Pallavi Seminar
Pallavi Seminar
Pallavi Seminar
BACHELOR OF ENGINEERING
IN
TELECOMMUNICATION ENGINEERING
Submitted by
NAME: PALLAVI L S
USN: 1MV18TE026
Under the guidance of
Miss. Rashmi. S
Asst. Professor,
Dept. of TCE, SIR MVIT, Bengaluru
CERTIFICATE
This is to certify that the Technical Seminar (18TES84) entitled “AUGMENTED REALITY” is a bonafide work
carried out by PALLAVI L S (1MV18TE026) of SIR M. VISVESVARAYA INSTITUTE OF
TECHNOLOGY. The report is in partial fulfillment of the requirements for the award of the degree of Bachelor
of Engineering in Telecommunication Engineering of the Visvesvaraya Technological University, Belagavi,
Karnataka State, India, during the academic year 2021-2022. It is certified that all corrections/suggestions
indicated for Internal Assessment have been incorporated in the report submitted to the Department. The
Technical Seminar report has been approved as it satisfies the academic requirement in respect to the work
prescribed for the said Degree.
1)
2)
i
DECLARATION
Date: Pallavi L S
ii
ACKNOWLEDGEMENT
The satisfaction and euphoria that accompany the completion of any task would be incomplete without the
mention of the people who made it possible, whose constant guidance and encouragement ground my efforts
with success.
I would like to thank my project guide and mentor Ms. RASHMI S Asst. Professor, Dept. of TCE, SIR MVIT,
for her valuable guidance and support in the completion of this seminar.
I would like to extend my heartfelt gratitude to Dr. E KAVITHA, HOD Dept. of TCE, SIR MVIT, for her
constant support and encouragement.
I would like to show my gratitude to Dr. V R MANJUNATH, Principal of SIR MVIT, for permitting me to
do my seminar and providing me with a congenial environment for making a report and explaining the same.
I would also like to thank my parents, friends and close ones who rendered me active support for the completion
of this seminar report. I acknowledge them with a lot of gratitude and regard and without all of the above this
seminar report may not be easily possible.
This seminar report is the outcome of all brilliant endeavors.
PALLAVI L S
(1MV18TE026)
iii
ABSTRACT
Augmented Reality (AR) is a relatively new technology that allows mixing virtual with real world
in different proportions to achieve a level of immersion that no virtual equipment can provide.
Recent advances of computer and vision technology make possible AR systems to go beyond
indoor applications to support complex analysis, decision making and governing processes.
In recent years, the rapid development of augmented reality technology has aroused people's high
attention. This paper introduces the key technologies, development tools and application of
augmented reality in some fields. This paper also gives us knowledge regarding those major
threats that augmented reality will face in the near future and about its current and future
applications. It describes the medical, manufacturing, visualization, path planning, entertainment
and military applications that have been explored.
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TABLE OF CONTENTS
TOPIC PAGE
I. CERTIFICATE i
II. DECLARATION ii
III. ACKNOWLEDGEMENT iii
IV. ABSTRACT
iv
CHAPTER 1: INTRODUCTION 1
CHAPTER 4: EVOLUTION 4
CHAPTER 5: TECHNOLOGY 5
5.1: Intelligent display technology 5
5.2: 3D registration technology 5
5.3: Intelligent interaction technology 6
CHAPTER 7: APPLICATIONS 9
7.1: GAMING 9
7.2: MILITARY 9
7.3: ADVERTISEMENT 10
7.4: SOCIAL MEDIA 10
7.5: EDUCATION 11
7.6: MEDICAL 11
v
LIST OF FIGURES
vi
AUGMENTED REALITY
CHAPTER 1
INTRODUCTION
Augmented Reality (AR) technology is a technology that combines virtual information with the real world. The
technical means it uses include Multimedia, 3D-Modelling, Real-time Tracking and Registration, Intelligent
Interaction, Sensing and more. Its principle is to apply computer-generated virtual information, such as text,
images, 3D models, music, video, etc., to the real world after simulation. In this way, the two kinds of information
complement each other, thus achieving the enhancement of the real world.
