Becker defined Augmented Reality as the following:
“Augmented Reality is a technology, a field of research, a vision of future computing, an emerging commercial industry and a new medium for creative expression.” (Becker, 2010)
“Augmented Reality has the ability to give the user the sense of the real world, while interacting with the virtual and physical objects.” (Azuma, 1997).
Augmented Reality has been used in a number of fields like in the military, in the fields of advertising, commercial fields, gaming fields and so on. It is still continuing to grow in an emerging pace.
Heads-Up Displays (HUD) are now used in many aircrafts so as to display information on the screen without needing the driver to cause distraction or to move their attention from the road. It was in the 1950’s that the Royal Aircraft Establishment in Farnborough started the Development of Heads-Up Displays for military flights. (Quarrington, 1966)
Battlefield Augmented Reality System also known as BARS which was developed by Julier et al., provided the soldiers at the battle field with a clear view of the situational awareness. This system was built in so has to help with the various difficulties that the soldiers face on-site such as the lack of visibility, ineffective communications, friend or foe identification and so on (Julier et al., 2000).
But the developers of this systems faced with a number of challenges such as:
• “X-Ray Vision / Depth Perception: When AR system was being built, one of its main agendas was to allow users to view objects which have been obstructed by real world objects. This was achieved by showing the position of the obstructed object. However such a system had its own problems. First of all, the alignment of virtual object...
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...s have strong faith when they talk about augmented reality and its application in the future. When relating with augmented reality on portable devices such as smartphones, Carmigniani & Furht supports this and has their view being “Smartphones are extremely portable and widespread, and with the recent advances present a combination of powerful CPU, camera, accelerometer, GPS and solid state compass, making them a very promising platform for augmented reality” (Carmigniani & Furht, 2011).
Juniper Research has concluded that there will be a rapid progression which will be consistent for smartphones that will be capable of handling augmented reality applications. Total Immersion, which is one of the AR solution inventor, expressed their views on this and were very positive about augmented reality in becoming an integral part on mobile devices (Total Immersion, 2011).
New apps on the mobile phones are taking a much more influential participation in our lives with the introduction of augmented reality. It changes the perception of our awareness of the surrounding through augmentations on our mobile phones. This comic explores the recent popular app ‘Pokémon Go’ in the ways that it affects our everyday lives, through a simple family outing portrayed by the protagonist Lucy. The comic starts with both Lucy and her mother in the setting of a beach. The contrast can already be seen where Lucy is holding and focused on her mobile, while her mother is empty handed. Lucy is so attached to her phone that she forgets her surroundings and walks into a pole. This shows the over attachment to the augmented reality that
If the image-generating computer 'knows' where the pilot's fixation is, it mage there. The technology to make this possible was developed by a research team headed by Professor Richard Frecker and Professor Moshe Eizenman. The work was carried out in collaboration with CAE Electronics Ltd. of Montreal with financial support from the Natural Sciences and Engineering Research Council of Canada. Their eye-tracker can record and analyze accurately up to 500 eye positions per second.
The purpose of this paper is to explain how virtual reality is used in everyday life. It is used in many ways in today's society. Several people immediately think of video games or entertainment when they hear virtual reality. Virtual reality is not only used for entertainment purposes but it is also used for medical and educational purposes. It can help people overcome their fears, deal with and treat social anxiety, and it can also be a helpful teaching tool to connect students and teachers in long-distance learning.
The technological innovation that I will be discussing as well as trying to evaluate the effectiveness and effects the “Google Glasses” presents in today’s society. I choose the Google Glasses as their one of the latest innovations to come from Google that was unlike anything we had seen before. They had created a wearable head mounted computer with the combination of glass frames that holds all of this together. It was developed by Google with the objective of manufacturing a mass-market ubiquitous computer. Ubiquitous computing is an advanced computing concept where computing is made to appear everywhere and anywhere. In distinction to desktop computing which is the primary form today, ubiquitous computing can happen using any device, in any location, and in any format. With this objective in mind they have achieved their goals.
This psychological recognition or cognizance of the trend and its technologies begins with their exposure to, resulting in an awareness of and ending off with the interpretation of VR technology. With the end goal of creating a marketable strategy for VR technology it must be kept in mind that, “Due to the subjective nature of perception, it is vital the message the marketer is aiming to achieve is portrayed in a very clear manner so that the consumer does not interpret the advertisement incorrectly.” (Bianca Firstly we need to expose customers to the features and benefits of the technology. Considering the fact that we may be targeting technology sensitive users, who primarily seek convenience, a direct promotional strategy will need to be adopted to begin the perception process. By targeting frequently visited social media platforms and using built in adware we would be able to expose customers to the technology but this is only an indication of cognitive recognition and a certainty that they will be influenced towards seeking out then
The term Virtual Reality (VR) is used by many different people with many meanings. There are some people to whom VR is a specific collection of technologies, that is a Head Mounted Display, Glove Input Device and Audio. Some other people stretch the term to include conventional books, movies or pure fantasy and imagination. However, for purposes of this research, we restrict VR to computer mediated systems. We would define Virtual Reality as a way for humans to visualize, manipulate and interact with computers and extremely complex data.
