Monday, August 21, 2006

Augmented Reality - Future is unpredictable

The new technology, called augmented reality, will further blur the line between what's real and what's computer-generated by enhancing what we see, hear, feel and smell.

On the spectrum between virtual reality, which creates immersible, computer-generated environments, and the real world, augmented reality is closer to the real world. Augmented reality adds graphics, sounds, haptics and smell to the natural world as it exists. You can expect video games to drive the development of augmented reality, but this technology will have countless applications. Everyone from tourists to military troops will benefit from the ability to place computer-generated graphics in their field of vision.

Augmented reality will truly change the way we view the world. Picture yourself walking or driving down the street. With augmented-reality displays, which will eventually look much like a normal pair of glasses, informative graphics will appear in your field of view, and audio will coincide with whatever you see. These enhancements will be refreshed continually to reflect the movements of your head. In this article, we will take a look at this future technology, its components and how it will be used.

Augmenting Our World

The basic idea of augmented reality is to superimpose graphics, audio and other sense enhancements over a real-world environment in real-time. Sounds pretty simple. Besides, haven't television networks been doing that with graphics for decades? Well, sure -- but all television networks do is display a static graphic that does not adjust with camera movement. Augmented reality is far more advanced than any technology you've seen in television broadcasts, although early versions of augmented reality are starting to appear in televised races and football games, such as Racef/x and the super-imposed first down line, both created by SporTVision. These systems display graphics for only one point of view. Next-generation augmented-reality systems will display graphics for each viewer's perspective.

Augmented reality is still in an early stage of research and development at various universities and high-tech companies. Eventually, possibly by the end of this decade, we will see the first mass-marketed augmented-reality system, which one researcher calls "the Walkman of the 21st century." What augmented reality attempts to do is not only superimpose graphics over a real environment in real-time, but also change those graphics to accommodate a user's head- and eye- movements, so that the graphics always fit the perspective. Here are the three components needed to make an augmented-reality system work:

  • head-mounted display
  • tracking system
  • mobile computing power

The goal of augmented-reality developers is to incorporate these three components into one unit, housed in a belt-worn device that wirelessly relays information to a display that resembles an ordinary pair of eyeglasses. Let's take a look at each of the components of this system.

Head-mounted Displays
Just as monitors allow us to see text and graphics generated by computers, head-mounted displays (HMDs) will enable us to view graphics and text created by augmented-reality systems. So far, there haven't been many HMDs created specifically with augmented reality in mind. Most of the displays, which resemble some type of skiing goggles, were originally created for virtual reality. There are two basic types of HMDS:

  • video see-through
  • optical see-through

Video see-through displays block out the wearer's surrounding environment, using small video cameras attached to the outside of the goggles to capture images. On the inside of the display, the video image is played in real-time and the graphics are superimposed on the video. One problem with the use of video cameras is that there is more lag, meaning that there is a delay in image-adjustment when the viewer moves his or her head.

Most companies who have made optical see-through displays have gone out of business. Sony makes a see-through display that some researchers use, called the Glasstron. Blair MacIntyre, director of the Augmented Environments Lab at Georgia Tech, believes that the Microvision's Virtual Retinal Display holds the most promise for an augmented-reality system. This device actually uses light to paint images onto the retina by rapidly moving the light source across and down the retina. The problem with the Microvision display is that it currently costs about $10,000. MacIntyre says that the retinal-scanning display is promising because it has the potential to be small. He imagines an ordinary-looking pair of glasses that will have a light source on the side to project images on to the retina.

Using Augmented Reality
Once researchers overcome the challenges that face them, augmented reality will likely pervade every corner of our lives. It has the potential to be used in almost every industry, including:

  • Maintenance and construction - This will likely be one of the first uses for augmented reality. Markers can be attached to a particular object that a person is working on, and the augmented-reality system can draw graphics on top of it. This is a more simple form of augmented reality, since the system only has to know where the user is in reference to the object that he or she is looking at. It's not necessary to track the person's exact physical location.
  • Instant information - Tourists and students could use these systems to learn more about a certain historical event. Imagine walking onto a Civil War battlefield and seeing a re-creation of historical events on a head-mounted, augmented-reality display. It would immerse you in the event, and the view would be panoramic.
  • Gaming - How cool would it be to take video games outside? The game could be projected onto the real world around you, and you could, literally, be in it as one of the characters. One Australian researcher has created a prototype game that combines Quake, a popular video game, with augmented reality. He put a model of a university campus into the game's software. Now, when he uses this system, the game surrounds him as he walks across campus.
There are hundreds of potential applications for such a technology, gaming and entertainment being the most obvious ones. Any system that gives people instant information, requiring no research on their part, is bound to be a valuable to anyone in pretty much any field. Augmented-reality systems will instantly recognize what someone is looking at, and retrieve and display the data related to that view.

No comments: