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Augmented Reality

A Seminar Report submitted in partial fulfilment of the requirements for the degree of Bachelor of Technology (Electronics and Communication Engineering)

By

Yatin Gupta (109098)

Department of Electronics and Communication Engineering National Institute of Technology, Kurukshetra 2013

ACKNOWLEDGEMENT

Before going into the details of this report, I would like to extend my sincere gratitude towards Mr RohitMaurya, Department of Electronics & Communication Engineering, NIT Kurukshetra for guiding and giving me an opportunity to work on the seminar titled Augmented Reality. It was due to his constant support and guidance that I was able to complete this report in due course of time. He shared his past experience and knowledge with me which was of great help to me in my report. Without his support this report work wouldnt have been possible.

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Abstract
Imagine bubbles floating before your eyes, filled with cool info about stuff you see on the street. Science fiction? Nope. It's augmented reality. And one day it'll be as routine as browsing the Web. You could call it reality 1.0the unvarnished world presented to us by our five senses. It's not always the most user-friendly of places. We get lost in unfamiliar cities; we meet people whose language we don't understand. Fortunately there's an upgrade in the works that might eliminate some of the bugs: Augmented Reality, or AR. This emerging technology superimposes computer-generated images on the real world, courtesy of a cell phone camera or special video glasses. Early forms of AR have already arrived. After downloading software, owners of smart phones like the iPhone and Droid can use the built-in GPS, compass, and camera to find information about nearby ATMs and restaurants, the closest subway stop, and other points of interest in some cities. With AR you might aim a phone's camera at a restaurant, and on the screen you'll see not just the venue but also a review hovering above it.

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Index
Contents
Acknowledgement Abstract Index List of Abbreviations List of Figures Chapter 1 Introduction 1.1 History 1.2 Basic Meaning 1.3 How it is different from other technologies Chapter 2 Definition Chapter 3 System Architecture Chapter 4 Components Required 4.1 Displays 4.1.1 Head Worn Display 4.1.2 Hand Held Display 4.1.3 Projection Display 4.1.4 Improving the display 4.2 Tracking and orientation Chapter 5 - Augmented vs virtual reality Chapter 6 Errors 6.1 Static Errors 6.2 Dynamic Errors Chapter 7- Augmented Reality Application Domains 7.1Medical 7.2 Entertainment19 7.3 Military Training 7.4 Engineering Design 7.5 Robotics and Telerobotics 7.6 Manufacturing, Maintenance and Repair 7.7 Consumer Design 7.8 Augmented mapping Chapter 8 Limitations 8.1 - User interface limitations 20 20 20 20 21 21 22 22
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ii iii iv vi vii 1 1 1 1 3 4 5 5 5 10 10 11 13 14 15 15 16 18 18

8.2 Technological limitations 8.3 Social acceptance Conclusion References

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Use of Abbreviations:
Abbreviation Full Form

AR GPS ATM HMD PC WS LCD HUD IPD MR PDA -

Augmented Reality Global Positioning System Automated Teller Machine

Head Mounted Display Personal Computer Web Service Liquid Crystal Display Head Up Display Inter Pupillary Distance Mixed Reality Personal Digital Assistant

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List of Figures
Figure No.Name of the Figure
Figure 1. Figure 2. System Architecture Head Worn Display

Page No.
4 6 7 7 8 11 12 12 14 18 19

Figure 3.Basic Diagram of HMD Figure 4.Video See- Through HMD (Conceptual Diagram) Figure 5.Optical See- Through Display (Conceptual Diagram) Figure 6.Algorithm for Improving the Display Figure 7.(a) Overlapped Display (b) Improved Display Figure 8.Reality-Virtuality Continuum Figure 9.Human Brain Figure 10.An example of AR in sports

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