A Systematic Review of Tools Available in the Field of Augmented Reality

A Systematic Review of Tools Available in the Field of Augmented Reality

Naresh Kumar Trivedi, Abhineet Anand, Pinki Sagar, Neha Batra, Ajit Noonia, Ajay Kumar
Copyright: © 2022 |Pages: 9
DOI: 10.4018/JCIT.296719
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Abstract

Augmented Reality interfaces have been extensively researched throughout the past few decades, with many user studies being conducted. This paper examines the landscape of research on augmented reality. We summarise the overall contribution of each field and will then present examples of influential user studies. We identify other areas of research that would be advantageous to possible future studies. There is a trend toward hands-free applications and most user testing is carried out in the laboratory. This research will also help researchers learning the best practices when conducting AR user studies.
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Introduction

Augmented Reality encompasses virtual objects to and from real-world situations. This virtual reality allows the real presence in the real world. Virtual contents can be visited and interacted in real-time with real-world objects. Research and development of AR have greatly improved in the last few decades because of increased attention. The result of more advanced technology led to the growth of the use of AR technology (Dunleavy & Dede, 2014).

AR is one of the popular technologies right now, and it will become more popular as smartphone AR are made more accessible to the general public. AR lets us experience real-life surroundings in 3D with the enhancements overlaid on it. These are all very different examples from what is readily accessible on your smartphone with advances in augmented reality technology. Enhanced reality is easy to use and accessible in many ways, including through Snapchat glasses, apps that help locate your car in a crowded parking area and various shopping apps to try out clothing, without even leaving your house (Paucher &Turk, 2010).

The popular mobile game app Pokemon Go, launched in 2016 and rapidly becomes a viral phenomenon, offers another example of AR technology. