About technology
Discuss about the Augmented Reality Inspection and Renovation.
In the mentioned article, the authors have discussed the concepts of augmented technology. The authors have provided a brief history of the technology. In the next section, the importance of enabling technologies have been mentioned to increase the use of AR environments. The authors have stressed on various applications of AR in displays such as LCD displays, virtual retina display, projected displays and normal glasses. The issues and challenges faced by the AR displays have been mentioned in the subsequent sections. In the next section, the authors have stressed on the approaches on new tracking sensors related to AR technology. Hybrid tracking technologies which involves environment sensing and outdoor environments have been mentioned.
The issues related to the new approaches such as low latency has been proposed. The authors have evaluated the different visualization and interfaces that re related to this technology. The challenges relate to visualization has been widely evaluated by the authors in the next section of the article. The new applications related to the technology has been mentioned such as mobile applications. The use of augmented reality in sports has been stressed specifically by the authors. The various limitations related to social, user interface and technology of the AR has been mentioned in the following section of the article.
In the mentioned article, the authors have highlighted the issues that are faced by augmented reality technology. Some of them are related to the display system of the technology. As mentioned, the technology can be used by virtual retina displays and sunglasses. The issues with these applications are that the displays are often clunky and cumbersome to use. Sometimes they do not have the proper field of view, resolution and brightness to provide a seamless AR experience. Moreover, the problems related to the mounting of cameras with the eye position also brings up some issues. The issues lead t parallax error (Chen & Eliazar, 2014). The view of a person using an AR is significantly different from the view of a normal person. The system should align with the eye angle to deliver the technology efficiently.
Pixel issues are another issue that tarnishes the experience of AR. These issues are often related to problems between the optical combiner.
The visualizations are often marred with errors. With the changing physical world, the system should be able to comprehend a virtual object with the real one. Excess information can slow down the rendering which can cause improper estimations of the object properties (Bacca et al., 2014). The rendering can also cause problems in creating realistic images with the physical environment. Eye strain and fatigue are other concerns.
Application of technology
Augmented technology or AR is the innovation that extends our physical world including layers of digital data. Instead of Virtual Reality (VR), AR does not make the entire simulated situations to the real items interchange with virtual one. AR shows up in coordinate perspective of a current domain and includes graphics, videos and games to it (Barfield, 2015).
In the article, several uses of AR has been mentioned such as head mounted displays, mobile phones, glasses and screens. Cameras are used for checking the environment and with this data it finds physical items and produces 3D models. It might be specialized cameras like Microsoft Holo lens or normal cell phone cameras to take videos (Margolis, Ackerman & Martin, 2014). Some AR gadgets have mirrors to help human eyes to see virtual pictures. Some have a bended mirrors and some have a twofold sided mirror to reflect light to a camera and to a client’s eye. The objective of such reflection ways is to play out an appropriate picture planning.
Numerous advanced gadgets can use AR. From cell phones and tablets to devices like Google Glass or handheld gadgets, and these advances keep on evolving. For handling and projection, AR gadgets and equipment have necessities, for example cameras, accelerometer, advanced compass, GPS and CPU (Bronder et al., 2015).
AR may supplement our regular activities in several methods. For example, the most mainstream utilizations of AR is gaming (Azuma et al., 2001). New AR games give much better encounters to players, some even advance a more dynamic active lifestyle
AR has a wide range of execution models and applications, however its essential goal is to give a rich varying media encounter (Carmigniani et al., 2013). It works by utilizing electronic reenactment and methods, for example, picture acknowledgment, movement, head-mounted and hand-held gadgets and fueled show conditions to replace the physical surroundings and images with a virtual display.
Though AR has been around for quite a long time, it wasn’t until iOS and android cell phones came included with camera, GPS and AR ability that expanded reality made its mark with the general population. AR is innovation that consolidates virtual reality with this present reality as live video that is carefully improved with graphics created by computers (Webster et al., 2014). AR can be experienced through headsets that individuals wear on cell phones.
As per the mentioned article, AR has immense applications in the medical industry. Tough healthcare processes could be hugely assisted utilizing AR innovation. This concept is used by Boston based Cambridge Consultants who are now building up a framework to do that. Medical procedure can be hazardous, and even specialists can commit errors. Be that as it may, Cambridge Consultants have discovered a potential arrangement by joining CT and MRI sweeps to develop a 3D picture of a patient’s body. The picture is then anticipated onto the patient themselves when the specialist puts on an AR headset. In future, it could be used with alert systems to advice specialists when they get close to a critical organ. AR could be unbelievably useful less experienced specialists and new trainees.
Proposed solution
It has been being used by the military for quite a while now and they have improved after some time. The Heads-Up-Display is one of the numerous utilizations where AR has been executed. HUD is usually utilized for the pilots. HUD comprises of a straightforward show that spotlights on transmitting vital subtle elements to the pilot without diverting his concentration from the flight (FitzGerald et al., 2013).
The Head-Mounted-Display is made for the ground troops. It helps to track enemies who are in the line of sight. Utilizing HMD, the crucial details can be replicated for training purposes.
AR has changed the way that sports are viewed nowadays and in the future, it is going to develop even further. A current case of AR changing games is the yellow line that we see on our TV sets while watching football and different recreations (Bilbrey, King & Pance, 2013). AR has additionally been executed in cricket for following the ball when the player tosses it.
