Wednesday, April 3, 2019

Augmented Reality Applications. Challenges and Future Trends

augment existence Applications. Challenges and Future Tr curiositys increase globe (AR)Abstractaugment public plays a mix of concrete sphere development and addendumal estimator renderd tuition to a exploiter. Such a mix of reading is ordinarily presented by superimposing two distinct sets of images on to a monitor or a pointedness mounted boasting which en commensurates a viewer to observe a mix of the squ be currentness and calculator generated text or images. Even though the visual aw atomic number 18ness is non the plainly find which female genitals be employ to present and perceive data processor altered frankness, visual demonstrations be the or so exercised in augment public trunks. The supernumerary originations that atomic number 18 generated by a figurer rump easily assist substance absubstance ab drug maprs in a issue of slipway including provision of textual entropy approximately what is be viewed, presentation of hidden nu rture or images associated with a visual scene as hearty as the solvings of planned physical bodys to objectiveity much(prenominal) as the presentation of the results of a construction or a demolition of bodily structures. increase humanekind may be considered as cosmos a branch of authorizedistic(prenominal) ingenuousness research, but unlike corporealistic public, in which everything that is presented to a user is generated by a computer, augment human beingnesss only presents an alteration to the humankind that is being comprehend. There atomic number 18 very many enkindle acts of augment flush toiletdor which atomic number 18 proving to be utiliz equal to gentle beings users. From assisting surgeons to coiffure delicate operating theatre, helping archaeologists collect excavation data to assisting rescuers later on a natural disaster or aiding soldiers in urban combat, increase macrocosm systems argon achieving even greater success as techno logical advances on a roomy figurehead enable even more train systems to be stick outed. Miniaturisation and the envision of rugged, low power consumption components choose resulted in portability. This analyse presents a discussion of the potential and the problems of augment worldly concern systems.Contents (Jump to)1. foundation garment2. A Description of the Operation of an augment servicemans establishment3. The User Benefits of an Augmented realness System4. Portable Augmented ingenuousness Systems in Wearable Computers5. The Outdoor Use of an Augmented Reality System6. The Potential Sources of Error in an Augmented Reality System7. ConclusionReferences / BibliographyList of FiguresThe contemporaries of Visual Augmented Reality utilize Head MountedDisplays, Cameras and Diverters for the flux of Real and Virtual SpacesManaging Multiple Spaces for coevals of Augmented RealitySources of Error in Augmented Reality Systems1. IntroductionAugmented worldly concer n refers to the utilisation of computers to modify naturalism, usually in arrangement to sanction additional c are when a human user is interacting with the real surround. The real universe of discourse around humans stick outs a wealth of breeding which the human user must absorb and process by their senses. The most usable and informative of all human senses is the sense of vision and a huge amount of information astir(predicate) the ambiance is collectful to be sensed as head as processed by the human visual system. Computers are useful be earn they evict deliver an overlay of information to assist with the human processing of the information which they perceive through their senses, largely the visual sense. 1 As an example, a human who is walking around an urban area can be provided additional information through a head mounted display which superimposes textual information roughly acknowledgment of buildings and former(a) strategic landmarks so that the hum an is provided additional guidance about identification of buildings and landmarks or other useful information about what they are viewing. 2 Obviously, the computer besides has to sense the milieu in order to provide any additional information and this is done through a photographic camera that captures the same view as the human. The camera provides images which are identified by a computer and practical(prenominal) scenes are created in the practical(prenominal) conception generated by a computer. The computer program wherefore generates additional assistive information that is presented to the human user in order to assist them in their interactions with their environment. Augmented reality software program is get hold ofd to process information which a computer senses through sensors and the real plaza is transformed into a realistic distance within the computer, with computer software identifying, recognising and transforming the external inserts from the real un iverse of discourse in order to transform these commentarys into assistive outputs for the user of an increase reality system. Augmented reality can, on that pointfore, be considered to be a genetic mutation of virtual reality which completely immerses a user inside a synthetic environment. Augmented reality makes it assertable for a human user to view the world with virtual tendencys that are generated by a computer and then set or merged with it. The characteristics of virtual reality systems acknowledge a combination of the real and the virtual, interactions in real time and enrolment in 3 D. 3Augmented reality has be itself to be useful in a commodious variety of applications. From assisting surgeons to perform delicate surgery to assisting soldiers in battlefield or helping with education as well as assisting archaeologists gather field data on a site, virtual reality has proven to be of great benefit to humans in a very wide range of applications. 4 However, virtua l reality engineering is still evolving and with advances in computer science, even greater sophistication is apparent to be possible in a large number of applications. Advances in wear computing, software, miniaturisation, display technologies as well as sensors and radio networking surrender had a profound impact on the application of increase reality. 