Difference between revisions of "Augmented reality"
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[[File:Minecraft with Hololens.png|thumb|An illustration of augmented reality through a HoloLens]] | [[File:Minecraft with Hololens.png|thumb|An illustration of augmented reality through a HoloLens]] | ||
− | '''Augmented reality''' is | + | '''Augmented reality''' is an experience of the real world that has virtual objects or information placed within it. It uses computer graphics to put virtual objects in a real world environment using an AR headset or a smartphone. If using a headset, the headset requires [[PnO tracking]]. |
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+ | Multi-user augmented reality can be used for communication between people. Multiple people, each with a pair of AR glasses, could all see a 3D model that one person is annotating. | ||
+ | |||
+ | In augmented reality, a user can see the real world, and can also see 3D graphics that look like they are present in the world, even when the user moves around them. | ||
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+ | Augmented reality largely overlaps with the concept of [[3D display]]s, but also includes [[absolute positioning system]]s. One concept of augmented reality is to have a fixed 3D display in an environment. | ||
To register the coordinate system to the environment, PnO tracking must be used. Tracking can be done optically (using fiducial markers or markerless SLAM), or by using [[magnetic tracking]] or [[lighthouse tracking]]. | To register the coordinate system to the environment, PnO tracking must be used. Tracking can be done optically (using fiducial markers or markerless SLAM), or by using [[magnetic tracking]] or [[lighthouse tracking]]. | ||
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Augmented reality can be see-through or passthrough. See-through uses an [[optical see through display]] like on the [[Magic Leap]]. Passthrough uses a camera feed and an optically opaque display, like on a [[Meta Quest Pro]]. | Augmented reality can be see-through or passthrough. See-through uses an [[optical see through display]] like on the [[Magic Leap]]. Passthrough uses a camera feed and an optically opaque display, like on a [[Meta Quest Pro]]. | ||
− | + | Augmented reality can involve fiducial markers for tracking, such as [[ArUco marker]]s. | |
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Augmented reality draws from the fields of human-computer interaction and graphical user interfaces. | Augmented reality draws from the fields of human-computer interaction and graphical user interfaces. | ||
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==History== | ==History== | ||
− | The historical development of AR technologies intersects with that of virtual reality. During the initial stages of its evolution, the terms augmented reality and virtual reality had not been coined and, consequently, there wasn’t a clear distinction between | + | The historical development of AR technologies intersects with that of [[virtual reality]]. During the initial stages of its evolution, the terms augmented reality and virtual reality had not been coined and, consequently, there wasn’t a clear distinction between AR and VR.<ref name=”1”> The Interaction Design Foundation. Augmented Reality - The past, the present and the Future. Retrieved from https://www.interaction-design.org/literature/article/augmented-reality-the-past-the-present-and-the-future</ref> |
Professor Thomas P. Caudell, a researcher at Boeing, coined the term augmented reality. The term was in reference to a HMD that guided workers through assembling electrical wires in aircraft.<ref name=”1”></ref><ref name=”2”></ref><ref name=”6”></ref> | Professor Thomas P. Caudell, a researcher at Boeing, coined the term augmented reality. The term was in reference to a HMD that guided workers through assembling electrical wires in aircraft.<ref name=”1”></ref><ref name=”2”></ref><ref name=”6”></ref> | ||
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==Augmented reality systems== | ==Augmented reality systems== | ||
===Ivan Sutherland's head-mounted display=== | ===Ivan Sutherland's head-mounted display=== | ||
− | [[Ivan Sutherland]] and Bob Sproull created a head-mounted display system at Harvard University and the University of Utah. The gadget has see-through optics and displayed simple wireframe graphics, and was held to the ceiling by a mechanical arm which tracked the head movements of the user. This iteration of the technology would prove to be impractical for mass use. Sutherland also postulated the concept of the “Ultimate Display” in the year | + | [[Ivan Sutherland]] and Bob Sproull created a head-mounted display system at Harvard University and the University of Utah. The gadget has see-through optics and displayed simple wireframe graphics, and was held to the ceiling by a mechanical arm which tracked the head movements of the user. This iteration of the technology would prove to be impractical for mass use. Sutherland also postulated the concept of the “Ultimate Display” in the year 1965 and would have a great impact in the VR and AR fields of study <ref name=”1”></ref><ref name=”3”> Hollerer, T. and Schmalstieg, D. (2016). Introduction to Augmented Reality. Retrieved from http://www.informit.com/articles/article.aspx?p=2516729</ref><ref name=”4”> Javornik, A. (2016). The mainstreaming of augmented reality: A brief history. Retrieved from https://hbr.org/2016/10/the-mainstreaming-of-augmented-reality-a-brief-history</ref><ref name=”5”> Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html</ref><ref name=”6”> van Krevelen, D. W. F. (2007). Augmented Reality: Technologies, applications, and limitations. Retrieved from https://www.researchgate.net/profile/Rick_Van_Krevelen2/publication/292150312_Augmented_Reality_Technologies_Applications_and_Limitations/links/56ab2b4108aed5a01359c113.pdf</ref>. |
===Virtual Fixtures=== | ===Virtual Fixtures=== | ||
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===KARMA=== | ===KARMA=== | ||
− | Steven Feiner and colleagues | + | KARMA is a system developed by [[Steven Feiner]] and colleagues. KARMA stands for Knowledge-based augmented reality for maintenance assistance.<ref name="o892">{{cite web | title=KARMA | website=Computer Graphics at Columbia University | url=https://graphics.cs.columbia.edu/projects/karma/karma.html | access-date=2025-02-05}}</ref> KARMA was capable of inferring instructions sequences for repair and maintenance procedures.<ref name=”3”></ref> |
During the same year, Fitzmaurice created the first handheld spatially aware display called Chameleon - a precursor to handheld AR. It consisted of a tethered handheld LCD screen that showed the video output of an SGI graphics workstation and was spatially tracked using a magnetic tracking device. The system was capable of providing information to the user such as providing information about a location on a wall-mounted map.<ref name=”3”></ref> | During the same year, Fitzmaurice created the first handheld spatially aware display called Chameleon - a precursor to handheld AR. It consisted of a tethered handheld LCD screen that showed the video output of an SGI graphics workstation and was spatially tracked using a magnetic tracking device. The system was capable of providing information to the user such as providing information about a location on a wall-mounted map.<ref name=”3”></ref> | ||
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===The Touring Machine=== | ===The Touring Machine=== | ||
− | Steven Feiner and colleagues created a mobile outdoor AR system at Columbia University, called the Touring Machine.<ref name="j900">{{cite web | title= | url=https://sites.cs.ucsb.edu/~holl/pubs/feiner-1997-iswc.pdf | access-date=2025-02-05}}</ref> It had a see-through HMD, GPS, and orientation tracking. The system needed a backpack with a computer to deliver mobile 3D graphics, various sensors, and a version of a tablet computer for input.<ref name=”3”/> | + | Steven Feiner and colleagues created a mobile outdoor AR system at Columbia University, called the [[Touring Machine]].<ref name="j900">{{cite web | title= | url=https://sites.cs.ucsb.edu/~holl/pubs/feiner-1997-iswc.pdf | access-date=2025-02-05}}</ref> It had a see-through HMD, GPS, and orientation tracking. The system needed a backpack with a computer to deliver mobile 3D graphics, various sensors, and a version of a tablet computer for input.<ref name=”3”/> |
===ARQuake=== | ===ARQuake=== |
Latest revision as of 16:08, 14 March 2025
Augmented reality is an experience of the real world that has virtual objects or information placed within it. It uses computer graphics to put virtual objects in a real world environment using an AR headset or a smartphone. If using a headset, the headset requires PnO tracking.
Multi-user augmented reality can be used for communication between people. Multiple people, each with a pair of AR glasses, could all see a 3D model that one person is annotating.
In augmented reality, a user can see the real world, and can also see 3D graphics that look like they are present in the world, even when the user moves around them.
Augmented reality largely overlaps with the concept of 3D displays, but also includes absolute positioning systems. One concept of augmented reality is to have a fixed 3D display in an environment.
To register the coordinate system to the environment, PnO tracking must be used. Tracking can be done optically (using fiducial markers or markerless SLAM), or by using magnetic tracking or lighthouse tracking.
Augmented reality can be see-through or passthrough. See-through uses an optical see through display like on the Magic Leap. Passthrough uses a camera feed and an optically opaque display, like on a Meta Quest Pro.
Augmented reality can involve fiducial markers for tracking, such as ArUco markers.
Augmented reality draws from the fields of human-computer interaction and graphical user interfaces.
Technologies[edit]
See-through displays[edit]
See through displays have been used in gadgets like the Magic Leap 1 and the HoloLens 1 to overlay content onto the real world.
Augmented reality using headsets benefits from a high field of view and a high focal depth range. Focal depth range can be done using light field displays or holographic displays.
Environment tracking[edit]
Environment tracking is the capability of a gadget to know its position and orientation relative to its environment. This is required so that the virtual imagery has correct registration to the real world.
History[edit]
The historical development of AR technologies intersects with that of virtual reality. During the initial stages of its evolution, the terms augmented reality and virtual reality had not been coined and, consequently, there wasn’t a clear distinction between AR and VR.[1]
Professor Thomas P. Caudell, a researcher at Boeing, coined the term augmented reality. The term was in reference to a HMD that guided workers through assembling electrical wires in aircraft.[1][2][3]
Some of the first progress in augmented reality was from the aerospace industry: companies such as Boeing, Polhemus, Hughes Research Labs, and Kaiser.
Pokémon Go was released and became a major success. It is mainly a geolocation based game, but has some AR features.
Augmented reality systems[edit]
Ivan Sutherland's head-mounted display[edit]
Ivan Sutherland and Bob Sproull created a head-mounted display system at Harvard University and the University of Utah. The gadget has see-through optics and displayed simple wireframe graphics, and was held to the ceiling by a mechanical arm which tracked the head movements of the user. This iteration of the technology would prove to be impractical for mass use. Sutherland also postulated the concept of the “Ultimate Display” in the year 1965 and would have a great impact in the VR and AR fields of study [1][4][5][6][3].
Virtual Fixtures[edit]
Virtual Fixtures is developed at USAF Armstrong’s Research Lab by Louis Rosenberg. According to some sources, it can be considered the first properly functioning AR system. It was a system that overlaid sensory information on a workspace to improve human productivity.[1]
KARMA[edit]
KARMA is a system developed by Steven Feiner and colleagues. KARMA stands for Knowledge-based augmented reality for maintenance assistance.[7] KARMA was capable of inferring instructions sequences for repair and maintenance procedures.[4]
During the same year, Fitzmaurice created the first handheld spatially aware display called Chameleon - a precursor to handheld AR. It consisted of a tethered handheld LCD screen that showed the video output of an SGI graphics workstation and was spatially tracked using a magnetic tracking device. The system was capable of providing information to the user such as providing information about a location on a wall-mounted map.[4]
Studierstube[edit]
The first collaborative AR system was developed by Schmalstieg and colleagues. The Studierstube enabled multiple users to experience virtual objects in the same shared space through the use of HMDs. Each user from his individual viewpoint could see an image in correct perspective.[4]
The Touring Machine[edit]
Steven Feiner and colleagues created a mobile outdoor AR system at Columbia University, called the Touring Machine.[8] It had a see-through HMD, GPS, and orientation tracking. The system needed a backpack with a computer to deliver mobile 3D graphics, various sensors, and a version of a tablet computer for input.[4]
ARQuake[edit]
The AR version of the Quake game was developed by Bruce Thomas, at the University of South Australia. It was an outdoor mobile version of the game developed by Id Software.[2]
First autonomous handheld AR system[edit]
Wagner and Schmalstieg presented a handheld AR system that ran autonomously on a “personal digital assistant.” A multiplayer handheld AR game called Invisible Train (Figure 5) was shown at the SIGGRAPH Emerging Technologies show floor.[4]
A commercial AR application[edit]
The first commercial AR application is developed by German agencies in Munich for advertising. It consisted of a printed magazine ad of a model BMW mini. When held in front of a computer’s camera, a user could manipulate the virtual car on the screen and move it around to view different angles.[5][9] During the same year, the Wikitude AR Travel Guide was released for the G1 Android phone.[2]
ARToolkit[edit]
A design tool, ARToolkit, was made available in Adobe Flash.[1]
HoloLens[edit]
Microsoft announced the HoloLens.[1]
More[edit]
CREAL has advertised light field displays for augmented reality.
References[edit]
- ↑ Jump up to: 1.0 1.1 1.2 1.3 1.4 1.5 The Interaction Design Foundation. Augmented Reality - The past, the present and the Future. Retrieved from https://www.interaction-design.org/literature/article/augmented-reality-the-past-the-present-and-the-future
- ↑ Jump up to: 2.0 2.1 2.2 Sawers, P. (2011). Augmented reality: The past, present and future. Retrieved from https://thenextweb.com/insider/2011/07/03/augmented-reality-the-past-present-and-future/#.tnw_tfKQ6SY7
- ↑ Jump up to: 3.0 3.1 van Krevelen, D. W. F. (2007). Augmented Reality: Technologies, applications, and limitations. Retrieved from https://www.researchgate.net/profile/Rick_Van_Krevelen2/publication/292150312_Augmented_Reality_Technologies_Applications_and_Limitations/links/56ab2b4108aed5a01359c113.pdf
- ↑ Jump up to: 4.0 4.1 4.2 4.3 4.4 4.5 Hollerer, T. and Schmalstieg, D. (2016). Introduction to Augmented Reality. Retrieved from http://www.informit.com/articles/article.aspx?p=2516729
- ↑ Jump up to: 5.0 5.1 Javornik, A. (2016). The mainstreaming of augmented reality: A brief history. Retrieved from https://hbr.org/2016/10/the-mainstreaming-of-augmented-reality-a-brief-history
- ↑ Virtual Reality Society. History of Virtual Reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html
- ↑ "KARMA". https://graphics.cs.columbia.edu/projects/karma/karma.html.
- ↑ "Error: no
|title=
specified when using {{Cite web}}". https://sites.cs.ucsb.edu/~holl/pubs/feiner-1997-iswc.pdf. - ↑ History Hole (2016). The history of augmented reality. Retrieved from http://historyhole.com/history-augmented-reality