[22][23]

Task support: Complex tasks such as assembly, maintenance, and surgery can be simplified by inserting additional information into the field of view. For example, labels can be displayed on parts of a system to clarify operating instructions for a mechanic who is performing maintenance on the system.[24][25] AR can include images of hidden objects, which can be particularly effective for medical diagnosis or surgery. Examples include a virtual X-ray view based on prior tomography or on real time images from ultrasound and confocal microscopy probes[26] or open NMR devices. AR can enhance viewing a fetus inside a mother's womb.[27] See also Mixed reality.

Navigation: AR can augment the effectiveness of navigation devices. For example, building navigation can be enhanced to aid in maintaining industrial plants. Outdoor navigation can be augmented for military operations or disaster management. Head-up displays or personal display glasses in automobiles can provide navigation and traffic information. Head-up displays are currently used in fighter jets. These systems include full interactivity, including gaze tracking. They are also currently used by car manufacturers as BMW, Corvette and GM in car windshields, mostly to display meter information, traffic information, ... [28]

Industrial: AR can be used to compare digital mock-ups with physical mock-ups for efficiently finding discrepancies between them. It can safeguard digital data together with existing real prototypes, and thus reduce the number of real prototypes and improve the quality of the final product.

Military and emergency services: Wearable AR can provide information such as instructions, maps, enemy locations, and fire cells.

Art: AR can help create art in real time integrating reality such as painting, drawing and modeling. AR art technology has helped disabled individuals to continue pursuing their passion.[29]

Architecture: AR can simulate planned construction projects.[30]

Sightseeing: Guides can include labels or text related to the objects/places visited. With AR, users can rebuild ruins, buildings, or even landscapes as they formerly existed.[31]

Time: Historical events such as battle reenactments can be augmented onto current landscapes.

Collaboration: AR can help facilitate collaboration among distributed team members via conferences with real and virtual participants.[32]

Entertainment and education: AR can create virtual objects in museums and exhibitions, theme park attractions,[33] games[34][35] and books.[36] AR can also be used to make games that can be played outdoors. [37]

Commerce: AR can be used to display certain products at another way. For example, the lego-boxes in the lego-store at Schaumburg are fitted with a QR code which show the product when it's assembled.[38] AR can also be used as an aid in picking clothing.[39]

Performance: AR can enhance concert and theater performances. For example, artists can allow listeners to augment their listening experience by adding their performance to that of other bands/groups of users.[40][41][42]

Translation: AR systems can provide dynamic subtitles in the user's language.[43][44]

Potential applications

Possible extensions include:

