WHAT IS AUGMENTED REALITY? DETAIL INFORMATION ABOUT A.R.

WHAT IS AUGMENTED REALITY


INTRODUCTION ABOUT AUGMENTED REALITY:-

                             Augmented reality is the integration of digital information with the user's environment in real-time. Unlike virtual reality, which creates a totally artificial environment, augmented reality uses the existing environment and overlays new information on top of it.


Boeing researcher Thomas Caudell coined the term augmented reality in 1990, to describe how the head-mounted displays that electricians used when assembling complicated wiring harness worked. One of the first commercial applications of AR technology was the yellow "first down" line that began appearing in televised football games sometime in 1998. Today, Google glass and heads-up displays in car windshields are perhaps the most well-known consumer AR products, but the technology is used in many industries including healthcare, public safety, gas and oil, tourism and marketing.

Augmented reality apps are written in special 3D programs that allow the developer to tie animation or contextual digital information in the computer program to an augmented reality "marker" in the real world. When a computing device's AR app or browser plug-in receives digital information from a known marker, it begins to execute the marker's code and layer the correct image or images.

AR applications for smartphones typically include global positioning system (GPS) to pinpoint the user's location and its compass to detect device orientation. Sophisticated AR programs used by the military for training may include machine vision, object recognition and gesture recognition technologies.



WHAT IS AUGMENTED REALITY?


DEFINITION  OF AUGMENTED REALITY:-

                                                      An enhanced version of reality where live direct or indirect views of physical real-world environments are augmented with superimposed computer-generated images over a user’s view of the real-world, thus enhancing one’s current perception of reality.

HISTORY OF A.R.:-

                                            1901:  L. Frank Baum, an author, first mentions the idea of an electronic display/spectacles that overlays data onto real life (in this case 'people'). It is named a 'character marker'.

1957–62: Morton Heilig, a cinematographer, creates and patents a simulator called Sensorama with visuals, sound, vibration, and smell.

1968: Ivan Sutherland invents the head-mounted display and positions it as a window into a virtual world.

1975: Myron Krueger creates Video place to allow users to interact with virtual objects.

1980: The research by Gavan Lintern of the University of Illinois is the first published work to show the value of a heads up display for teaching real-world flight skills. 

1980: Steve Mann creates the first wearable computer, a computer vision system with text and graphical overlays on a photographically mediated scene. See EyeTap. See Heads Up Display.

1981: Dan Reitan geospatially maps multiple weather radar images and space-based and studio cameras to earth maps and abstract symbols for television weather broadcasts, bringing a precursor concept to augmented reality (mixed real/graphical images) to TV. 

1987: Douglas George and Robert Morris create a working prototype of an astronomical telescope-based "heads-up display" system (a precursor concept to augmented reality) which superimposed in the telescope eyepiece, over the actual sky images, multi-intensity star, and celestial body images, and other relevant information.

1990: The term 'Augmented Reality' is attributed to Thomas P. Caudell, a former Boeing researcher.

1992: Louis Rosenberg developed one of the first functioning AR systems, called Virtual Fixtures, at the United States Air Force Research Laboratory—Armstrong, that demonstrated benefit to human perception.[270]

1994: Julie Martin creates first 'Augmented Reality Theater production', Dancing In Cyberspace, funded by the Australia Council for the Arts, features dancers and acrobats manipulating the body-sized virtual object in real-time, projected into the same physical space and performance plane. The acrobats appeared immersed within the virtual object and environments. The installation used Silicon Graphics computers and Polhemus sensing system.

1995: S. Ravela et al. at the University of Massachusetts introduce a vision-based system using monocular cameras to track objects (engine blocks) across views for augmented reality.

1998: Spatial Augmented Reality introduced at the University of North Carolina at Chapel Hill by Ramesh Raskar, Welch, Henry Fuchs.

1999: Frank Delgado, Mike Abernathy et al. report successful flight test of LandForm software video map overlay from a helicopter at Army Yuma Proving Ground overlaying video with runways, taxiways, roads and road names.

2000: Rockwell International Science Center demonstrates tetherless wearable augmented reality systems receiving analogue video and 3-D Audio over radio-frequency wireless channels. The systems incorporate outdoor navigation capabilities, with digital horizon silhouettes from a terrain database overlain in real-time on the live outdoor scene, allowing visualization of terrain made invisible by clouds and fog.

2004: Outdoor helmet-mounted AR system demonstrated by Trimble Navigation and the Human Interface Technology Laboratory (HIT lab).

2008: Wikitude AR Travel Guide launches on 20 Oct 2008 with the G1 Android phone.

2009: ARToolkit was ported to Adobe Flash (FLARToolkit) by Saqoosha, bringing augmented reality to the web browser.

2010: Design of mine detection robot for a Korean minefield.

2012: Launch of Lyteshot, an interactive AR gaming platform that utilizes smart glasses for game data

2013: Meta announces the Meta 1 developer kit.

2015: Microsoft announces Windows Holographic and the HoloLens augmented reality headset. The headset utilizes various sensors and a processing unit to blend high definition "holograms" with the real world.

2016: Niantic released Pokémon Go for iOS and Android on July 2016. The game quickly became one of the most popular smartphone applications and in turn spikes the popularity of augmented reality games.

2017: Magic Leap announces the use of Digital Lightfield technology embedded into the Magic Leap One headset. The creator's edition headset includes the glasses and a computing pack worn on your belt.

WHAT IS AUGMENTED REALITY?

HOW A.R. WORKS? :-

                                                With each step forward in the digital revolution, "The Matrix" becomes less like fiction and more like reality. That's in part because hardware engineers and software developers continue to refine their augmented reality technologies, making the line between real and virtual life ever blurrier, no matter how much Keanu Reeves squints in an effort to differentiate the two. Augmented reality (AR), it seems, may soon be the true reality for us all.

Augmented reality is the blending of interactive digital elements – like dazzling visual overlays, buzzy haptic feedback, or other sensory projections – into our real-world environments. If you experienced the hubbub of Pokemon Go, you witnessed augmented reality in action. This (once incredibly popular) mobile game allowed users to view the world around them through their smartphone cameras while projecting game items, including onscreen icons, score, and ever-elusive Pokemon creatures, as overlays that made them seem as if those items were right in your real-life neighbourhood. The game's design was so immersive that it sent millions of kids and adults alike walking (and absentmindedly stumbling) through their real-world backyards in search of virtual prizes.


Here is some detail working process of augmented reality:-


1. Sensors and Cameras:-

HoloLens Augmented Reality Headset Sensors and CamerasSensors are usually on the outside of the augmented reality device, and gather a user’s real-world interactions and communicate them to be processed and interpreted. Cameras are also located on the outside of the device, and visually scan to collect data about the surrounding area. The devices take this information, which often determines where surrounding physical objects are located, and then formulates a digital model to determine appropriate output. In the case of Microsoft Hololens, specific cameras perform specific duties, such as depth sensing. Depth sensing cameras work in tandem with two “environment understanding cameras” on each side of the device. Another common type of camera is standard several megapixel cameras (similar to the ones used in smartphones) to record pictures, videos, and sometimes information to assist with augmentation.

2. Projection:-

While “Projection Based Augmented Reality” is a category in itself, we are specifically referring to a miniature projector often found in a forward and outward-facing position on wearable augmented reality headsets. The projector can essentially turn any surface into an interactive environment. As mentioned above, the information is taken in by the cameras used to examine the surrounding world is processed and then projected onto a surface in front of the user; which could be a wrist, a wall, or even another person. The use of projection in augmented reality devices means that screen real estate will eventually become a lesser important component. In the future, you may not need an iPad to play an online game of chess because you will be able to play it on the tabletop in front of you.

3. Processing:-

HoloLens Augmented Reality Headset Processing UnitAugmented reality devices are basically mini-supercomputers packed into tiny wearable devices. These devices require significant computer processing power and utilize many of the same components that our smartphones do. These components include a CPU, a GPU, flash memory, RAM, Bluetooth/Wifi microchip, global positioning system (GPS) microchip, and more. Advanced augmented reality devices, such as the Microsoft Hololens utilize an accelerometer (to measure the speed in which your head is moving), a gyroscope (to measure the tilt and orientation of your head), and a magnetometer (to function as a compass and figure out which direction your head is pointing) to provide for truly immersive experience.

4. Reflection:-

HoloLens Augmented Reality Headset Optics LensesMirrors are used in augmented reality devices to assist with the way your eye views the virtual image. Some augmented reality devices may have “an array of many small curved mirrors” (as with the Magic Leap augmented reality device) and others may have a simple double-sided mirror with one surface reflecting incoming light to a side-mounted camera and the other surface reflecting light from a side-mounted display to the user’s eye. In the Microsoft Hololens, the use of “mirrors” involves see-through holographic lenses (Microsoft refers to them as waveguides) that use an optical projection system to beam holograms into your eyes. A so-called light engine emits the light towards two separate lenses (one for each eye), which consists of three layers of glass of three different primary colours (blue, green, red). The light hits those layers and then enters the eye at specific angles, intensities and colours, producing a final holistic image on the eye’s retina. Regardless of the method, all of these reflection paths have the same objective, which is to assist with image alignment to the user’s eye.

EQUIPMENT REQUIRED TO ACHIEVE AUGMENTED REALITY:-

                          Hardware components for augmented reality are a processor, display, sensors and input devices. Modern mobile computing devices like smartphones and tablet computers contain these elements, which often include a camera and Microelectromechanical systems (MEMS) sensors such as an accelerometer, GPS, and solid-state compass, making them suitable AR platforms.[19] There are two technologies used in augmented reality: diffractive waveguides and reflective waveguides.

Display:-

Various technologies are used in augmented reality rendering, including optical projection systems, monitors, handheld devices, and display systems, which are worn on the human body.

A head-mounted display (HMD) is a display device worn on the forehead, such as a harness or helmet-mounted. HMDs place images of both the physical world and virtual objects over the user's field of view. Modern HMDs often employ sensors for six degrees of freedom monitoring that allow the system to align virtual information to the physical world and adjust accordingly with the user's head movements. HMDs can provide VR users with mobile and collaborative experiences. Specific providers, such Gestigon, include gesture controls for full virtual immersion.

In January 2015, Meta launched a project led by Horizons Ventures, Tim Draper, Alexis Ohanian, BOE Optoelectronics and Garry Tan. On 17 February 2016, Meta announced their second-generation product at TED, Meta 2. The Meta 2 head-mounted display headset uses a sensory array for hand interactions and positional tracking, visual field view of 90 degrees (diagonal), and resolution display of 2560 x 1440 (20 pixels per degree), which is considered the largest field of view (FOV) currently available.

Eyeglasses:-

AR displays can be rendered on devices resembling eyeglasses. Versions include eyewear that employs cameras to intercept the real world view and re-display its augmented view through the eyepieces and devices in which the AR imagery is projected through or reflected off the surfaces of the eyewear lens pieces.

HUD:-

A head-up display (HUD) is a transparent display that presents data without requiring users to look away from their usual viewpoints. A precursor technology to augmented reality, heads-up displays were first developed for pilots in the 1950s, projecting simple flight data into their line of sight, thereby enabling them to keep their "heads up" and not look down at the instruments. Near-eye augmented reality devices can be used as portable head-up displays as they can show data, information, and images while the user views the real world. Many definitions of augmented reality only define it as overlaying the information.This is basically what a head-up display does; however, practically speaking, augmented reality is expected to include registration and tracking between the superimposed perceptions, sensations, information, data, and images and some portion of the real world.

Contact lenses:-

Contact lenses that display AR imaging are in development. These bionic contact lenses might contain the elements for display embedded into the lens including integrated circuitry, LEDs and an antenna for wireless communication. The first contact lens display was reported in 1999, then 11 years later in 2010-2011. Another version of contact lenses, in development for the U.S. military, is designed to function with AR spectacles, allowing soldiers to focus on close-to-the-eye AR images on the spectacles and distant real-world objects at the same time.

The futuristic short film Sight features contact lens-like augmented reality devices.

Many scientists have been working on contact lenses capable of different technological feats. A patent filed by Samsung describes an AR contact lens, that, when finished, will include a built-in camera on the lens itself. The design is intended to control its interface by blinking an eye. It is also intended to be linked with the user's smartphone to review footage and control it separately. When successful, the lens would feature a camera or sensor inside of it. It is said that it could be anything from a light sensor, to a temperature sensor.

In Augmented Reality, the distinction is made between two distinct modes of tracking, known as marker and markerless. Markers are visual cues which trigger the display of the virtual information. A piece of paper with some distinct geometries can be used. The camera recognizes the geometries by identifying specific points in the drawing. Markerless tracking, also called instant tracking, does not use markers. Instead, the user positions the object in the camera view preferably in a horizontal plane. It uses sensors in mobile devices to accurately detect the real-world environment, such as the locations of walls and points of intersection.

Virtual retinal display:-

A virtual retinal display (VRD) is a personal display device under development at the University of Washington's Human Interface Technology Laboratory under Dr Thomas A. Furness III. With this technology, a display is scanned directly onto the retina of a viewer's eye. This results in bright images with high resolution and high contrast. The viewer sees what appears to be a conventional display floating in space.
Several of tests were done to analyze the safety of the VRD.In one test, patients with partial loss of vision—having either macular degeneration (a disease that degenerates the retina) or keratoconus—were selected to view images using the technology. In the macular degeneration group, five out of eight subjects preferred the VRD images to the cathode-ray tube (CRT) or paper images and thought they were better and brighter and were able to see equal or better resolution levels. The Keratoconus patients could all resolve smaller lines in several line tests using the VDR as opposed to their own correction. They also found the VDR images to be easier to view and sharper. As a result of these several tests, the virtual retinal display is considered safe technology.

The virtual retinal display creates images that can be seen in ambient daylight and ambient room light. The VRD is considered a preferred candidate to use in a surgical display due to its combination of high resolution and high contrast and brightness. Additional tests show high potential for VRD to be used as a display technology for patients that have low vision.

EyeTap:-

The EyeTap (also known as Generation-2 Glass) captures rays of light that would otherwise pass through the centre of the lens of the wearer's eye and substitutes synthetic computer-controlled light for each ray of real light.

The Generation-4 Glass (Laser EyeTap) is similar to the VRD (i.e. it uses a computer-controlled laser light source) except that it also has infinite depth of focus and causes the eye itself to, in effect, function as both a camera and a display by way of exact alignment with the eye and resynthesis (in laser light) of rays of light entering the eye.

Handheld:-

A Handheld display employs a small display that fits in a user's hand. All handheld AR solutions to date opt for video see-through. Initially, handheld AR employed fiducial markers, and later GPS units and MEMS sensors such as digital compasses and six degrees of freedom accelerometer–gyroscope. Today Simultaneous localization and mapping (SLAM) markerless trackers such as PTAM (parallel tracking and mapping) are starting to come into use. Handheld display AR promises to be the first commercial success for AR technologies. The two main advantages of handheld AR are the portable nature of handheld devices and the ubiquitous nature of camera phones. The disadvantages are the physical constraints of the user having to hold the handheld device out in front of them at all times, as well as the distorting effect of classically wide-angled mobile phone cameras when compared to the real world as viewed through the eye.

Games such as Pokémon Go and Ingress utilize an Image Linked Map (ILM) interface, where approved geotagged locations appear on a stylized map for the user to interact with.

Spatial:-

Spatial augmented reality (SAR) augments real-world objects and scenes, without the use of special displays such as monitors, head-mounted displays or hand-held devices. SAR makes use of digital projectors to display graphical information onto physical objects. The key difference in SAR is that the display is separated from the users of the system. Since the displays are not associated with each user, SAR scales naturally up to groups of users, allowing for collocated collaboration between users.

Examples include shader lamps, mobile projectors, virtual tables, and smart projectors. Shader lamps mimic and augment reality by projecting imagery onto neutral objects. This provides the opportunity to enhance the object's appearance with materials of a simple unit—a projector, camera, and sensor.

Other applications include table and wall projections. One innovation, the Extended Virtual Table, separates the virtual from the real by including beam-splitter mirrors attached to the ceiling at an adjustable angle. Virtual showcases, which employ beam-splitter mirrors together with multiple graphics displays, provide an interactive means of simultaneously engaging with the virtual and the real. Many more implementations and configurations make spatial augmented reality display an increasingly attractive interactive alternative.

A SAR system can display on any number of surfaces in an indoor setting at once. SAR supports both a graphical visualization and passive haptic sensation for the end-users. Users are able to touch physical objects in a process that provides passive haptic sensation.
WHAT IS AUGMENTED REALITY?

TYPES OF AUGMENTED REALITY:-

                                        Several categories of augmented reality technology exist, each with varying differences in their objectives and applicational use cases. Below, we explore the various types of technologies that make up augmented reality:

Marker Based Augmented Reality:-

Marker Based Augmented RealityMarker-based augmented reality (also called Image Recognition) uses a camera and some type of visual markers, such as a QR/2D code, to produce a result only when the marker is sensed by a reader. Marker-based applications use a camera on the device to distinguish a marker from any other real-world object. Distinct, but simple patterns (such as a QR code) are used as the markers because they can be easily recognized and do not require a lot of processing power to read. The position and orientation are also calculated, in which some type of content and/or information has then overlayed the marker.
WHAT IS AUGMENTED REALITY?

Markerless Augmented Reality:-

Markerless Augmented reality as one of the most widely implemented applications of augmented reality, markerless (also called location-based, position-based, or GPS) augmented reality, uses a GPS, digital compass, velocity meter, or accelerometer which is embedded in the device to provide data based on your location. A strong force behind markerless augmented reality technology is the wide availability of smartphones and location detection features they provide. It is most commonly used for mapping directions, finding nearby businesses, and other location-centric mobile applications.
WHAT IS AUGMENTED REALITY?

Projection Based Augmented Reality:-

Projection Based Augmented RealityProjection based augmented reality works by projecting artificial light onto real-world surfaces. Projection-based augmented reality applications allow for human interaction by sending light onto a real-world surface and then sensing the human interaction (i.e. touch) of that projected light. Detecting the user’s interaction is done by differentiating between an expected (or known) projection and the altered projection (caused by the user’s interaction). Another interesting application of projection-based augmented reality utilizes laser-plasma technology to project a three-dimensional (3D) interactive hologram into mid-air.
WHAT IS AUGMENTED REALITY?

Superimposition Based Augmented Reality:-

Superimposition Based Augmented RealitySuperimposition based augmented reality either partially or fully replaces the original view of an object with a newly augmented view of that same object. In superimposition based augmented reality, object recognition plays a vital role because the application cannot replace the original view with an augmented one if it cannot determine what the object is. A strong consumer-facing example of superimposition based augmented reality could be found in the Ikea augmented reality furniture catalogue. By downloading an app and scanning selected pages in their printed or digital catalogue, users can place virtual Ikea furniture in their own home with the help of augmented reality.
WHAT IS AUGMENTED REALITY?

APPLICATION OF AUGMENTED REALITY:-

                                                        The growth of augmented reality (AR) applications in recent years can be attributed to solutions that allow consumers to visualize products and imagine what it might feel like to own the product or experience the service before actually purchasing it. As augmented technology becomes more sophisticated and the cost-saving and business applications expand, the demand and investment in AR will increase. In 2017, ARKit was launched by Apple, and Google released ARCore for Android, both powerful tools for developers to create AR apps. It is predicted that there will be 1 billion augmented reality users by 2020. After a quick definition of augmented reality, let’s take a look at the augmented reality that’s already used for real-world applications.

Award-winning airport app:-


The Gatwick airport passenger app just won a number of awards for its creative use of AR technology. With the help of more than 2,000 beacons throughout its two terminals, passengers can use the AR maps from their mobile phone to navigate through the airport. As the app matures, it might eventually help improve traffic flow in the airport.

The Dulux Visualiser:-

this helps you try out a shade of paint for your room before you buy. Just use your smartphone camera to scan your room and virtually paint it with any colour of the rainbow. Home improvement store Lowe’s has Measured by Lowe’s, a virtual tape measure that can be used inside and out, and Envisioned by the Mine (owned by Lowe’s) which allows you to place 3D images of furnishings and accessories into your home or commercial space.

Sephora Virtual Artist and Rolex:-


Cosmetic company Sephora uses AR technology to allow customers to try out different looks and eye, lips and cheek products as well as colours right on their own digital face. This is a powerful way to boost sales and to give customers a fun way to try out new looks. Another company that uses augmented reality to inspire purchases is Rolex. The company has developed a virtual try-on experience where prospective customers can try out different styles and models (this is me testing the app).
WHAT IS AUGMENTED REALITY?

Augmented reality in healthcare:-


There are some incredibly exciting applications for augmented reality in healthcare from allowing medical students to train in AR environments to telemedicine options that enable medical professionals to interact with patients. In critical situations, augmented reality applications can deliver real-time information to the treatment area to support diagnosis, surgery and treatment plans. AccuVein is a handheld device that can scan the vein network of a patient that leads to a 45% reduction in escalations. Surgeons can plan procedures before making the first cut, models can be made of tumours, and AR diagnostic tools can model disease conditions. Deloitte Research asserts that AR will disrupt the business model and operations of healthcare.

AR for fun:-

Rather than increase sales, sometimes AR is just created for fun or to engage with customers such as the Bic DrawyBook app or teeth brushing games from Georgia-Pacific’s Dixie brand.

From gaming to construction to AR in browsers that provide detail for what the camera displays, augmented reality apps are being developed at a rapid pace to enhance many industries. As additional ideas get developed, we can expect augmented reality applications to touch many more aspects of our lives.

Archaeology:-

AR has been used to aid archaeological research. By augmenting archaeological features onto the modern landscape, AR allows archaeologists to formulate possible site configurations from extant structures. Computer-generated models of ruins, buildings, landscapes or even ancient people have been recycled into early archaeological AR applications. For example, implementing a system like, VITA (Visual Interaction Tool for Archaeology) will allow users to imagine and investigate instant excavation results without leaving their home. Each user can collaborate by mutually "navigating, searching, and viewing data". Hrvoje Benko, a researcher in the computer science department at Columbia University, points out that these particular systems and others like them can provide "3D panoramic images and 3D models of the site itself at different excavation stages" all the while organizing much of the data in a collaborative way that is easy to use. Collaborative AR systems supply multimodal interactions that combine the real world with virtual images of both environments.AR has also been recently adopted in the underwater archaeology field to efficiently support and facilitate the manipulation of archaeological artefacts.
WHAT IS AUGMENTED REALITY?

 Education:-

In educational settings, AR has been used to complement a standard curriculum. Text, graphics, video, and audio may be superimposed into a student's real-time environment. Textbooks, flashcards and other educational reading material may contain embedded "markers" or triggers that, when scanned by an AR device, produced supplementary information to the student rendered in a multimedia format. 2015's Virtual, Augmented and Mixed Reality: 7th International Conference mentioned Google Glass as an example of augmented reality that can replace the physical classroom.

As AR evolves, students can participate in interactively and interact with knowledge more authentically. Instead of remaining passive recipients, students can become active learners, able to interact with their learning environment. Computer-generated simulations of historical events allow students to explore and learning details of each significant area of the event site.

In higher education, Construct3D, a Studierstube system, allows students to learn mechanical engineering concepts, math or geometry. Chemistry AR apps allow students to visualize and interact with the spatial structure of a molecule using a marker object held in the hand. Others have used HP Reveal, a free app, to create AR notecards for studying organic chemistry mechanisms or to create virtual demonstrations of how to use laboratory instrumentation. Anatomy students can visualize different systems of the human body in three dimensions.

WHAT IS AUGMENTED REALITY?


DISADVANTAGES OF AUGMENTED REALITY:-

1. Issues About Privacy

One of the drawbacks or disadvantages of augmented reality is that it is based on the collection, analysis, and redistribution of different types of data, particularly through the application of Big Data, thus raising concerns over privacy and security. For example, some AR devices record the environment in real-time. Recording can create potential legal concerns.

Some AR systems also collect and analyze information about their users such as biometric data and device usage history, among others. With more stringent data protection laws, such as the GDPR of the European Union, there is a need for developers of these systems to follow standards regarding data usage.

2. Dangers of Reality Modification

AR blurs the line between the real world and the digital world. Hence, another drawback or disadvantage of augmented reality centres on possible dangers that come from reality modification. As an example, the introduction of Pokémon Go game has created controversy due to associated accidents and even deaths. Overlaying digital elements on the natural environment masks real-world dangers and make users less cautious.

The dangers of reality modifications necessitate the creation of standards. Developers should not overload their AR systems with digital elements. In addition, there is a need to educate users to tell them not to become overly dependent on AR to the point that they become passive toward important cues from the real world.

3. Implementation Requirements

Although business organizations, learning institutions, and other organizations can benefit from using augmented reality due to its numerous advantages or beneficial applications, developing and implementing an AR system is both costly and technologically taxing. Not everyone has the capability to do so. Thus, in the context of business, smaller firms can be at a disadvantage because of their lack of resources.

Take note that AR also requires new technologies and models. Smartphones need capable processing capabilities to run AR applications smoothly. Developments in AR also depend on developments in artificial intelligence technology, especially specific AI forms such as machine learning, natural language processing, and computer vision, among others.

DIFFERENCE BETWEEN VIRTUAL REALITY AND AUGMENTED REALITY:-


Unlike virtual reality, which requires you to inhabit an entirely virtual environment, augmented reality uses your existing natural environment and simply overlays virtual information on top of it. As both virtual and real worlds harmoniously coexist, users of augmented reality experience a new and improved natural world where virtual information is used as a tool to provide assistance in everyday activities.

In virtual reality vision to the normal world is totally blocked but in augmented reality, we see the real world with some extra features.but meanwhile, the cost of VR is much lower than that of AR

SUMMARY:-

           At last, we can say that there may be some problems to achieve augmented reality but modern-day research will definitely solve all the drawbacks. and in near future AR will be everywhere and it will help us to improve and enhance our lifestyle.






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