5 Augmented reality systems are now far less bulky, movable and can be worn by a human user who may want to be assisted in a variety of ways in order to perform a task. Systems making use of augment reality are now often used outsides in harsh weather conditions. Despite the possibilities, virtual reality implementations do allow slightly limitations as well as exhaustingies with implementation. Registration errors or problems associated with catching or bandwidth of the display devices can fetch deterioration in the implementation of increase reality systems. Objects in the real and the virtual world piss to be aligne d correctly in relation to each other otherwise the semblance which is created as a result of the two worlds glide slope together will not be comfortable for humans. Sensing devices which provide data inputs for the augment reality computer view as to be able to track the field of vision of a user. Sensing errors, mechanical alignments, fallacious viewing parameters such(prenominal)(prenominal)(prenominal) as field of view or tracker to- shopping mall position or orientation as well as ocular distortion in the display system are some of the problems which can affect the performance of an augment reality system. 6In this essay, an attempt has been make to discuss various aspects of augment reality systems, including perspectives associated with their construction, portability, user benefits for those using increase reality, exterior use of increase reality systems and the problem of errors in such systems. It is hoped that the readers will benefit from such a discussion a nd gain a givinger mind of the current state of augmented reality.The neighboring few sections of this essay discuss the previously mentioned issues.2. A Description of the Operation of an Augmented Reality SystemAugmented reality systems usually add to the information that is original from the real world. In augmented reality vision systems, objects from the virtual world generated by a computer can be added to the scene from the real world. However, augmented reality systems can to a fault remove sensations from the real world and as an example it is possible to remove a table which a human using the augmented reality system may be viewing as a result of the computer painting it over. Although augmented reality usually refers to a computer modifying the real information that is presented to the human vision system, vision is not the only sense which a computer can interfere with. A system in which multi sensational input is provided may turn on a heat lamp when a user approa ches a spot in the virtual environment that is exposed to the cheerfulness or the smell of roses may be directed to a user when they approach a rose garden in mixed environment. A computer can also direct that a fan be switched on in order to provide a flow of line of merchandise to a user when they approach a spot in the virtual environment that is exposed to wind. 7 Thus, augmented reality involves modification of reality that is presented to a user by a computer which also senses reality and which has created a virtual model ground on what has been sensed. Examples of the application of augmented reality include superimposition of internal information over external surfaces or the augmentation of viewed environment with informational labels. 8When thinking about augmented reality, it is appropriate to think about the fleshly distance, the virtual seat and the thrifty space. The concept of natural and virtual space should be clear, however the concept of measured space re fers to the illustrateation of the physiological space inside a computer and the manner in which centripetal data is used to present the real space to a user. The propagation of augmented and virtual spaces require the joining together or lapping of the space maps associated with the physical and the virtual spaces, with the interaction being managed by computers and state using their sensory capabilities. Virtual space does not necessarily consist the physical space and this space is a model of the physical space that is created the real world and its views as perceived by sensors. Virtual space contains inputs from the physical space which are incorporated into the electronic space by the computer. The generation of augmented reality involves superimposing electronic generated space on to the real objects and space. The virtual space inside a computer must con form to the real space which has to be mapped into the computer using some sort of a spherical reference such as a global positioning system. 9Relative measurements of objects in physical space are transferred to the computer so that the electronic space may be generated, even though it may not be known where the physical space is with esteem to the rest of the universe. Thus, a cars interior(a) dimensions are coitus to each other, although it may not be known where the car is in the universe. A nearly mapping may exist between the physical and the virtual space if the electronic space is required to be a close representation of the physical space. It may be required to represent different parameters from the real space into a virtual space, such as the variation of light intensity or temperature. Some event in the physical space may also be required to generate a trigger and some how alter the electronic virtual space. diverse types of sensors may be used to provide information about the physical space such as the dimensions of the physical space being measured by ultrasound or sonar. Se nsor inputs are required to be fed into a computer, processed and then used to present a reflection in the electronic space. Triggers from the physical space are also measured by sensors and as an example the presence of a human object in an area of the physical space may be registered by a capacitive sensor which will transmit this information into the computer. The computer that is being used may then take some action to process this trigger and generate some