Augmented & Virtual Reality.pdf
Document Details
Uploaded by PersonalizedTropicalIsland
Tags
Related
- Introduction to Augmented Reality (AR) and Virtual Reality (VR) PDF
- Introduction to Augmented Reality (AR) and Virtual Reality (VR) PDF
- MSBSHSE Class 12 Information Technology Arts Textbook PDF 2020-2021
- Augmented Reality: A Detailed Overview PDF
- Augmented Reality Technology PDF
- Augmented, Virtual, and Mixed Reality PDF
Full Transcript
Augmented & Virtual Reality AR/VR Chapter 5 Augmented & Virtual Reality Table of Contents History of AR/VR 2 What is AR/VR/MR? 4 Augmented Reality (AR) 5 Virtual Reality (VR): 6 Mixed Reality (MR): 7 Comparison 1: AR vs. VR 8 Comparison 2: AR vs. MR 9 Statistics About AR/VR 10 Ap...
Augmented & Virtual Reality AR/VR Chapter 5 Augmented & Virtual Reality Table of Contents History of AR/VR 2 What is AR/VR/MR? 4 Augmented Reality (AR) 5 Virtual Reality (VR): 6 Mixed Reality (MR): 7 Comparison 1: AR vs. VR 8 Comparison 2: AR vs. MR 9 Statistics About AR/VR 10 Applications of AR/VR 11 Case Study: Human Body: 12 How Does VR Technology Work? 13 Hardware (VR Devices): 13 VR Software: 15 How Does AR/MR Technology Work? 16 AR Hardware: 17 AR Software: 18 Advantages of AR/VR 19 Disadvantages of AR/VR 21 Challenges of AR/VR 22 VR Dubai Park 24 Page 1 Augmented & Virtual Reality History of AR/VR Page 2 Augmented & Virtual Reality Page 3 Augmented & Virtual Reality What is AR/VR/MR? You can put any text here Page 4 Augmented & Virtual Reality Augmented Reality (AR): - It is a technology that layers computer-generated enhancements over an existing reality in order to make it more meaningful through the ability to interact with it. - It is the technology that expands our physical world by adding layers of digital information onto it. - AR overlay is executed immediately with the input received from a camera or another input device like smart glasses. Hence, AR technology brings virtual objects into the surrounding environment. - AR combines real and computer-based spectacle and pictures to transfer a uni ed but enhanced view of the world. - AR encompasses computerized techniques and simulations like animation, text to speech recognition and handheld devices or powered display environments to overlay virtual objects over real-world environments. Examples: Snapchat lenses / The game Pokemon Go. You can put any text here Page 5 Augmented & Virtual Reality Virtual Reality (VR): It is de ned as: “A realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware, and experienced or controlled by the movement of the body”. - It is an “immersive, interactive experience generated by a computer.” - VR is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, it places the user inside an experience and instead of viewing a screen in front of them, users are immersed with 3D worlds. Page 6 Augmented & Virtual Reality Mixed Reality (MR): - In MR environments, users seem to navigate through both real and virtual spaces at the same time instead of residing in an entirely virtual world. - Virtual objects are hooked into the user’s real world and augment their real environment, making virtual interactions appearing to be real. - MR brings the best of both worlds and attempts to combine Virtual and Augmented Reality. - When both real and arti cial worlds are merged together, an entirely new environment and visualization become possible wherein physical and digital objects co-exist and interact in real time. Example: Microsoft’s Hololens Microsoft brought disruption in the MR space with their Hololens. Is a self-contained holographic computer that enables users to interact with digital content around them. According to Microsoft, interacting with holograms in MR enables users to visualize and work with their digital content as a part of their real world. You can put any text here Page 7 Augmented & Virtual Reality Comparison 1: AR vs. VR AR: Adds to your eld of vision and only show up on your smartphone or tablet screen. Delivers virtual elements as an overlay to the real world. Use your phone's camera to watch a view of the real world in front of you, then put a layer of information, including text and/or images, on top of that view. VR: O ers a digital recreation of a real-life setting. Completely covers and replaces your eld of vision (completely virtual). With VR you can move around and look in every direction -- up, down, sideways and behind you, as if you were physically there. What is the Di erence between AR & VR? - AR uses a real-world setting while VR is completely virtual. - AR users can control their presence in the real world; VR users are controlled by the system. - AR apps can show up on and can be accessed with a smartphone or tablet while VR mostly requires a headset device. - AR enhances both the virtual and real world while VR only enhances a ctional reality. Page 8 Augmented & Virtual Reality Comparison 2: AR vs. MR In AR, like Google Glass, the visible real environment is overlaid with a layer of digital content. Just displaying simple images. - MR takes the best qualities of AR and VR to create an immersive interface that overlays upon the user’s reality. MR can be mentioned as an enhanced form of AR. - In MR, virtual objects are integrated into and responsive to the real world and can be manipulated by the user. MR strives to put fully digital objects that are traceable and intractable in the user’s environment. For instance, a virtual ball under your desk would be blocked from a user’s view (invisible) unless he bends down to look at it. - In MR users can actually v iew and manipulate things from di