A helpful feature that the Army Battle Command System has is a touch screen monitor which allows the officer to place icons on the map and have it appear on screens throughout the system which makes them able to show enemy position, possible ambush locations, fugitive hide outs and locations of newly found roadside bombs.
Computer vision is a discipline that studies how to reconstruct, interpret and understand a 3D scene from its 2D images in terms of the properties of the structures present in the scene. It combines the knowledge from computer science, electrical engineering, mathematics, physiology, biology and cognitive science in order to understand and simulate the operation of the human vision system. As a scientific discipline, computer vision is concerned with the theory behind artificial systems that extract data from the images. As a technological discipline, computer vision seeks to apply its theories and model to the construction of computer vision systems.
The whole in Chapter 2 is a critical literature review. In this chapter, it discussed on the VR and types of VR. In addition, it also discussed on the AR area include components, display, issues, definition, differential VR and VR. This also covered that cognitive development theory, learning theory, and learing style. All reviews are followed with the implication for each topic to this study.
The ethics and morals of using virtual reality with medicine have many faces. Ethics is defined as the way we should act towards others; also the justification of right and wrong, in this case a set rules or expectations that are set forth in the medical profession.
As the world changes, more and more people are forced to communicate to each other digitally, allowing technology to connect. On the way to move forward, people have discovered that technologies are not neutral rather it is infused with values and different ideas of creators, aim and influence of the users. On 2013 Google released a device which is beyond someone’s imagination called the “Google Glass”. In a conference Graham, T., & Sauter, T. (2013). explains Google glass as “ Google’s ‘Project Glass’ - a wearable computing device to be released this year - to feel out what some of the ontological implications of the imminent integration of augmented reality technologies into modern techno social hybrid societies may be.” The project Google Glass was introduced to the public earlier in the year 2013 which took all the people by surprise. People did not think a device that can be used to take a picture, video, surf the web, text someone or share pictures and videos instantly, not by using a phone, computer but by using a glass. Yes, the future has arrived. Now with this technology further in this essay I will be discussing on can a technology of “Google Glass” exist?, the advantages and disadvantages of the glass and controversies and whether there will be any impact to the people, will there be any possibility that they could be harmful. With this I will be discussing the advantage and disadvantages and the future of “Google glass” and then the key arguments against “Google glass”.
Virtual reality can be defined as a, "technology that enables users to enter computer generated worlds and interface with them three dimensionally through sight, sound, and touch" (Newquist 93). Virtual reality combines computer simulation and visualization into a single, coherent whole (Peterson 8). Researchers say it embodies an attempt to eliminate the traditional distinction between the user and the machine. Virtual reality is intended to provide a means of naturally and intelligently interacting with information (8). Virtual reality is contending to be the interface of the future, allowing ordinary users to use their senses to interact with complex data.
A history of the beginning of the year augmented reality 1957-1962, when an inventor named Morton Heilig, a cinematographer, created and patented a simulator called Sensorama with visual, vibration and odor. In Virtual Reality technology, users interact with the virtual environment created for simulating the real world, but the user can not see the real world around him. In the augmented reality technology, the user can see the real world around him with the addition of a virtual object generated by a computer. Augmented reality 3D objects that appear directly in the media, it would require a special tool called a Head Mounted Display
The science of Virtual Reality has stated its presence in the media and now it is turning the eyes to see the new generation of games and 3D application.
I want to witness or perhaps even be a part of the implementation of virtual reality as the industry grows. One comparison I truly enjoyed was that virtual reality will become what the mobile phone is becoming at the moment. Mobile phones will, if not already, become completely integral in our daily lives, and to think that virtual reality will become that integral is extremely exciting, but also a tiny bit nerve-wracking. There have always been fears that mobile phones will take over our lives, which some may agree has already happened, but virtual reality seems like another step forward from that. It is a system that can create new virtual lives and we may not even have to leave our homes. The pros of the virtual reality system is that it can help progress many industries (medical, military, education), it can entertain us in a new way that current technologies can not, and it has a lot of support backed by big powerful people and companies (Facebook, Google, Amazon, etc.) The cons of virtual reality is it is still a developing platform, the fears of people that it could overtake our real lives, and the expense of implementing for everyone’s use. I am most excited for the implementation of virtual reality into video games; I think it will change how virtual games are created and enjoyed. Whilst I read through the sources for my literature review, I found that many of them advocated for the continual advancement of virtual reality. I think the majority of the population would also advocate for this, since the pros are much more appealing than the downsides of the cons. One concern I have for the integration of virtual reality among the general public is that I don’t think it will spread as quickly as the mobile phone did. The mobile phone was quickly adopted because it is so useful in our daily lives, we basically have a tiny computer in our