Team Sarvotarzan can also help you in Augmented Reality (AR) Event Management.
Augmented Reality (AR) is an interactive experience of a real-world environment whereby the objects that reside in the real-world are “augmented” by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory. The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one’s ongoing perception of a real-world environment, whereas virtual reality completely replaces the user’s real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
Augmented reality is used to enhance natural environments or situations and offer perceptually enriched experiences. With the help of advanced AR technologies (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Information about the environment and its objects is overlaid on the real world. This information can be virtual or real, e.g. seeing other real sensed or measured information such as electromagnetic radio waves overlaid in exact alignment with where they actually are in space. Augmented reality also has a lot of potential in the gathering and sharing of tacit knowledge. Augmentation techniques are typically performed in real time and in semantic context with environmental elements. Immersive perceptual information is sometimes combined with supplemental information like scores over a live video feed of a sporting event. This combines the benefits of both augmented reality technology and heads-up display technology (HUD).
Use of Augmented Reality (AR) Events
Broadcast and Live events
Weather visualizations were the first application of augmented reality to television. It has now become common in weather casting to display full motion video of images captured in real-time from multiple cameras and other imaging devices. Coupled with 3D graphics symbols and mapped to a common virtual geospace model, these animated visualizations constitute the first true application of AR to a TV.
AR has become common in sports telecasting. Sports and entertainment venues are provided with see-through and overlay augmentation through tracked camera feeds for enhanced viewing by the audience. Examples include the yellow “first down” line seen in television broadcasts of American football games showing the line the offensive team must cross to receive a first down. AR is also used in association with football and other sporting events to show commercial advertisements overlaid onto the view of the playing area. Sections of rugby fields and cricket pitches also display sponsored images. Swimming telecasts often add a line across the lanes to indicate the position of the current record holder as a race proceeds to allow viewers to compare the current race to the best performance. Other examples include hockey puck tracking and annotations of racing car performance and snooker ball trajectories.
Augmented reality for Next Generation TV allows viewers to interact with the programs they were watching. They can place objects into an existing program and interact with them, such as moving them around. Objects include avatars of real persons in real time who are also watching the same program. AR has been used to enhance concert and theatre performances. For example, artists allow listeners to augment their listening experience by adding their performance to that of other bands/groups of users.
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.
AR can aid in visualizing building projects. Computer-generated images of a structure can be superimposed into a real-life local view of a property before the physical building is constructed there; this was demonstrated publicly by Trimble Navigation in 2004. AR can also be employed within an architect’s workspace, rendering animated 3D visualizations of their 2D drawings. Architecture sight-seeing can be enhanced with AR applications, allowing users viewing a building’s exterior to virtually see through its walls, viewing its interior objects and layout.
AR applied in the visual arts allows objects or places to trigger artistic multidimensional experiences and interpretations of reality. AR technology aided the development of eye tracking technology to translate a disabled person’s eye movements into drawings on a screen.
The AR-Icon can be used as a marker on print as well as on online media. It signals the viewer that digital content is behind it. The content can be viewed with a smartphone or tablet. AR is used to integrate print and video marketing. Printed marketing material can be designed with certain “trigger” images that, when scanned by an AR-enabled device using image recognition, activate a video version of the promotional material. A major difference between augmented reality and straightforward image recognition is that one can overlay multiple media at the same time in the view screen, such as social media share buttons, the in-page video even audio and 3D objects. Traditional print-only publications are using augmented reality to connect many different types of media.
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. This makes AR a good alternative method for presenting information and Multimedia Learning Theory can be applied.
AR can be used to facilitate social interaction. An augmented reality social network framework called Talk2Me enables people to disseminate information and view others’ advertised information in an augmented reality way. The timely and dynamic information sharing and viewing functionalities of Talk2Me help initiate conversations and make friends for users with people in physical proximity.
The gaming industry embraced AR technology. A number of games were developed for prepared indoor environments, such as AR air hockey, Titans of Space, collaborative combat against virtual enemies, and AR-enhanced pool table games.
AR allows industrial designers to experience a product’s design and operation before completion. Volkswagen has used AR for comparing calculated and actual crash test imagery. AR has been used to visualize and modify car body structure and engine layout. It has also been used to compare digital mock-ups with physical mock-ups for finding discrepancies between them.
Since 2005, a device called a near-infrared vein finder that films subcutaneous veins, processes and projects the image of the veins onto the skin has been used to locate veins. AR provides surgeons with patient monitoring data in the style of a fighter pilot’s heads-up display and allows patient imaging records, including functional videos, to be accessed and overlaid. Examples include a virtual X-ray view based on prior tomography or on real-time images from ultrasound and confocal microscopy probes, visualizing the position of a tumor in the video of an endoscope, or radiation exposure risks from X-ray imaging devices. AR can enhance viewing a fetus inside a mother’s womb.
Spatial immersion and interaction
Augmented reality applications, running on handheld devices utilized as virtual reality headsets, can also digitalize human presence in space and provide a computer generated a model of them, in a virtual space where they can interact and perform various actions. Such capabilities are demonstrated by “Project Anywhere”, developed by a postgraduate student at ETH Zurich, which was dubbed as an “out-of-body experience”.
Building on decades of perceptual-motor research in experimental psychology, researchers at the Aviation Research Laboratory of the University of Illinois at Urbana-Champaign used augmented reality in the form of a flight path in the sky to teach flight students how to land a flight simulator. An adaptive augmented schedule in which students were shown the augmentation only when they departed from the flight path proved to be a more effective training intervention than a constant schedule. Flight students taught to land in the simulator with the adaptive augmentation learned to land a light aircraft more quickly than students with the same amount of landing training in the simulator but with constant augmentation or without any augmentation.