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Augmented Reality

Augmented reality (AR) is a term for a view of a physical real world environment whose elements are merged with computer generated imagery. This in effect creates a mixed reality. The augmentation is typically in real time and in context with environmental elements. With this in mind AR can be said to refer to: “displays that add virtual information to a user's sensory perception.” (Feiner, 2002). The main aim of AR is to add additional information or interactivity to everyday real world objects, rather than try to create an entirely simulated environment as virtual reality does. AR seeks to supplement the reality that we experience everyday with additional information. The most recent commercially available example of this is with something like the Wikitude World Browser, seen below:

AR phone

 

History of Development

It may seem that AR is a relatively new technology, and whilst true in that it is only just making its uses public to users; it has in fact been in development for quite some time. As a theory, AR can trace its history about forty or fifty years, extending no further into the past than when computers first entered our world. In terms of AR’s development Appendix 2 details the main breakthroughs and milestones in the technology’s evolution.

Commercial Considerations In Development

   As with any developing technology the main influence from commercial considerations is its use of the technology in a useful everyday environment, and one that can be sold to the mass market. The main way this has helped sculpt the use of AR is with the use of mobile phones, an item that is used by the  vast majority of the population and a useful device in which to deploy a technology like AR.

   AR has recently had a breakthrough with the ability to be implemented using advanced mobile handsets, rather than expensive, specialist equipment. “The recent emergence of highly capable mobile devices is fuelling a surge in interest” (Ashley, 2008).  Several AR applications are already available and have been influenced by software development:

  • Wikitude:  previously mentioned, an AR travel-guide application developed for Google’s Android G1 handset has already been downloaded by many users.
  • Layar is a general-purpose AR browser that also runs on Android-powered phones.
  • Nearest Tube, an AR application for Apple’s iPhone 3GS handset, can direct users in London to the nearest Underground station.
  • Nokia’s mobile AR applications software is also in development, being tested by staff at the world’s largest handset-maker, with a public launch imminent.

 

   What has made all this possible is the emergence of mobile phones equipped with GPS, tilt sensors, cameras, fast internet connectivity and a digital compass. The combination of these enables a handset to determine where it is, its orientation relative to the ground, and which direction it is being pointed in. The camera allows it to see the world, and the wireless-internet link allows it to retrieve information relating to its surroundings, which is combined with the live view from the camera and displayed on the screen. However mobile phones are not the sole platform or outlet for the AR technology. There are many other commercial considerations that have had a big effect on AR applications: these are listed in Appendix 3. The videos make for some interesting viewing:

 

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