Zhou et al (2008, p.193) observe that the difference between tracking techniques in Augmented Reality (AR) and those used in Virtual Reality (VR) stem from the interoperability of the two systems. On the other hand, State et al (1995, p.1) contend that there are significant contributions to tracking in VR than AR. Work prior to that of State et al (1995) indicates that the better fraction of tracking systems in VR are magnetic. However, Zhou et al (2008, p.196) observe that significant developments on tracking in AR are either vision-based, sensor-based or hybrid techniques. Bostanci et al (2011, p.425) classify the AR tracking methods in four major categories comprising of indoor, outdoor, fusion and recent approaches.
The tracking techniques for VR and AR on the indoor platform are related in the sense that they both use markers that emit signals such as the magnetic and light active markers (Bostanci et al, 2011, p.425; State et al, 1995, p.1). Berre et al (2006, p.5) confirm the argument by stating that one of the most usually applied orientation and track position in AR is the use of magnetic sensor like the Polhemus Isotrac. Moreover, Joele (2005, p.15) offers that tracking in AR involves a set of stern requisites one of them being the high six Degree of Freedom (DOF) when it comes to spatial accuracy in orientation and position. Wagner and Schmalstieg (2009, p.193), while researching on the AR tracking in mobile phones argue that both AR and VR need 6-DOF pose devices’ tracking. These devices include tangible interface objects for AR and head-mounted displays (HMD) for VR. Additionally, Neumann and Cho (1996, p.111) and Zhou et al (2008, p.193) argue that every tracking system contains a device that has the capability to g...
... middle of paper ...
... Chen, D.T., Garrett, W.F., & Livingston, M.A. (1995). Superior augmented reality registration by integrating landmark tracking and magnetic tracking. In SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques. doi:10.1145/237170.237282.
Vallino, J.R. (1998). Interactive augmented reality. Rochester, NY: University of Rochester.
Wagner, D., & Schmalstieg, D. (2009). History and future of tracking for mobile phone augmented reality. 2009 International Symposium on Ubiquitous Virtual Reality (2009). doi: 10.1109/ISUVR.2009.11.
Zhou, F., Duh, H.B-L., & Billinghurst, M. (2008). Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR, ISMAR, 7th IEEE/ACM International Symposium on Mixed and Augmented Reality, 193-202. doi: http://doi.ieeecomputersociety.org/10.1109/ISMAR.2008.4637362.
Google Glass is a new form of technology that has heads turning everywhere. Glass is a wearable computing device with a frame-like construction that is comparable to everyday glasses. The frame consists of nose pads, a touchpad, and a small heads-up display that lies just above the right eye. The problem is not the device itself, but what the device is capable of. A camera lies beside the displa...
“…in the next few years, humanity's going to go through a shift… We're going to start putting an entire layer of digital information on the real world” (Gribetz, 2016). In his recent TED Talk,” Meron Gribetz encourages his audience to consider how such technology could transform the reality that we call the human experience by referencing augmented reality (Gribetz, 2016). Until the summer of 2016, augmented reality did not have a recognizable role in our lives. Then, came Pokémon Go, a game that gave many people their first notable, combined experiences of augmented reality and telepresence on their smartphones.
Google glass capabilty to augment reality makes it probable to become widely used and be one of the most promising ”wearable computing” device. The augmented reality in google glass can be used in practical scenarios such as translating and presenting text to the user in realtime, or can be used as navigation system by showing location of the user on the map.
...alert and tracking system for blind man. International Conference of Advance Research and Innovation [online]. Available from: www.ijari.org/CurrentIssue/ICARI2014/ICARI-cs-14-02-116.pdf. [Accessed 5 April 2014]
Gaming allows for other applications to be applied augmented reality. “Augmented reality can help in training, such as learning how to weld aided by a 3D environment that tracks user movements precisely. Seabery Augmented Training's Soldamatic application… could be used for medical training, bomb disposal and other industry verticals.” Another field that could benefit from AR technologies is the medical field, more specifically the surgical field.
The information can also simply have an entertainment purpose, such as hands-free games or mobile augmented reality. There are many other classes of AR applications, such as medical visualization, entertainment, advertising, maintenance and repair, annotation, robot path planning, etc.
In above steps describes step for calculate the position of user by using the Extended Kalman Filter Algorithm. In the appendix, Extended Kalman Filter Algorithm on Matlab functions is presented.
30 years ago, virtual reality or VR was not even thought of. And now we have advanced virtual reality gaming setups costing thousands. Virtual reality has been around for roughly 10 years now and some say that is it here to stay, while others say it will die off soon. I am a gamer at heart but have not been around virtual reality enough to know all about it, other than the fact that it is fun and seems like we have only scratched the surface. My goals are to gather a bit more knowledge on current virtual reality tech, what’s to come of virtual reality, and virtual reality’s effect on gaming.
Augmented Reality (AR)/Virtual Reality (VR) . AR is generally used to refer to a live, real world environment, augmented with additional video and/or data. Since the success of Pokémon Go, an AR game where computer-generated characters appear on a mobile device screen as if they’re in the real world, exploded with over 100 million downloads, Hollywood has been exploring the technology's potential for storytelling. But AR could soon move beyond a phone, since headsets, glasses and even contact lenses with AR capabilities are in development. Many are exploring the potential to offer new types of immersive, interactive stories or games -- imagine taking elements of the Star Wars universe
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.
Venkateswara Rao, G. G., Veereswara Swamy, G. G., Srinivasa Rao, G. G., & Madhusudhana Reddy, P. P. (2011). Design and Implementation Of Hardware And Software Systems For Object Tracking Using RFID Technology. International Journal Of Advanced Networking & Applications, 2(6), 923-926.
...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).
Virtual reality is a new exploration in science and technology using advanced and complex mechanics. Virtual reality allows for users to go far beyond simply looking at a computer screen. Instead, the user puts on a special suit or gloves equipped with fiber-optic sensors. These fiber-optic sensors are able to interpret body positions. The user also wears special goggles that have video screens and audio attachments. This equipment allows for the user's complete immersion into a 3-D, computer generated, model of reality (Carr 37). The use of a two-way data transfer is what enables this interaction with an alternate reality to occur. Fiber-optic and electronic cables are attached to the virtual reality equipment in order to record the user's movements (Newquist 93). These cables then send this information, called motion data, to workstations which modifies the graphics in the model. The new information is then sent back to the users headset, displaying a graphic and audio world that is time with his or her movements. It is because of this cabling process that the action/reaction information is continually updated (93).
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
You are 10,000 feet in the air, the skydiving instructor yells for you to jump, you push yourself into the open air, you freefall for 10 straight minutes as the air pushes against your face, as you land, you remove your virtual reality goggles and you are back in your cozy living room. Alright we may not be at this point yet, but this could be how we entertain and thrill ourselves in the near future; the full implementation of virtual reality into our daily lives. As soon as I found out about virtual reality, I was entirely intrigued. The idea that you could experience anything without having to leave your home enticed the adventurer in me. We will explore the history and progression of virtual reality and discuss the pros and cons of the emerging