This research looks into the potential of augmented reality and more specifically spatial augmented reality. The purpose of this paper is to give the reader an understanding of what as well as where augmented reality has come from and how it is being used today. The paper will examine into different examples of augmented reality and how the term is not specific to a certain technology.
The final part of the paper will look specifically into spatial augmented reality and its potential by examining research that has been conducted by universities and research boards.
In the past the technology needed for Augmented Reality has always been its biggest limitation, however in recent years with the growth of technology, augmented reality has began to emerge and trickle into the military as well as industrial, educational and entertainment sectors.
What exactly is augmented reality? Essentially rather than a user being in a virtual world, augmented reality interacts with the real world environment changing and enhancing the viewers perception of the environment. In principle the idea is simple, but in practical terms it has been very difficult to achieve, and the desire to achieve augmented reality has been around since the 1950's.
A young cinematographer by the name of Morton Heilig once said “If we're going to step through the window into another world, why not go the whole way?' (Tate,Scott 1996) In 1957 he created the device known as the Sensorama. The device was designed to use all your senses and also projected a form of stereoscopic 3D to the front and the sides of your head. It was patented the "experience theatre", however it failed to work commercially because it was very expensive to make films and the process was t...
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Wagner, Richard. “Outlines of the Artwork of the Future,” in Multimedia from Wagner to Virtual Reality, eds. R. Packer and K. Jordan. W.W. Norton, 2001.
This essay offers a contextual, and theoretical explanation as to why Stereoscopes are a product of modernity: drawing particular attention to the stereoscope - that enables what many viewers perceive as a greater level of realism in the cinematic image -, existing arguments around the topic which have been developed to interpret and explain its social significance within the modern period. The discussion begins with an informative differentiation of both ideologies, which we identify as Modernism and Modernity; the second paragraph, is a brief background of the optical instrument which hopefully bleeds into the main body of ideas conceived from thorough research via David Trotter, Jonathan Crary and Goethe. My interest in this particular subject arose out of empirical knowledge of cameras from studying Photography at A Level and a prior thesis I conducted in regards to Capitalism: Slavery, an excerpt by filmmaker Ken Jacobs. A metaphorical screening considering the relationship of both fields not only in their shared money form but also the difference surrounding these two highly charged and complex kinds of bodies: the slave body and the corporate body which in reality are the a biological form and a wealth form.
The formal characteristics of the work are crucial in their produced effect upon the audience. It is a four panel screen landscape, whose size of 7354 cubic meters is made referent in the title. Despite its monumental size, the work does not function as an oppressive weapon but rather a positive force, one that is able to free us from our inhibitions. Rist frequently experiments with the various ways in which video can be projected onto surfaces. Though she does not push the technical boundaries of the video medium medium, she nonetheless pushes the limits within video projection. Requiring seven different projectors to be linked seamlessly, her work is a technical achievement for this feat alone. A large circular couch occupies the center of the exhibition space. Its shape is meant to be reminiscent of the human iris, but also bring to mind the iris of the camera as well.
Augmented reality is a medium that gives us the ability to experience the combination of reality and superimposed or virtual objects
There are various ways that have been in apply in education by using virtual reality, this happens because the process of education nowadays uses more technology than using the old way like drawing manually. It is also to attract students and to familiarize school students with a variety of existing software that has been designed for ease in education. Virtual reality in education also aims to facilitate the learning process and aims to train the students to be more proficient in using virtual reality software.
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.
Virtual and digital technologies are rampant in American culture and thoroughly utilized in entertainment mediums like television, movies, magazines, and video games. Our capitalist economy creates a fertile environment for these mediums to prosper by feeding off the public's hunger for entertainment. Because these industries are in such high demand and accrue billion dollar revenues, new technologies are often conceived in and funded by these trades: "For, in essence, all socially relevant new image media, from classical antiquity to the revolution of digital images, have advanced to serve the interests of maintaining power and control or maximizing profits" (Grau 339). That being the case, new technologies "hardly ever…advanced solely for artistic purposes" (Grau 339). Because "power" and "profits" are the central means of motivation in our culture; art, in the classical sense, is often an afterthought. In an age where entertainment and art intertwine, however, distinctions between the two based upon their creation are impossible. With advances in technology and, in turn, art, our ideas and traditions of comparison should also develop to justly analyze new media: "Although art history and the history of the media have always stood in an interdependent relationship and art has commented on, taken up, or even promoted each new media development, the view of art history as media history…is still underdeveloped" (Grau 4). In order to embrace virtual art as a valid outlet of artistic expression, its relationship to media and unique position in the history of art must first be acknowledged.
In the arts, it has opened the door to many new art forms: digital paintings, graphics, illustrations, music, and more. It allows for a new source of endless inspiration. But, although it has its place, it is so difficult to break away from the never-ending use. With the new benefits of technology, many traditional art forms are lost. In education, many people can argue that technology makes everything more convenient.
After reading the article “The Myth of Total Cinema” by Andre Bazin, it opens the discussion of the origins of cinema whether to consider the economic and technical evolution impacted inventor’s imagination causing fortunate accidents that created a phenomenon in cinema. However, this leads inventors to compete with each other over techniques of bringing their imagination to reality but, all agreed that cinema needed to be transparent, flexible, and have a resistant base that was capable of capturing an image instantly.
Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society.
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.
Augmented Reality – Linking Real and Virtual Worlds. Rep. University of Southern California, n.d. Web. 17 Nov. 2013.
Augmented reality (AR) is the virtual object which is combination of 3D real environment in the real time. It is more interactive either with graphics or audio enhancing from what we can sense such smell, hear, see or feel it. In other words, it is duplicate the environment around the world in computer. There are applications in various areas in augmented reality and one of them is medical visualization more domain for augmented reality. The topic that discussed is augmented reality application in computer aided surgery and medicine. In research article (Tobias Sielhorst, Marco Feuerstein & Nassir Navab, 2008) medical augmented reality takes it motivation from the need of visualizing medical data and the patient within the same physical space. The reason for chose this topic because it is because this application more advance and the technologies always bring new visualization and interaction using augmented reality in 3D in surgery performing requirements. So, discussing these topics actually need many evaluations to perceive the result to the area of surgery and medicine in medical performance.
“ A person or thing that exists or is present in a place but is not seen” (Oxford Dictionaries | English, n.d.).This definition fits the presence in virtual reality environments. The viewer is not physically present but the environment and characters who exist there, recognize and accept the existence of viewer by eg. eye contact. Computer generated environments are effects of a complete process which requires scripting, storyboarding, layout, animation, and final revision. Designing a place which will be plausible enough to cause presence is a big challenge. This chapter is focused on application of presence into different experiments and case studies.
What is virtual reality (VR)? There are tons of definitions been searched easily by surfing the internet. Actually it is from both the word ‘virtual’ and ‘reality’ which means what we see through the 3-dimensional view near and reality is what we experience as human beings. It allows us to see the surrounding world in another dimension and to experience things and sensation that are not accessible in real life or even not had been created yet. Virtual reality is the creation of virtual environment that presented to our eyes vision and senses in such a way that we can experience it as if we were really there. It uses a host of technology system to achieve this goal and is a technically complex feat that has to account