In recent years, more and more internationally renowned research institutions, universities and enterprises have
invested in the research of AR, published lots of papers and scientific research results. These results demonstrate
the feasibility and innovation of AR as human-computer interaction technology. With the improvement of
computing power of computer software and hardware, AR has gradually shifted from the theoretical research
stage of the laboratory to the stage of mass and industry application, and as a bridge between the digital world
and the real world, it provides people with a new way to recognize and experience the things around. In addition,
it has been listed as one of the top ten most promising technologies in the future by authoritative organizations
such as the American Times Weekly.
When designing an AR system, three aspects must be in mind: (1) Combination of real and virtual worlds; (2)
Interactivity in real time; (3) Registration in 3D. Wearable devices, like Head-Mounted Displays (HMD), could
be used to show the augmented scene, but other technologies are also available. Besides the mentioned three
aspects, another one could be incorporated: Portability. In almost all virtual environment systems, the user is not
allowed to go around much due to devices limitations. However, some AR applications will need that the user
really walks through a large environment. Thus, portability becomes an important issue.
This paper summarizes the research status and progress of AR, discusses the key technologies, development tools,
applications, AR cloud and other aspects of it, and finally puts forward the summary of the status quo and
prospects for the future
CHAPTER 2
LITERATURE SURVEY
Augmented Reality (AR) has emerged as a technology that has the ability to overlay images, text, video
and audio components onto existing images or space.
The objective of this paper is to identify the potential AR applications that are available in the libraries.
More specifically, the main research question (RQ) addresses: What type of AR applications are currently
being used in the library?
The results of this SLR aims to answer the main research question: What type of AR applications are used
in the library? Review on the final 23 articles has been provided. Based on our study, articles related with
AR in library setting majority published in Science Direct and Google Scholar. SLR results shows that
the highest number of articles related to AR application in library published in year 2014. Results indicated
that the most discussed of potential AR applications in the library are in the following categories: reading
materials, navigational, tour and promotion, and gaming. In conclusion, by reviewing the current studies
on AR applications in library setting, we consider this effort could be valuable for both academic and
practitioners. The finding of this review can be used as foundation for researchers to identify new research
equations and get overview of current research to position their work.
Augmented Reality (AR) technology is a technology that combines virtual information with the real world.
In recent years, cloud computing has become a research hotspot in the Internet field. It can transfer storage
and complex computing from the client to the cloud computing service environment, providing a possible
distributed architecture pattern for complex interactive physical effects computing. This paper summarizes
the research status and progress of AR, discusses the key technologies, development tools, applications,
AR cloud and other aspects of it, and finally puts forward the summary of the status quo and prospects for
the future.
In recent years, augmented reality technology has attracted extensive attention from researchers. Driven
by computer vision and artificial intelligence technology, augmented reality technology has shown a
strong momentum of development. d. However, it can be seen that there are still many problems to be
solved in augmented reality technology. In the next few years, the application of augmented reality
technology, especially in the application of mobile intelligent terminals, will emerge in a large number.
Although mobile devices are less submersible than helmet-mounted displays, they are highly popular.
People can interact with the system in a more natural way of human-computer interaction. In the future,
augmented reality technology will change human life to a great extent, which is an inevitable trend of
scientific and technological development.
CHAPTER 3
WHAT IS AUGMENTED REALITY(AR)?
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.
The overlaid sensory information can be constructive (i.e. additive to the natural environment), or
destructive (i.e. masking of the natural environment).
Augmented reality applications have spanned commercial industries such as education, communications,
medicine, and entertainment. In education, content may be accessed by scanning or viewing an image with
a mobile device or by using marker less AR techniques.
Augmented reality also has a lot of potential in the gathering and sharing of tacit knowledge.
Augmentation techniques are typically performed in real time and in semantic contexts with
environmental elements.
Immersive perceptual information is sometimes combined with supplemental information like scores over
a live video feed of a sporting event. This combines the benefits of both augmented reality technology
and heads up display technology
Figure 2 shows an example of what this might look like. It shows a real desk with a real phone. Inside this
room are also a virtual lamp and two virtual chairs. Note that the objects are combined in 3 -D, so that the
virtual lamp covers the real table, and the real table covers parts of the two virtual chairs.
CHAPTER 4
EVOLUTION
• Augmented reality was first achieved, to some extent, by a cinematographer called Morton Heilig in 1957.
He invented the Sensorama which delivered visuals, sounds, vibration and smell to the viewer.
