Prepared by :Syed Furqan Javade (160-18 CSE)
Contents:
•Definition
•Brief introduction about AR VR and MR
•The science of AR
•AR devices
•Applications
•Market overview
•Case study
•Conclusion
8/06/20XX PI TCH D ECK 2
Augmented reality (AR) is an interactive experience of a real -world environment where the objects that reside
in the real world are enhanced by computer-generated perceptual information, sometimes across multiple
sensory modalities, including visual, auditory, haptic, somatosensory and olfactory .
AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds,
real-time interaction, and accurate 3D registration of virtual and real objects .
This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive
aspect of the real environment.
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A UGM E NT ED RE A LITY
AR Adds digital elements to a live view often by using the camera on a smartphone. Examples of
augmented reality experiences include Snapchat lenses and the game Pokémon Go.
V IRTUA L REA LITY
VR implies a complete immersion experience that shuts out the physical world. Using VR devices
such as HTC Vive, Oculus Rift or Google Cardboard, users can be transported into a number of real-
world and imagined environments such as the middle of a squawking penguin colony or even the
back of a dragon.
MIXED REALIT Y
MR is an umbrella term that covers all of the various technologies that enhance our senses, whether
they’re providing additional information about the actual world or creating totally unreal, simulated
worlds for us to experience. It includes Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality
(MR) technologies.
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Augmented reality starts with a camera-equipped device—such as a
smartphone, a tablet, or smart glasses—loaded with AR software. When a
user points the device and looks at an object, the software recognizes it
through computer vision technology, which analyzes the video stream.
The device then downloads information about the object from the cloud, in
much the same way that a web browser loads a page via a URL. What the
user sees, then, is part real and part digital.
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• Computer or laptop
• Handheld smart phones or tablets
• HMD(head mounted devices)
• Smart glasses
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A U G M ENTE D R E A LI TY I N T E RA CT IO NS
• 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.
• In order to benefit from it you need a dedicated device.
• Laptop or computer
• Handheld like Smartphone or Tablets
• Head-Mounted Device (HMDs) often employ sensors for six degrees of freedom monitoring that allow the
system to align virtual information to the physical world and adjust accordingly with the user's head
movements
• Smart Glasses
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HEAD-MOUNT ED DIS PLAY( HMDs)
A head-mounted display or helmet mounted display, both abbreviated HMD, is a display device, worn on
the head or as part of a helmet, that has a small display optic in front of one (monocular HMD) or each eye
(binocular HMD).
HMDs available today
• Carl Zeiss VR One Plus
• Microsoft HoloLens
• OculusVR by facebook
• Samsung GearVR
• Sony PlayStation VR
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S MART GLAS S ES
• Wearable computing device in the form of computerized eyeglasses.
• Also called optical head-mounted display (OHMD), which is a wearable display that has the capability
of reflecting projected images as well as allowing the user to see through it.
• Modern devices typically possess enhanced data processing functionality similar to a smartphone or
tablet, are able to run mobile apps and include specialty features such augmented reality overlays and
GPS and mapping capability.
• Epson Moverio BT-200
• Google Glass
• Meta AR Eyeglass Hologram Computer
• Sony HMZ-T1 Personal 3D Viewer
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Augmented reality has been
explored for many applications,
from gaming and entertainment
to medicine, education and
business.
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• AR can aid in visualizing building projects. Computer -generated
images of a structure can be superimposed onto a real -life local
view of a property before the physical building is constructed there;
this was demonstrated publicly by Trimble Navigation in 2004.
• AR can also be employed within an architect's workspace,
rendering animated 3D visualizations of their 2D drawings.
Architecture sight-seeing can be enhanced with AR applications,
allowing users viewing a building's exterior to virtually see through
its walls, viewing its interior objects and layout.
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AR hardware and software for use in fitness includes smart glasses made for
biking and running, with performance analytics and map navigation projected
onto the user's field of vision,and boxing, martial arts, and tennis, where
users remain aware of their physical environment for safety. Fitness-related
games and software include Pokemon Go and Jurassic World Alive.
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Researchers at the Aviation Research Laboratory of the University of Illinois at Urbana–
Champaign used augmented reality in the form of a flight path in the sky to teach flight
students how to land an airplane using a flight simulator.
Flight students taught to land in the simulator with the adaptive augmentation learned to land
a light aircraft more quickly than students with the same amount of landing training in the
simulator but with constant augmentation or without any augmentation.
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IN ED UCATION
There are many augmented reality use cases we’ll see in the future like in:
Education Augmented reality has a number of applications that can help improve the learning experience for
students, especially for more visual-focused learners.
• One of the primary advantages of augmented reality is the ability for a student to inspect a 3d hologram from
many different angles. This alone can revolutionize learning in topics like biology, anatomy,
cosmology, geometry, and more. It can even revolutionize how students learn history because they can
visualize 3d holograms and simulations of historical events.
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IN E-COMMERCE
Appliances, Furniture, and Other Tangible
Products
With AR, customers click on a product and instantly see it overlaid
wherever they point their mobile device. That means customers can
see how appliances and furniture look in their homes.
• Shopify AR is an example of a tool that already allows customers to
view products in natural environments before buying them.
• IKEA catalogue.
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E-COMMERCE (contd…)
Clothing & Fashion Augmented reality simulates in-person shopping
experiences online by allowing customers to see how a product might
look on them.
For example, customers can see how virtual versions of jackets,
footwear, jewellery, makeup, and sunglasses look on them.
• Some people call this virtual fitting room technology. And its global
market is projected to hit $10 billion by 2027.
• Smartphones, smart glasses, and other handheld and wearable
devices will provide the bulk of these experiences.
• Smart mirrors are another way to use augmented reality to facilitate
these types of experiences.
• Many large retail chains like Ralph Lauren and H&M are already featuring
smart mirrors in their stores.
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$14.7B $88.4B 31.5%
The augmented reality market Projected to reach by 2026. it is expected to grow at 31.5%
was valued at USD 14.7 billion from 2021 to 2026.
in 2020 .
Source : Globenewswire
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CA SE STUDY: F A CEB OOK NOW META
Facebook's parent company will now be called 'Meta'. The announcement was made by CEO and
founder Mark Zuckerberg on 28th October 2021. This is part of the social media giant's plan to diversify
its business into new and upcoming technologies such as virtual reality. The move is a nod to metaverse.
The metaverse refers to a convergence of physical, augmented, and virtual reality in a shared online space. The
metaverse is the next step in the internet's evolution. You can think of the metaverse as a 3d or 4d version of the
current 2d internet. The metaverse can be thought of as an internet that you're inside of rather than one that you're
merely looking at.
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• A new approach to user interface.
• A new way of interacting with UI.
• Possibly will be used in our daily lives
and all applications.
• It will impact every industry in
existence.
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