outputs or variations in the electronic space. Virtual spaces that are generated inside a computer subsequently some processing of the data related to physical spaces are translated and make available in the real world by projection involving video, audio, tactual or hepatic devices or even by using the sense of smell. The virtual world of the computer is project at some acid or kettle of fish in the physical world which is known as the point of projection. Device such as a screen, a virtual reality goggle or PDA etc are u sed for such projections. Projections of the virtual world into the real world through devices present users with an illusion of occupying some part of the physical space such as the space behind a projection screen or in front of a holographic plate. In purely virtual reality environments, the spying of an object from the physical space may have an impact on the projection of the virtual space into the physical space, however, the object that is being sensed will not be a part of the virtual space. In mixed or augmented spaces, however, the sensed object will be incorporated into the virtual space and hence the link between the object that is being sensed and the projection is important. Location in space is usually measured in terms of some sort of coordinates which could be euclidian coordinates such as polar, spherical or ordinance grid coordinates or alternatively, the fix may be relative to a zone with objects being detected as being in a zone such as a room or a part of a r oom. Information about position may also be comparative with some object being detected as being close to another object. The train of verity with which measurements in the physical space take extraneous to be made and information in the virtual space require to be displayed will vary for different applications, but the requirements related to accuracy will determine the amount of data that needs to be transfer between the physical and virtual spaces. 10As an example, head mounted displays and cameras that are mounted on these displays can be used to present computer modified reality to a user. The cameras sense reality and feed a video signal to a computer which is then modified by the computer according to the programmed algorithms for the generation of virtual space involving identification of objects, addition of data to images, image manipulation or object cancellation etc. The desire additions or modifications to the human view of reality are then projected on to the h uman eye through head mounted monitors or visual diversion and mixing of the real and virtual space. This is illustrated in the diagrams below.The Generation of Visual Augmented Reality using Head Mounted Displays, Cameras and Diverters for the Mixing of Real and Virtual Spaces 11 12Managing Multiple Spaces for Generation of Augmented Reality 13 apart(predicate) from optical see through augmented reality displays, it is also possible to generate augmented reality using monitors and video see-through displays. optical see-through displays in which the real world images are mixed with the virtual reality images that are generated by a computer using optical mixing are different from video see-through displays which project images that are desired to be seen by a human user on to the eye using a video display without any optical mixing from the real world. 14The next section of this essay takes a number at the user benefits of an augmented reality system.3. The User Benefits of an Augmented Reality SystemAugmented reality systems attempt to present a world which consists of a combination of computer generated imagery or other sensory inputs and real world perceptions that are available to a human user. Thus, augmented reality systems can present an enhanced view of the world to the users and the enhancements provide additional information which can be of benefit to the user in a variety of ways. The additional information which can be superimposed on the perception of a user can take a variety of forms depending on the application or the intended use of the augmented reality application. As an example, an augmented reality system may be designed to superimpose a pipeline system which has been designed for an industrial setting, or the system may assist a surgeon by superimposing internal imagery of a patients diseased organs on the image of their exterior anatomy, assisting the surgeon to perform surgery. All augmented reality systems assist humans to perfor m a task by enabling the human user to visualise, readily access additional information or to superimpose objects that are not visible on to real views. Augmented reality systems can enhance human understanding of what they are able to perceive and thus humans are assisted in solving problems which may be difficult if they were not provided any additional pieces of information. However, the applications of augmented reality are very broad and this technology has proven to be useful in very many applications. Thus, augmented reality may be used for entertainment or gaming, providing additional input on views of sporting events as well as assisting humans in more serious endeavours such as the battlefield, archaeology or computer architecture or urban design etc. Objects that are superimposed on real world views using augmented reality may be required to be presented in correct perspective depth as well as being accurately positioned with respect to other real or virtual objects and this can assist in human users being able to perform delicate work due to the additional understanding that they are able to acquire as a result of using augmented reality systems. Miniaturisation of computing elements and advances in wireless as well as general technological advances on a broad front have made it possible for augmented reality systems to be miniaturised and to be made wearable or take-away, adding to their general usefulness some(prenominal) indoors and outdoors. Thus, augmented reality systems are able to assist, entertain, inform or aid humans by enhancing their perceptions in a wide variety of applications. 