Augmented Reality- Research Essay
What is Augmented Reality?
Augmented Reality (AR) is a live direct or indirect view of a physical, real world, that blurs the line between what's real and what's computer-generated by enhancing what we see, hear, feel and smell.
AR is different from Mediated Reality, a view of reality that is modified by a computer (https://www.mediatedreality.com/);
is also different from Virtual Reality that replaces a real world with a simulated one (https://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html).
Augmented Reality Categories
Augmented Reality 3D viewers that allow users to place life-size 3D models in the environment with or without the use of trackers (simple images that 3D models can be attached to in Augment Reality).
Augmented Browsers enrich your camera display with contextual information. For example, can point your smartphone at a building to display it's history or estimated value.
Augmented Reality in games, creating immersive gaming experiences that utilize actual surroundings. For example, Pokemon Go, allowing users to catch virtual Pokemon who are hidden throughout a map of the real world.
Augmented Reality Devices
We can use augmented reality on all screens and connected devices, for example:
Mobile devices, like smartphones and tablets, where AR can act like a magic window; through the viewer you can see holograms and manipulate 3D models. Exists hundreds of apps that are available on iPhone, iPad and Android to make this possible;
PC and connected TV players, where AR works through a web cam and relayed through a web cam and relayed through the screen and manipulate a tracker in front of the screen;
Head mounted displays, glasses and lenses, where AR becomes a part of your entire field of view, making more like-like AR.
AR can be used in different applications, for example:
Virtual Art:
AR applied in the visual arts allows objects or places to trigger artistic multimensional experiences and interpretations of reality.
Ex: "An Artist's Augmented Reality App reveals Virtual Art across Miami, and incites imagination: Artist Ivan Toth Depena designed an AR app, called Lapse, that across Miami from downtown to the Design District using the lens of a smartphone camera and the GPS location, and that way could appear shapes, lines or text in the walls, like virtual murals.
https://www.artsy.net/article/artsy-editorial-this-augmented-reality-app-reveals-art-in-public-spaces
Commerce:
AR in used to integrate print and video marketing. Printed marketing material can be designed with certain "trigger" images that, when scanned by an AR enable device using image recognition, activate a video version of the promotional material. The different between AR and straight forward image recognition is that you can overlay multiple media at the same time in the view screen, such as social media share buttons, in-page video even audio and 3D objects; traditional print only publications are using AR to connect many different types of media.
Ex: L'Oreal Paris in 2014, brought the AR experience to a personal level with "Makeup Genius" app. It allowed users to try make up and beauty styles utilizing a mobile device.
http://www.dailymail.co.uk/femail/article-3010110/L-al-Paris-Makeup-Genius-app-allows-test-make-home-using-augmented-reality.html
Education:
AR has been used to complement a standard curriculum, text, graphic video and audio were superimposed into a student's real time environment.
Ex: EON Experience AVR, this app is being developed to teach skills needed for the future by enabling learners to explore, play, work as a team. They turned traditional classroom learning into a engaging learn-by-doing lessons that assess, coach and encourage learners every step of the way.
"In today's media rich environment, competition for a learners' attention has become ruthless. We've developed EON Experience AVR, an Augmented Reality and Virtual Reality based personalized learning library, to engage students with gamified AR/VR lessons and to promote creativity across subjects such as anatomy, biology, geography, history, physics and astronomy."
Video Games:
A number of games were developed for prepared indoor environments, such as AR Air Hockey.
Ex: Batman: Arkham VR
This is a new Batman story set in the Arkham universe and is exclusive to PlayStation VR.
Medical:
Since 2005, a device that films subcutaneous veins, processes and projects the image of the veins onto the skin has been is called a near-infrared vein finder.
Ex: SimX it's a medical app that helps people in the medical field or studying to training with virtual patient in 3D with specific sickness or being pregnant, allows also access thousands of cases from top hospitals across the world.
Music:
It has being suggested that augmented reality may be used in new methods of music production, mixing, control and visualization.
Ex: Leeds College of Music teams have developed an AR app that can be used with Audient desks and allow students to use their smartphone or table to put layers of information or interactivity on top of an Audient mixing desk.
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