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... ... middle of paper ... ...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
The research for a head mounted display began in 1995 for military purposes. Historical designs were very different as compared to current light weight eye glasse...
A simulated flight environment for pilot training may soon be made more realistic through the use of eye-tracking technology developed by researchers at the University of Toronto's Institute of Biomedical Engineering (IMBE). Many safety and cost benefits are obtained by training aircraft pilots under simulated conditions, but to be effective the simulation must be convicingly realistic. At present, th e training facilities use large domes and gimballed projectors, or an array of video screens, to display computer-generated images. But these installations are very expensive and image resolution is low. Further, it would take an enormous amount of addi to improve image quality significantly throughout the whole viewed scene. However, based on the visual properties of the eye, realism can be obtained by providing a high-resolution 'area of interest' insert within a large, low-resolution field of view.
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
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.
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
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.
Human eyes are perhaps the most crucial organs among the five body senses. Eyes serve a wide range of purpose to the human being but the most important is the fact that they are the link between an individual and his or her surroundings. A person’s self-awareness to their immediate environment is supported by the use of eyes, marking how essential they are to us. Magnificent scenes like the graceful lines of snow capped mountains, the lush prairies, the meandering rivers, the vast infinite oceans, and all other fabulous man made iconic structures, can only be aesthetically absorbed and artistically appreciated through our eyes. In addition, the entertainment content in media relayed through films and television, Internet games and books.
The technology is still in an early stage. However the potential of AR technologies is growing rapidly, and it can be applied in various fields such as in engineering, medical, entertainment and also in education area. This research particularly interested with the possibility of utilizing AR for education, particularly for young children in science education. AR is able to stimulate new type of interactivity with virtual world. Thus is able to assist in their mental development. Students require the new stimulus to complement the conservative way of teaching and AR can provide new experience to them. According to Billinghurst (2002), the educational experience in AR is the ability to support and smoothly the transaction between two environments, which is reality and virtually.
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”.
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.
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.
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.