This research looks into the potential of augmented reality and more specifically spatial augmented reality. The purpose of this paper is to give the reader an understanding of what as well as where augmented reality has come from and how it is being used today. The paper will examine into different examples of augmented reality and how the term is not specific to a certain technology.
The final part of the paper will look specifically into spatial augmented reality and its potential by examining research that has been conducted by universities and research boards.
In the past the technology needed for Augmented Reality has always been its biggest limitation, however in recent years with the growth of technology, augmented reality has began to emerge and trickle into the military as well as industrial, educational and entertainment sectors.
What exactly is augmented reality? Essentially rather than a user being in a virtual world, augmented reality interacts with the real world environment changing and enhancing the viewers perception of the environment. In principle the idea is simple, but in practical terms it has been very difficult to achieve, and the desire to achieve augmented reality has been around since the 1950's.
A young cinematographer by the name of Morton Heilig once said “If we're going to step through the window into another world, why not go the whole way?' (Tate,Scott 1996) In 1957 he created the device known as the Sensorama. The device was designed to use all your senses and also projected a form of stereoscopic 3D to the front and the sides of your head. It was patented the "experience theatre", however it failed to work commercially because it was very expensive to make films and the process was t...
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This essay offers a contextual, and theoretical explanation as to why Stereoscopes are a product of modernity: drawing particular attention to the stereoscope - that enables what many viewers perceive as a greater level of realism in the cinematic image -, existing arguments around the topic which have been developed to interpret and explain its social significance within the modern period. The discussion begins with an informative differentiation of both ideologies, which we identify as Modernism and Modernity; the second paragraph, is a brief background of the optical instrument which hopefully bleeds into the main body of ideas conceived from thorough research via David Trotter, Jonathan Crary and Goethe. My interest in this particular subject arose out of empirical knowledge of cameras from studying Photography at A Level and a prior thesis I conducted in regards to Capitalism: Slavery, an excerpt by filmmaker Ken Jacobs. A metaphorical screening considering the relationship of both fields not only in their shared money form but also the difference surrounding these two highly charged and complex kinds of bodies: the slave body and the corporate body which in reality are the a biological form and a wealth form.
Virtual Reality got famous from the gaming industry and from sci-fi movies. In science fiction films there were numerous scenes about person wearing goggles and then looking into a different world or a portal. Things which are presented in movies do fascinate the viewers and so the real Virtual Reality concept came to life. This thing was also seen from the gaming industry as one of the biggest Graphics Processing Chip Company NVidia built its first stereoscopic goggles called NVidia 3D vision. The sole purpose of those glasses was to wear them while playing a game and it will make you feel like you are the character and you are inside the game. Some of the games which made this technology popular are Battlefield, Batman, HAWX and
Wagner, Richard. “Outlines of the Artwork of the Future,” in Multimedia from Wagner to Virtual Reality, eds. R. Packer and K. Jordan. W.W. Norton, 2001.
Augmented reality is a medium that gives us the ability to experience the combination of reality and superimposed or virtual objects
The formal characteristics of the work are crucial in their produced effect upon the audience. It is a four panel screen landscape, whose size of 7354 cubic meters is made referent in the title. Despite its monumental size, the work does not function as an oppressive weapon but rather a positive force, one that is able to free us from our inhibitions. Rist frequently experiments with the various ways in which video can be projected onto surfaces. Though she does not push the technical boundaries of the video medium medium, she nonetheless pushes the limits within video projection. Requiring seven different projectors to be linked seamlessly, her work is a technical achievement for this feat alone. A large circular couch occupies the center of the exhibition space. Its shape is meant to be reminiscent of the human iris, but also bring to mind the iris of the camera as well.
Next we jump to 1960 with the first VR head mounted display called the Telesphere Mask .Which was created by the same guy that created the sensorama, Morton
Some systems use a conventional computer monitor to display the visual world. This sometimes called Desktop VR or a Window on a World (WoW). This concept traces its lineage back through the entire history of computer graphics. In 1965, Ivan Sutherland laid out a research program for computer graphics in a paper called "The Ultimate Display" that has driven the field for the past nearly thirty years.
Virtual art is the product of long-standing traditions in art merged with revolutionary technological advances. With innovations emerging almost as fast as end-users can test and master new systems, technology has dramatically altered our daily lives and changed our thought processes. Like many technological advances, virtual and cyber realities have been embraced, and often created by, artists that experiment with the myriad of possibilities that technology can offer. While there have been many works of art inspired and created by means of digital advances, the medium has yet to be defined and its boundaries have not yet been identified. Since technology and virtual art are just beginning to be explored, the medium is in its infancy and thus cannot be judged based upon traditional mores of art. Before virtual art can achieve prominence and respect within the art world, many barriers of tradition must first be abolished.
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.
Augmented Reality – Linking Real and Virtual Worlds. Rep. University of Southern California, n.d. Web. 17 Nov. 2013.
“ A person or thing that exists or is present in a place but is not seen” (Oxford Dictionaries | English, n.d.).This definition fits the presence in virtual reality environments. The viewer is not physically present but the environment and characters who exist there, recognize and accept the existence of viewer by eg. eye contact. Computer generated environments are effects of a complete process which requires scripting, storyboarding, layout, animation, and final revision. Designing a place which will be plausible enough to cause presence is a big challenge. This chapter is focused on application of presence into different experiments and case studies.
Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society.
What is virtual reality (VR)? There are tons of definitions been searched easily by surfing the internet. Actually it is from both the word ‘virtual’ and ‘reality’ which means what we see through the 3-dimensional view near and reality is what we experience as human beings. It allows us to see the surrounding world in another dimension and to experience things and sensation that are not accessible in real life or even not had been created yet. Virtual reality is the creation of virtual environment that presented to our eyes vision and senses in such a way that we can experience it as if we were really there. It uses a host of technology system to achieve this goal and is a technically complex feat that has to account
There are various ways that have been in apply in education by using virtual reality, this happens because the process of education nowadays uses more technology than using the old way like drawing manually. It is also to attract students and to familiarize school students with a variety of existing software that has been designed for ease in education. Virtual reality in education also aims to facilitate the learning process and aims to train the students to be more proficient in using virtual reality software.
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.