• Then in 1968, Ivan Sutherland the American computer scientist and early Internet pioneer, invented the
head-mounted display as a kind of window into a virtual world. The technology used at the time made the
invention impractical for mass use.
• In 1975, Myron Krueger, an American computer artist developed the first “virtual reality” interface in the
form of “Videoplace” which allowed its users to manipulate and interact with virtual objects and to do so
in real-time.
• Steve Mann, a computational photography researcher, gave the world wearable computing in 1980.
• The first properly functioning AR system was probably the one developed at USAF Armstrong’s Research
Lab by Louis Rosenberg in 1992. This was called Virtual Fixtures and was an incredibly complex robotic
system which was designed to compensate for the lack of high-speed 3D graphics processing power in the
early 90s. It enabled the overlay of sensory information on a workspace to improve human productivity.
Fig 3: Sensorama
CHAPTER 5
TECHNOLOGY
Intelligent display technology, 3d registration technology and intelligent interaction technology constitute the
core technology circle of AR and play an important role in the development of AR.
5.1 Intelligent display technology
According to relevant data, more than 65% of the information acquired by human beings comes from their
own vision, which has become the most intuitive way for human beings to interact with the real
environment. With the development of intelligent display technology, augmented reality becomes a
possibility, which is pushed to a new height by the various kinds of display devices generated based on
intelligent display technology. Specifically, there are three main categories of display devices that occupy
an important position in the field of AR technology today. First, helmet display (HMD) was born in 1968.
The optical perspective helmet display developed by professor Ivan Sutherland makes it possible to
superimpose simple graphics constructed by computers on real scenes in real time. In the later
development, optical perspective helmet-mounted display and video perspective helmet-mounted display
constitute the backbone of helmet-mounted display. Second, handheld device display, relying on the
augmented reality technology of handheld display, handheld device display is very light, small, especially
the popularity of smart phones, through video perspective to the use of augmented reality technology to
present. Third, other display devices, such as PC desktop displays, match the real-world scene information
captured by the camera to a three-dimensional virtual model generated by the computer and are ultimately
displayed by the desktop display.
vision, the 3d registration technology based on wireless network and the mixed registration technology,
among which the former two are the most popular. For the three-dimensional registration technology
based on computer vision, it sets the reference point to realize the determination of the direction and
position of the real scene by the camera or the display.
Fig 5: 3D interfacing
Fig 6: Interaction
CHAPTER 6
AR DEVELOPMENT TOOLS
6.1: Vuforia
Vuforia is an augmented reality SDK that sits near the top of most “Top AR” lists, and with good
reason. Vuforia offers a range of products for developing AR experiences, including Vuforia Engine,
Studio, and Chalk.
6.2: Wikitude
Wikitude is another great choice for AR software development. Wikitude is suitable for developing
AR apps for iOS, Android, and Smart Glasses devices.
6.3: ARKit
ARKit is the go-to application for the development of AR software developed by Apple. It is not
possible to use ARKit on android phones.
6.4: ARCore
ARCore, also known as Google Play Services for AR, is a software development kit developed by
Google that allows for augmented reality applications to be built in Android.
6.5: ARToolKit
ARToolKit is an open-source and free-to-use SDK available for AR development for devices on
different platforms. Apart from Android and iOS, ARToolKit is used for AR apps on Windows, Linux,
and OS X. it is maintained as an open-source project hosted on GitHub.
CHAPTER 7
APPLICATIONS
7.1: GAMING
Augmented reality gaming (AR gaming) is the integration of game visual and audio content with the user's
environment in real time. Unlike virtual reality gaming, which often requires a separate room or confined
area to create an immersive environment, augmented reality gaming uses the existing environment and
creates a playing field within it. AR games are typically played on devices like smartphones, tablets and
portable gaming systems
7.2: MILITARY
AR and VR find many uses in military today. There are two ways AR is used in military – one, to train
military personnel and two, for efficient maintenance of vehicles, aircrafts, gadgets & equipments. The
first and foremost example of using AR in defense sector was in training soldiers. Augmented reality
enabled devices like a head-mounted display can overlay blueprints or a view from a satellite or overheard
drone directly onto the soldiers' field of vision. This would enable them to perform reconnaissance on an
opposition hideout.
7.3: ADVERTISEMENT
Augmented reality system allows broadcasters to insert advertisements into specific areas of the broadcast
image. Many companies have already embraced this cutting-edge technology. For example, while
broadcasting a Cricket match this system would be able to place an advertisement on the ground so that it
appears on the outfield wall of the stadium.
7.5: EDUCATION
AR creates opportunities for teachers to help students grasp abstract concepts. By using the interaction
and experimentation that AR technologies offer, teachers can enhance classroom experiences, teach new
skills, inspire student minds, and get students excited about exploring new academic interests. In today's
classrooms, augmented reality (AR) education tools are a great way to introduce and excite students about
any subject. Not only can they go beyond textbooks and abstract concepts and make them “real” but many
AR tools can work independently of the teacher and the physicality of the classroom too.
7.6: MEDICAL
Augmented reality has had its ups and downs in healthcare. What makes augmented reality special and more
useful in medicine is that it merges virtual images with the real world, including real objects and real people.
That means your surgeon, doctor, or nurse could see things in front of them using augmented reality that they
otherwise couldn’t -- like the veins running through your arm, a broken bone, brain tumor, X-ray, or health
records -- without taking their attention away from you to look at some other screen.
CHAPTER 8
ADVANTAGES AND DISADVANTAGES
ADVANTAGES
➢ The AR system is highly interactive in nature and operates simultaneously with real time environment.
➢ It reduces line between real world and virtual world.
➢ Due to its use in medical industry, life of patients has become safer. It helps in efficient diagnosis of
diseases and in early detection of them.
➢ It can save money by testing critical situations in order to confirm their success without actually
implementing in real time. Once it is proven, it can be implemented in real world.
➢ It can be used by military people without putting their life in danger by way of battle field simulation
before the actual war. This will also help them in actual war to take critical decisions.
➢ It can be applied to part of training programs as it makes things memorable and eye catching
DISADVANTAGES
➢ It is expensive to develop the AR technology-based projects and to maintain it. Moreover, production of
AR based devices is costly.
➢ Lack of privacy is a concern in AR based applications.
➢ In AR, people are missing out on important moments.
➢ Low performance level is a concern which needs to be addressed during testing process.
➢ It requires basic learning to effectively use AR compliant devices.
➢ AR/MR headsets are geeky looking and will be used only for specific applications; they will not be meant
for everyday use in the foreseeable future.
CHAPTER 9
FUTURE SCOPE
AR technology has much more to offer to the industry than just the entertainment. We are
increasingly becoming more dependent on AR-based apps and software, which is why Apple,
Amazon, Facebook, Google, Microsoft are investing heavily in augmented reality. By the year
2025, the healthcare industry will generate the revenue of around $5 billion and some technology
insiders expect to see the most advancement in the healthcare industry because of augmented
reality technology. The travel industry is expected to boom as 84% of consumers worldwide,
among which 42% believes that AR is the future of tourism. Augmented reality technology has
proven to be one of the top innovations opening up new growth points for businesses around the
world. Analysts predict that the AR market will reach $198 billion in 2025. The future will belong
to AR when it comes to improving the task efficiency or the quality of the output of an experience
for the user. AR is the future of design as we know that mobile phones play a significant role in
everyone's lives, therefore due to this technology it will provide the opportunities to enhance the
user experience beyond measurement.
Experts also predict that the expansion of 5G networks will make it easier to support cloud-based
AR experiences while also making them more realistic. The high-speed, low-latency internet
offered by 5G networks will make it easy to pull programs and interactions from anywhere in the
world in a fraction of a second.
CHAPTER 10
CONCLUSION
Augmented reality is very useful for visualizing virtual objects into real world. Starting from
1950, the technology of augmented reality has been changing rapidly and the advancement took
it into a brighter side. As we know that the hardware of AR was quite expensive during the early
90s but nowadays a well-equipped mobile phone with basic sensors is necessary to run augmented
reality related application seamlessly. All the application based on augmented reality, the
outcome of their product works tremendously. By making mixed reality application, combination
of VR and AR application makes new level of freedom. AR in the coming future, will rule the
world in all aspects and make itself indestructible.
The whole world is looking forward to the future of augmented reality because it can make our
lives more secure and hassle-free. AR can make the impossible possible. Humans have always
strived to improve themselves through exploration and invention. Augmented reality is a
representation of this intrinsic human trait.
CHAPTER 11
REFERENCES