erent angles which is as complex as an anatomy model. This type of rendering demands more processing power than AR. High processing power is one main reason that MR applications and devices are still in the proof-of-concept phase and far from consumer availability. You can put any text here Page 9 Augmented & Virtual Reality Statistics About AR/VR Sectors using AR/VR: Video games sector is the highest, followed by Education & Healthcare sector. Page 10 Augmented & Virtual Reality Applications of AR/VR Medicine: It can be used in medical studies to enable students to know the human body structure. It can be used in scienti c research laboratories so that scientist can easily research on a speci c topic. Training Applications: It can be used in military training for the soldiers to get familiar with di erent areas in the battle eld. It can be used in driving schools as it give a real look of roads and tra c. Education: Can be used as Apps for kids. Children can use an iOS or Android device to scan the globe and view animations and educational content such as animals, monuments, and food. Development Work (e.g., City Planning): Urban planners could use AR to place bridges, view tra c intersections up for redevelopment or get visuals on how wind may impact building development and pedestrian movement on a street. Page 11 Augmented & Virtual Reality Case Study: Human Body: James Tromans (A primary School teacher in UK) Decided to give one of the science lessons to his students using VR technology. The lesson was about the human body. The children were using the VR headsets. The teacher used the human Anatomy Playlist to explain di erent sections of the body. Then children wrote down many facts and questions about what they had experienced. This experience gave the children chance to explore the human body, which was a good starting for the lesson. Also, it had a big positive e ect on their understanding. Page 12 Augmented & Virtual Reality How Does VR Technology Work? The VR systems work by simulating as many senses as possible to trick the human brain into perceiving the virtual environment as reality. To accomplish this, the process combines hardware and software to create immersive experiences that “fool” the eye and brain. The hardware supports sensory stimulation such as sounds, touch, smell or heat intensity. The software creates the rendered virtual environment. This is a text placeholder - click this text to edit. Hardware (VR Devices): The hardware products that facilitate the VR technology. They include: A personal computer: Which is used to process inputs and outputs from and to users, consoles, and smartphones. The computer must be able to render high-quality graphics and usually employs Graphics Processing Units (GPUs) for speeding up computations. The GPU is an electronic unit on a card used to accelerate the creation and displaying of images. Input devices: These help users to navigate the 3D worlds. Include keyboards, mouse, VR controllers, balls or tracking balls, controller wands, data gloves, trackpads, on-device control buttons, motion trackers, bodysuits. https://linuxhint.com/best_vr_bodysuits/ Page 13 Augmented & Virtual Reality Output devices: Include the visual and auditory like haptic displays and head mounted displays HMD (headsets) which simulate a sense organ and present the VR content or environment to the users to generate a feeling. Also, Headphones with spatial audio which provide an audio landscape that matches the visuals from HMD. Modern VR headset displays are based on technology developed for smartphones including: - Motion sensors: for tracking head, hand, and body positions. - Small HD screens for stereoscopic displays. - Small, lightweight and fast processors. These components led to relative a ordability for independent VR developers. Page 14 Augmented & Virtual Reality VR Software: The hardware is driven by a compatible software. The software creates a new world by: - Creating the content which needs an understanding of Computer Vision & Computer Graphics. - Developing 3D objects that exist in a virtual 3D space. - Manages the VR input/output devices, analyzes the incoming data, generate proper feedback. The inputs to the VR software must be on time and the output response from it should be prompt (real time). Software: (Old Methods) The Virtual Reality Modelling Language (VRML), without dependency on headsets. The Web3D consortium standards for web-based 3D graphics. The consortium subsequently developed X3D from the VRML framework as an archival, opensource standard for web-based distribution of VR content. Web VR is a JavaScript application programming interface (API) that makes it possible to experience VR in your browser. It provides support for various VR devices, such as the HTC Vive, Oculus Rift, Google Cardboard or OSVR, in a web browser. Software: (New Methods) Currently, developers use various software to build VR. They include: - VR Software Development Kits (SDKs). - VR Game Engines. VR Content Creation. - VR Visualization Software. - VR Training Simulators. Page 15 Augmented & Virtual Reality How Does AR/MR Technology Work? Components of AR System: An AR system captures a part of the environment using a camera on a smartphone, tablet, or head-mounted display (HMD). Then it scans the captured piece of the environment to identify a location where to overlay additional information using markers or trackers like GPS or sensors. Once the additional information is generated, the AR system forms a complete image consisting of the real-world background and overlaid AR graphical data. As