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Full Version: Augmented reality (AR)
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Definition
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.
Augmented Reality (RA) is a direct or indirect direct view of a physical, real-world environment whose elements are "augmented" by computer-generated or real-world sensed inputs such as sound, video, graphics, or GPS data . It relates to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than magnified) by a computer. Augmented reality enhances our current perception of reality, while in contrast, virtual reality replaces the real world with a simulated one. Increasing techniques are typically performed in real time and in semantic context with environmental elements, such as overlapping supplemental information such as scores on a live video feed of a sporting event.

With the help of advanced AR technology (for example, adding computer vision and object recognition), information about the real world surrounding the user becomes interactive and digitally manipulable. Information about the environment and its objects is superimposed on the real world. This information can be virtual or real, eg. Seeing other real information detected or measured such as electromagnetic radio waves superimposed on the exact alignment with where they are actually in space. Augmented reality highlights the components of the digital world in the real world perceived by a person. An example is an AR hull for construction workers showing information about construction sites. The first functional AR systems that provided immersive mixed-user experiences were invented in the early 1990s, beginning with the Virtual Fixtures system developed at Armstrong Labs of the United States Air Force in 1992. Augmented Reality is also transforming world of education. Can be accessed by scanning or displaying an image with a mobile device.