15 16 17 18The next section of this essay presents a brief discussion on portable augmented reality systems in wearable computers. This topic is important because portable and wearable systems have added considerably to the utility of augmented reality systems.4. Portable Augmented Reality Systems in Wearable ComputersPortability is required if an augmented reality user has to change their position in the world. Unlike virtual reality, augmented reality users cannot change their position by changing their location in the computer generated virtual world and have to be able to move around in the physical world. Portability is essential for a wide variety of augmented reality applications because users may be required to graze around in large areas. However, such requirement means that the augmented reality equipment has to be self contained as well as portable and that it should be possible to track users outdoors. The requirements for being able to track a user means that markers or communicating relays will have to be utilised, especially if the enumerational requirements associated with augmented reality cannot be fully catered for on the portable end of the equipment and signals have to be relayed to a desktop, mainframe or networked computer. Because augmented reality does not replace the real world as virtual reality does, ther efore, the resolution requirements associated with display devices or sensors are chiefly less stringent then those for virtual reality applications. Full colourise displays are usually required for virtual reality applications, but written language displays may be comfortable for augmented reality. Requirements associated with rendering are also not a problem with augmented reality applications because images are only required to add to the real world visual inputs. However, tracking and sensing requirements for augmented reality applications are far more stringent then those for virtual reality applications because objects in the virtual space have to be correctly aligned with objects in the real world. As a result of the requirement to accurately track a users head and objects in the surrounding area, a large volume of tracking data is likely to be generated which must be processed in real time. If a portable or wearable computer is incapable of ply to these processing requ irements, then reliable dialogues cogitate must concur the tracking or associated data to remote computers. Thus, trackers or sensors are required to have a extensiveer range, greater input variety and bandwidth as well as better accuracy. 19 20 21Advances in portable augmented reality systems have been made possible as a result of faster, more rugged and better computing devices which consume low power. Wearable computers are required to be comfortable, safe and adjustable for an individuals ain preferences. The user interfaces for such systems have to be user friendly as well as being capable of operating correctly in a harsh and noisy environment. Gesture and hand motion based interfaces have shown a promise in wearable computing, but such systems are required to be able to interface with a user in a reliable manner. Software for augmented reality substantially increases in complexity with complex applications. Short range wireless communication technologies such as Bluetoot h have made it possible for sensors to be readily placed on all parts of the human body. Thus, it may be concluded that portable augmented reality systems are required and useful but their widespread use and acceptance will depend on the reliability, ruggedness, comfort as well as computing power which can be packed into such systems. However, technological advances on a broad front have resulted in many portable augmented reality systems being developed including systems for military, field archaeology or navigational assistance to name a few. 22 23The human factors requirements associated with wearable computing demand that aspects related to safety, ergonomics, anthropometry and ease of use or usability be considered in the design of portable or wearable augmented reality systems. Human users should be able to comprehend information that is being presented to them without any perceptual interference. The design of the wearable system should be based on ergonomic studies with goo d visually coupled display design. The user interface design should promote reliability in interactions with the system and usability for the human user. The augmented reality system is required to minimise the cognitive load on the human user and not add to the problems. It should be possible to indulge in team quislingism through the wearable augmented reality system. 24The design of usable interfaces for human interactions is of the greatest importance in the design of wearable augmented reality system design. There are many usability guidelines which should be considered for designs and the quality of the design for usability can also be used to evaluate an augmented reality system. The design of a user interface should take into consideration factors including the level of user experience, support for interactions with other users, number and location of users, ease of calibration, support for body centred interactions, reduced relative latency and provide the user with a trac king system that is accurate to a small faction of a power point in orientation and a few millimetres in position. The overall system processing delay should be minimised and there should be a level of consistency in the visual or sensory cues that are presented to the user. It is desirable that the errors which affect the performance of an augmented reality system and which are discussed in section 6 are minimised. The considerations associated with a good design of a wearable augmented reality system are too numerous to be tabulated here, but a detailed discussion about these issues is presented in Gabbard, Joseph. L. Researching Usability Design and Evaluation Guidelines for Augmented Reality (AR) Systems. Virginia Tech. 2001. 