Notable researchers

Conferences

Software

Open source

Books

In popular culture

Television, film

Literature

Games

Tools

see Augmented reality#Software

See also

References

  1. ^ "The interactive system is no longer a precise location, but the whole environment; interaction is no longer simply a face-to-screen exchange, but dissolves itself in the surrounding space and objects. Using an information system is no longer exclusively a conscious and intentional act."Brian X. Chen (2009-08-25). "If You’re Not Seeing Data, You’re Not Seeing". Wired. http://www.wired.com/gadgetlab/tag/augmented-reality/. Retrieved 2009-08-26. 
  2. ^ a b R. Azuma, A Survey of Augmented Reality Presence: Teleoperators and Virtual Environments, pp. 355–385, August 1997.
  3. ^ "F-35 Distributed Aperture System EO DAS." Youtube.com. Retrieved: 07 October 2010.
  4. ^ http://www.google.com/patents?q=3050870
  5. ^ Tom Caudell
  6. ^ a b L. B. Rosenberg. The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments. Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH, 1992.
  7. ^ a b L. B. Rosenberg, "The Use of Virtual Fixtures to Enhance Operator Performance in Telepresence Environments" SPIE Telemanipulator Technology, 1993.
  8. ^ Experiences and Observations in Applying Augmented Reality to Live Training
  9. ^ a b c Ramesh Raskar, Greg Welch, Henry Fuchs Spatially Augmented Reality, First International Workshop on Augmented Reality, Sept 1998
  10. ^ Wikitude AR Travel Guide
  11. ^ Saqoosha
  12. ^ Vuzix
  13. ^ Feiner, Steve. "Augmented reality: a long way off?". AR Week. Pocket-lint. http://www.pocket-lint.com/news/38869/augmented-reality-interview-steve-feiner. Retrieved 3 March 2011. 
  14. ^ David Drascic of the University of Toronto is a developer of ARGOS: A Display System for Augmenting Reality. David also has a number of AR related papers on line, accessible from his home page.
  15. ^ Augmented reality brings maps to life July 19, 2005
  16. ^ Feiner, Steve. "Augmented reality: a long way off?". AR Week. Pocket-lint.com. http://www.pocket-lint.com/news/38802/augmented-reality-maintenance-and-repair. Retrieved 3 March 2011. 
  17. ^ Stationary systems can employ 6DOF track systems such as Polhemus, ViCON, A.R.T, or Ascension.
  18. ^ Tinmith
  19. ^ Nissan website
  20. ^ Vlad Savov. "Best Buy goes 3D, even augmented reality isn't safe from advertising". http://www.engadget.com/2009/08/06/best-buy-goes-3d-even-augmented-reality-isnt-safe-from-adverti. 
  21. ^ Digital Agency Marketing Blog - Philip Barnes from Evolving. "Mobile Marketing with Volvo S60 Augmented Reality". http://www.digitalagencymarketing.com/2011/10/augmented-reality-volvo-s60/. 
  22. ^ AR at Disney
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  24. ^ The big idea:Augmented Reality
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  26. ^ Peter Mountney, Stamatia Giannarou, Daniel Elson and Guang-Zhong Yang. "Optical Biopsy Mapping for Minimally Invasive Cancer Screening. In proc MICCAI(1), 2009, pp. 483-490". http://www.sciweavers.org/external.php?u=http%3A%2F%2Fwww.doc.ic.ac.uk%2F%7Epmountne%2Fpublications%2FMICCAI%25202009.pdf&p=springer. Retrieved 2010-07-07. 
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  28. ^ GM's Enhanced Vision System
  29. ^ One such example of this phenomenon is called Eyewriter that was developed in 2009 by Zachary Lieberman and a group formed by members of Free Art and Technology (FAT), OpenFrameworks and the Graffiti Research Lab to help a graffiti artist, who became paralyzed, draw again. Zachary Lieberman. "The Eyewriter". http://www.eyewriter.org/. Retrieved 2010-04-27. 
  30. ^ Anish Tripathi. "Augmented Reality: An Application for Architecture". http://www.usc.edu/dept/architecture/mbs/thesis/anish/. Retrieved 2010-01-06. 
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  32. ^ The Hand of God is a good example of a collaboration system. Aaron Stafford, Wayne Piekarski, and Bruce H. Thomas. "Hand of God". http://www.hog3d.net/. Retrieved 2009-12-18. 
  33. ^ Theme park attraction:Cadbury World
  34. ^ ARQuake
  35. ^ Eye of Judgement
  36. ^ Jose Fermoso. "Make Books ‘Pop’ With New Augmented Reality Tech". http://www.wired.com/gadgetlab/2008/10/im-in-yur-physi/. Retrieved 2010-10-01. 
  37. ^ Pacman AR: an outdoors AR game
  38. ^ Lego using AR for commercial purposes
  39. ^ Disney's AR mirror
  40. ^ Pop group Duran Duran included interactive AR projections in their stage show during their 2000 Pop Trash concert tour. Pair, J., Wilson, J., Chastine, J., Gandy, M. "The Duran Duran Project: The Augmented Reality Toolkit in Live Performance". The First IEEE International Augmented Reality Toolkit Workshop, 2002. (Duran Duran Collaboration: Augmented Reality Technology in Live Performance (2000-2001))
  41. ^ Sydney band Lost Valentinos launched the world's first interactive AR music video on 16 October 2009, where users could print out 5 markers representing a pre-recorded performance from each band member which they could interact with live and in real-time via their computer webcam and record as their own unique music video clips to share viaYouTube Gizmodo: Sydney Band Uses Augmented Reality For Video Clip
  42. ^ cnet: Augmented reality in Aussie film clip
  43. ^ iPhone application Word Lens injects subtitles into the desired language in video. [1] Alexia Tsotsis "Word Lens Translates Words Inside of Images. Yes Really." TechCrunch (December 16, 2010)
  44. ^ [2] N.B. "Word Lens: This changes everything" The Economist: Gulliver blog (December 18, 2010)
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Azuma, R. T. (1997). A Survey of Augmented Realty. Presence, 6(4), 355-385.

Azuma, R. T., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent Advances in Augmented Reality. IEEE Computer Graphics and Applications, 21(6), 34-47.

Milgram, P., et al. Augmented reality: a class of displays on the reality-virtuality continuum. in SPIE Volume 2351: Telemanipulator and Telepresence Technologies. 1994.

External links

Media related to [//commons.wikimedia.org/wiki/Category:Augmented_reality Augmented reality] at Wikimedia Commons