The proposed solution to the mentioned issues are more less power consuming, cheaper, lighter, accurate AR systems that will have enhanced tracking and display systems. An environment sense especially exterior unpredictable environments need to be incorporated in the technology. The displays need to be more consistent with appropriate lightings and contrast levels. The devices that impart the technology need to be portable and should not be clunky. The heavy backpack systems need to be abandoned and better utilization of batteries, displays, sensors and PCs need to be involved in the system. Better utilization of data display to the prospective users need to be assessed for the mentioned technology. Latency needs to be adjusted and the power issues need to be evaluated. Depths need to be perceived accurately and the technology should be able to handle high level tasks (Cirulis & Brigmanis, 2013). Appropriate representation of information, the amount of information to be provided and the identification of proper information needs to be evaluated for the mentioned technology. Sufficient capability for the system needs to be included so that the system can merge the difference between the physical as well as the virtual world. The potential for immediate risks with the technology should be considered by the developers. Concerns regarding the use of private data need to be addressed so that the users can adopt the technology commercially. Methods need to be implemented so that the technology can be socially accepted by the users as a whole (Lv et al., 2015). Sensors need to be optimized for more extraction of information in outdoor environments. The USB connectors with the AR devices should be capable enough to last a rugged environment. More powerful processors need to be incorporated in the device to give a seamless experience of both worlds to the users.
The ethical concerns can be limited by providing the users with full understandable and accessible disclosure. Information such as what the information is being tracked and how is it being used by the end party should be mentioned. The potential for risks involved in sharing specific information should be mentioned as well. The intention and capability of the AR devices should be critically examined. The developers of AR technology should develop which is in direct compliance with the ACM software engineering code. It is a good standard for professionals to adhere to for ethical conduct.
The ethical issues related to the mentioned technology has been evaluated in the following section. The gathering of personal data produces some concerns ethically. With applications requesting to access information, moral concerns are raised about how that data is utilized, how it is ensured, and who uses the information. When data is available to others, they can make suspicions about the clients without the other person unable to defend himself from those allegations (Di Serio, Ibáñez & Kloos, 2013). This results in a critical ethical dilemma that are addressed by the designers by creating a methodology of addressing these types of ethical issues in the future. The application of AR data from GPS to other information mined data, when joined with the facial recognition will result in a combined world which is both offline and online (Craig, 2013). Artificial intelligence facial recognition softwares are being built that will examine a person’s face and then analyses the information online by comparing it to every known databases. When applications like this become accessible, issues for how that data will be utilized must be addressed. Sometime if a person who we meet randomly wants tocoect information on us, it is entirely possible to mine the data without his or her private authorization and use it against them due to their unawareness (Mallinson & Marks, 2013). There are genuine moral concerns in regards to wellbeing for individuals who utilize AR applications and for people around them. This holds particularly valid for AR navigation and games as they require person’s consideration and core interest (Billinghurst, Clark & Lee, 2015). People have restricted ability to center around various exercises. This is because of the mind’s restricted ability to process different activities and to dealing with the stimulus and other activities.
Conclusion
To conclude, it can be stated that the clear introduction of the mentioned technology has been assessed in the annotated bibliography. In the article, the applications of the technology has been mentioned. The issues related to the AR technology has been mentioned which is mentioned specifically in the provided article. The different ethical issues related to the technology has been assessed. The authors have also discussed the limitations of the technology and has proposed solutions for addressing those issues. The applications of the technology has been widely assessed from the gaming point of view. The uses of AR in the sports media has been discussed as well. The privacy issues and other challenges that this technology faces from future growth has been mentioned and discussed effectively. The technology has been assessed critically and the issues it faces has been evaluated conclusively.
References
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Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2014). Augmented reality trends in education: a systematic review of research and applications. Journal of Educational Technology & Society, 17(4), 133.
Barfield, W. (Ed.). (2015). Fundamentals of wearable computers and augmented reality. CRC Press.
Bilbrey, B., King, N. V., & Pance, A. (2013). U.S. Patent No. 8,400,548. Washington, DC: U.S. Patent and Trademark Office.
Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations and Trends® in Human–Computer Interaction, 8(2-3), 73-272.
Bronder, M. L., Dougherty, M. A., Green, A., Bertolami, J., & Craig, R. M. (2015). U.S. Patent No. 9,024,972. Washington, DC: U.S. Patent and Trademark Office.
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2013). Augmented reality technologies, systems and applications. Multimedia tools and applications, 51(1), 341-377.
Chen, S. L., & Eliazar, A. (2014). U.S. Patent No. 8,860,760. Washington, DC: U.S. Patent and Trademark Office.
Cirulis, A., & Brigmanis, K. B. (2013). 3D outdoor augmented reality for architecture and urban planning. Procedia Computer Science, 25, 71-79.
Craig, A. B. (2013). Understanding augmented reality: Concepts and applications. Newnes.
Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on students’ motivation for a visual art course. Computers & Education, 68, 586-596.
FitzGerald, E., Ferguson, R., Adams, A., Gaved, M., Mor, Y., & Thomas, R. (2013). Augmented reality and mobile learning: the state of the art. International Journal of Mobile and blended learning, 5(4), 43-58.
Lv, Z., Halawani, A., Feng, S., Ur Réhman, S., & Li, H. (2015). Touch-less interactive augmented reality game on vision-based wearable device. Personal and Ubiquitous Computing, 19(3-4), 551-567.
Mallinson, D. S., & Marks, R. L. (2013). U.S. Patent No. 8,547,401. Washington, DC: U.S. Patent and Trademark Office.
Margolis, J., Ackerman, N., & Martin, S. (2014). U.S. Patent Application No. 13/712,493.
Webster, A., Feiner, S., MacIntyre, B., Massie, W., & Krueger, T. (2014, June). Augmented reality in architectural construction, inspection and renovation. In Proc. ASCE Third Congress on Computing in Civil Engineering (pp. 913-919).