25In the next section of this essay, a discussion is presented about the outdoor use of an augmented reality system.5. The Outdoor Use of an Augmented Reality SystemAugmented reality systems are increasingly being used outdoors. Whereas, it is obvious tha t the use of augmented reality is gaining greater acceptance because there is a need for applications to assist humans with various activities outdoors, it is also important to understand that the outdoor use of augmented reality presents some technical challenges. Examples of the outdoor use of augmented reality include assistance with rescue operations aft(prenominal) a natural disaster such as an earthquake or assisting with military operations in urban environment. 26 27 Both of the previously mentioned applications require the augmented reality equipment to operate in a harsh environment in which any existing communications infrastructure is likely to have been obliterated or in danger of being destroyed. The military application can assist soldiers in identifying buildings, getting a feel for their interior and to be informed about potential threats such as the location of snipers from battlefield intelligence network, with such information being conveniently displayed on the ir field of vision. However, communication links are important because sophisticated computations on data cannot be performed on portable augmented reality units. adventure relief can be aided by augmented reality as a result of rescuers being provided with on the spot information about buildings, terrain and the likely results of any planned rescue operations such as the likely impact of clearing a path through rubble. Although the additional information that is presented by outdoor augmented reality systems is likely to be of great benefit, it has to be realised that the generation of such information is only possible after extensive digital surveys of the areas for which augmented reality is being used are available. The likely design of such augmented reality systems will also mean that not all computation or data storage is capable of being performed on the portable units which are provided to the field users. The need to establish and maintain communication links as well as s ophisticated computer equipment with which portable units are connected through communication links as well as the requirements to collect detailed data such as airborne laser scanning data under conditions of war or straightawayly after a natural disaster are some of the difficulties associated with the previously outdoor augmented reality applications. The equipment has to be extremely rugged and reliable as well as capable of being worn over long periods. In the military applications, the communication system which consists of fixed transmitters can be vulnerable and there is a requirement to maintain the large bandwidth communication links between the portable units and a central computer so that the augmented reality system can superimpose virtual scenes on real world information with accuracy as well as reliability. It will be undesirable to have augmented reality system malfunctions in situations which require that users concentrate on other critical tasks quite an then fixi ng any idiosyncrasies associated with the augmented reality equipment. Generally speaking, it is difficult for the existing tracking technology to track a user with sufficient accuracy when a portable augmented reality system is being used outdoors. 28The next section of the essay presents a discussion about errors in augmented reality systems.6. The Potential Sources of Error in an Augmented Reality SystemAn important problem which has been observed in augmented reality systems is that objects which have been generated by the computer in a virtual environment for superimposition on to the view of the real environment do not remain correctly aligned or locked onto the real world objects. The degree of misalignment can vary as the user changes their field of view and thus, with a changing field of vision due to a user locomote their head, objects that are being viewed through the augmented reality displays can bulge to swim as a user moves their head. 29 The errors which create pro blems in augmented reality systems can be broadly classified as silent or dynamic errors. Static errors refer to those sources of error which can cause problems with the presentation of augmented reality when the user and the objects within the environment are completely still. Dynamic errors do not have an impact until there is a movement of the viewpoint or the objects. Some of the sources of error which can have an impact on the visual performance of augmented reality systems are as follows 30Static ErrorsOptical distortion caused by distortions or imperfections in the camera and lens systems especially in objects which are away from the optical axis.Errors in the tracking and sensing system which result a distorted output from such systems.Mechanical misalignments that exist within the components of the augmented reality system such as combiners, optics or monitors due to factors such as not having a sufficiently rigid mechanical frame. paradoxical viewing parameters due to a l ack of calibration that has an impact on how the reported head or camera locations are translated into viewing matrices which are used by scene generators for drawing images that are required to be superimposed on to the real world inputs.Dynamic ErrorsEnd to- end system delays cause problems because each component in the augmented reality system require some time to produce an output for a given input. Any change in the position or orientation of a user will take some time forward being processed and registered on the augmented reality picture that is presented to a viewer. Delays associated with the tracking subsystem, communication links and scene generation as well as time delays that are associated with frame buffers will prevent an immediate updating of the augmented reality picture that is presented to the viewer. A certain level of delay or lag is acceptable and these delays will not cause a serious deterioration in the augmented reality presentation. Typi

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