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1.

Introduction
Augmented Reality (AR) is a growing area in virtual reality research. The world
environment around us provides a wealth of information that is difficult to
duplicate in a computer. This is evidenced by the worlds used in virtual
environments. Either these worlds are very simplistic such as the environments
created for immersive entertainment and games, or the system that can create a more
realistic environment has a million dollar price tag such as flight simulators. An
augmented reality system generates a composite view for the user.
It is a combination of the real scene viewed by the user and a virtual scene
generated by the computer that augments the scene with additional information. In
all those applications the augmented reality presented to the user enhances that
person's performance in and perception of the world. The ultimate goal is to create
a system such that the user cannot tell the difference between the real world and
the virtual augmentation of it. It depicts the merging and correct registration of
data from a pre-operative imaging study onto the patient's head. Providing this
view to a surgeon in the operating theater would enhance their performance and
possibly eliminate the need for any other calibration fixtures during the
procedure.
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2. What is AR?
The process of superimposing digitally rendered images onto our real-world
surroundings, giving a sense of an illusion or virtual reality. Recent developments
have made this technology accessible using a Smartphone
Augmented reality (AR) is a field of computer research which deals with the
combination of real world and computer generated data. Augmented reality (AR)
refers to computer displays that add virtual information to a user's sensory
perceptions. It is a method for visual improvement or enrichment of the surrounding
environment by overlaying spatially aligned computer-generated information onto a
human's view (eyes)
Augmented Reality (AR) was introduced as the opposite of virtual reality: instead
of immersing the user into a synthesized, purely informational environment, the
goal of AR is to augment the real world with information handling capabilities.
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3. HISTORY
? The beginnings of AR, as we define it, date back to Sutherland�s work in the
1960s, which used a see-through HMD to present 3D graphics. However, only over the
past decade has there been enough work to refer to AR as a research field.
? In 1997, Azuma published a survey that defined the field, described many
problems, and summarized the developments up to that point.
? Since then, AR�s growth and progress have been remarkable.
? 2002:Bruce H. Thomas is the inventor of the first outdoor augmented reality game
ARQuake. His current research interests include: wearable computers, user
interfaces, augmented reality, virtual reality, computer supported cooperative work
(CSCW), and tabletop display interfaces.
? 2005: Horizon Report: Profile Augmented Reality as New technology trend to watch.
The Report predicts that AR technology will emerge more fully within 4-5 years.
? 2005: Camera system developed that can analyze physical environments in real time
and relate positions between objects and environments. This work has become the
basis for AR systems to integrate reality with virtual objects.
? 2005: Daniel Palanker, Alexander Vankov and Phil Huie develop a "bionic eye".
? 2007: Facial feature tracking to allow for greater control of perspective. For
example, a conductor could command a certain set of virtual instruments with the
movement of his eyes.
? 2007-08: Medical applications for users. Sending visual cues to help MS patients
better keep their balance. A multiple new innovations and examples of AR now exist
across a multitude of areas.

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