Abstract
Augmented reality (AR) refers to computer displays that add virtual
information to a user's sensory perceptions. Most AR research focuses
on see-through devices, usually worn on the head that overlay graphics
and text on the user's view of his or her surroundings. In general it
superimposes graphics over a real world environment in real time.
Getting the right information at the right time and the right
place is key in all these applications. Personal digital assistants such
as the Palm and the Pocket PC can provide timely information using
wireless networking and Global Positioning System (GPS) receivers that
constantly track the handheld devices. But what makes augmented reality
different is how the information is presented: not on a separate display
but integrated with the user's perceptions. This kind of interface
minimizes the extra mental effort that a user has to expend when
switching his or her attention back and forth between real-world tasks
and a computer screen. In augmented reality, the user's view of the
world and the computer interface literally become one.
Between the extremes of real life and Virtual Reality lies the
spectrum of Mixed Reality, in which views of the real world are combined
in some proportion with views of a virtual environment. Combining
direct view, stereoscopic video, and stereoscopic graphics, Augmented
Reality describes that class of displays that consists primarily of a
real environment, with graphic enhancements or augmentations.In
Augmented Virtuality, real objects are added to a virtual environment.
In Augmented reality, virtual objects are added to real world.
An AR system supplements the real world with virtual (computer
generated) objects that appear to co-exist in the same space as the real
world. Virtual Reality is a synthetic environment Comparison between AR
and virtual environments.The overall requirements of AR can be
summarized by comparing them against the requirements for Virtual
Environments, for the three basic subsystems that they require.
1) Scene generator:
Rendering is not currently one of the major problems in AR. VE
systems have much higher requirements for realistic images because they
completely replace the real world with the virtual environment. In AR,
the virtual images only supplement the real world. Therefore, fewer
virtual objects need to be drawn, and they do not necessarily have to be
realistically rendered in order to serve the purposes of the
application.
2) Display device:
The display devices used in AR may have less stringent requirements
than VE systems demand, again because AR does not replace the real
world. For example, monochrome displays may be adequate for some AR
applications, while virtually all VE systems today use full color.
Optical see-through HMDs with a small field-of-view may be satisfactory
because the user can still see the real world with his peripheral
vision; the see-through HMD does not shut off the user's normal
field-of-view. Furthermore, the resolution of the monitor in an optical
see-through HMD might be lower than what a user would tolerate in a VE
application, since the optical see-through HMD does not reduce the
resolution of the real environment.
3) Tracking and sensing:
While in the previous two cases AR had lower requirements than VE,
that is not the case for tracking and sensing. In this area, the
requirements for AR are much stricter than those for VE systems. A major
reason for this is the registration problem
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