Abstract :
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.
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.
How
is it used?
Augmented reality is hidden content,
most commonly hidden behind marker images, that can be
included in printed and film media, as long as
the marker is displayed for a suitable length of time, in a steady position for an application to identify and analyze it. Depending on the content,
the marker may have to remain visible.
It is
used more recently by advertisers
where it popular to create a 3D render of a product,
such
as a car, or football boot, and trigger this
as an overlay to a marker. This allows the consumer to
see a 360 degree image (more or less, sometimes
the
base of the item can be tricky to view) of
the product. Depending on the quality of the augmentation, this
can go as far as indicating the
approximate size of the item, and allow the consumer to 'wear' the item, as viewed through their
phone.
Alternative setups include printing out a marker and holding it before a webcam attached to a
computer.
The image of the marker and the background as
seen by the webcam is shown on
screen, enabling the consumer to place the marker on places
such as the forehead (to create a
mask) or move the marker to control a character in a game.
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