in VR systems, to accomplish these steps hardware and software are need. Page 16 Augmented & Virtual Reality AR Hardware: Sensors: -Collect data from the physical environment and then transmit them to an AR app (software). -Modern mobile computing devices like smartphones and tablets contain a camera, GPS and MEMS (Micro Electro Mechanical Systems) sensors such as accelerometer, gyroscope and solid state compass, making them suitable AR platforms Examples: AR Smart Glasses: Are wearable computer-capable glasses that add extra information, ideally 3D images, animations and videos, to the user’s real-world scenes by overlaying the computer-generated or digital information on the user’s real-world. It can retrieve information from computers, smartphones, or other devices and can support Wi-Fi, Bluetooth, and GPS. Example: Google Glass Explorer Edition and Microsoft HoloLens. Most popular AR Smart Glasses and their prices: Page 17 Augmented & Virtual Reality AR Software: Developers of AR Apps usually use Apple ARKit and Google ARCore Software Development Kits (SDKs) from Apple and Google. These SDKs allow developers to quickly and easily create AR apps for iOS- or Android-based smartphone and tablet devices accordingly. Page 18 Augmented & Virtual Reality Advantages of AR/VR In Training: When applied in training like in military or driving schools, VR provide ways of modeling complex taskperformance behaviors, many of which carry life-ordeath risks in real-world learning. In Education: When applied to education, VR makes learning easier, interesting and more comfortable. In Entertainment and Gaming: Goggles and headsets can insert participants into imagined worlds, turning a watching screen into living an experience. In Help & Healing: - VR can assist in treating phobias, especially those that involve handling or being near speci c animals, environments or objects. - VR holds promise in physical rehabilitation, providing patients with opportunities to re ne ambulatory or other skills in a clinic setting before moving on to the real-life equivalent. - Simulating traumatic events can help military service members work through some of the e ects of post traumatic stress disorder that result from combat. - When VR places military service members into settings that match actual circumstances and gradually enables them to tolerate disabling stressors. Page 19 Augmented & Virtual Reality In Architecture & Planning: - Applying VR technology to architectural design and urban planning helps decision makers visualize the outcomes of proposed development and renewal. - Understand space management in a better way. - Using of VR combined computer-aided design with geographic information systems to produce a virtual world in a Web browser, so it saves communication time between designer and client. - A personalized experience for the client. Best for training purposes for new Architects. Page 20 Augmented & Virtual Reality Disadvantages of AR/VR Loss of Spatial Awareness: The problem is that, once you’ve been in VR for to long (more than 30 minutes), a lot of people tend to forget about these little objects that might cause them to fall over or wave a hand against a ceiling fan. Eye Soreness: Just as watching too much TV or staring at a computer screen, short-term eye strain is normal in VR. Seizures: People that are susceptible to seizures should just stay away of VR because the technology may invoke a response. It is not good either for the elderly people, pregnant women’s and young children. There is No child safety settings. Nausea, Dizziness and Disorientation: - In traditional motion sickness, the mismatch occurs because you feel movement in your muscles and joints as well as in the intricate coils of your inner ear, but you do not see it. That is why getting up on the deck of a ship and looking at the horizon helps you feel better. - With “Cybersickness” , digital motion sickness, it is the opposite. You see movement — like the turns and twists shown in a movie or video game car chase — that you do not feel. The result is the same: You may have sensory con ict causing nausea, sweating, dizziness and headache. - People prone to motion sickness and unsteadiness are not going to be on a good foundation going into the world of VR. Even if you aren’t prone to these unpleasantries, you might still come about if you are in VR too long. Page 21 Augmented & Virtual Reality Challenges of AR/VR Price is Too High: - The majority of engaged audience can’t a ord buying VR gear. - On the other hand - industry players can’t a ord lowering price to a reasonable level. Content is Lacking: Industry is still waiting for its killer app. Lack of Viable Business Models: - There are no viable cost-e ective business models for VR-oriented companies. There is no vision that could drive an industry. - On the other hand, its future is highly questionable on the business side of things. Health E ects: - Currently, there is uncertainty about possible e ects on health of the users. - If there is even the slightest possibility that VR somehow harmful for their users, the industry will be resisted by public opinion and subsequently by legislation. - Long term e ects of VR-use are barely explored. VR Perceived as Gimmick: - VR lacks acceptance from anyone beyond tech fans and early adopters. - Majority of the public perceives it as an expensive gimmick designed for video games. Ethical Issues: - VR developers should be spending more time navigating these alltoo-important ethical dilemmas. - There are some issues that are most pressing and that we need to resolve as soon as possible: pornography, user isolation and social e ects, users physical and digital protection. Page 22 Augmented & Virtual Reality Social Impact: There is high level of concern over the negative in uences of interactive VR environments towards social implications. The users who are engage in violence VR video games and TV in the virtual world may become desensitized to their violent virtual actions and mimic that behavior in real world. There are other issues like people turning their backs on the real world and wander around the synthetic worlds that ful ll their whims. Page 23 Augmented & Virtual Reality VR Dubai Park Page 24 Augmented & Virtual Reality Revision: 1. Virtual Reality (VR): • A realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware and experienced or controlled by movement of the body (immersive, interactive experience generated by a computer). • The use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience (interacting with 3-D worlds). 2. Augmented Reality (AR): • A technology that layers computer-generated enhancements over an existing reality in order to make it more meaningful through the ability to interact with it • The technology that expands our physical world, adding layers of digital information onto it (combines real and computer-based spectacle and pictures to transfer a uni ed but enhanced view of the world). 3. Mixed Reality: It brings the best of both worlds and attempts to combine Virtual and Augmented Reality. When both real and arti cial worlds are merged together, an entirely new environment and visualization become possible wherein physical and digital objects co-exist and interact in realtime. 4. Microsoft’s Hololens: A self-contained holographic computer that enables users to interact with digital content around them. According to Microsoft, interacting with holograms in mixed reality enables users to visualize and work with their digital content as a part of their reality creating a wrapper that simpli es all connected devices to make the most out of them by simplifying the process. Page 25 Augmented & Virtual Reality 1. VR/AR Applications: 2. VR components: a. Marketing a. Hardware b. Medicine b. Personal Computers (PCs)/smartphones c. Research c. Input devices d. Commercial d. Output Devices e. Military Application e. Software f. Entertainment f. Audio g. Development works g. Human Perception h. City planning i. Driving schools….. 3. AR components: a. Cameras and sensors b. Processing c. Projection d. Re ection 4. VR technical parts: a. Software: • The Virtual Reality Modelling Language (VRML), without dependency on headsets. • The Web3D consortium was standards for web-based 3D graphics. • The consortium subsequently developed X3D from the VRML framework as an archival, open-source standard for web-based distribution of VR content. • Web VR is an experimental JavaScript application programming interface (API) that provides support for various virtual reality devices, such as the HTC Vive, Oculus Rift, Google Cardboard or OSVR, in a web browser b. Hardware: • Motion sensors for tracking head, hand, and body positions • Small HD screens for stereoscopic displays • Small, lightweight and fast computer processors Page 26 Augmented & Virtual Reality 5. AR technical parts: a. Hardware: • Processor, display, sensors, and input devices. • Modern mobile computing devices like smartphones and tablet computers contain these elements which often include a camera and MEMS sensors such as accelerometer, GPS, and solid state compass, making them suitable AR platforms b. Software: • A key measure of AR systems is how realistically they integrate augmentations with the real world. • The software must derive real-world coordinates, independent from the camera, from camera images. That process is called image registration 6. AR/VR advantages: a. Training and Education b. Entertainment and Gaming c. Help and Healing d. Architecture and Planning 7. AR/VR disadvantages: a. Loss of Spatial Awareness b. Dizziness and Disorientation c. Seizures d. Eye Soreness e. Nausea f. It is not good either for the elderly people, pregnant women and young children (no child 8. AR/VR challenges: safety setting) a. The price is too high i. There is a high level of concern over the negative b. The content is lacking in uences of interactive VR environments towards c. Lack of viable business models social implications. d. Health e ects j. There are other issues like people turning their backs e. VR perceived as a gimmick on the real world and wander around the synthetic f. Human Sensory Limitations worlds that ful ll their whims. g. Ethical issues h. Social Impact Page 27 Augmented & Virtual Reality Fourth Industrial Revolution Course Materials Reference Book: Schwab, K. with Davis, N. (2017). The Fourth Industrial Revolution. Currency. Publisher: Currency (2017) ISBN: 9781524758868 Course Materials Preparation: Lecture notes, videos, class discussions, student activities, case studies, and project guidelines for the Fourth Industrial Revolution course were prepared and edited by : Dr. Khaled Hamdan ([email protected]), Dr. Nabeel Al-Qirim ([email protected]). PDF le Content Contributor: Dr. Asmaa Hosni: [email protected] Reviewed by: Mr. Marwan Fayyad ([email protected]) Graphic Designed by: Basheir Al-Rei ([email protected]) Schwab (2017). The Fourth Industrial Revolution. Publisher: Currency (January 3, 2017), ISBN-10: 9781524758868; ISBN-13: 9781524758868; ASIN: 1524758868 Mitchell, L., & Groenewald, G. (2010). The pre-industrial cape in the twenty- rst century. South African Historical Journal, 62(3), 435–443.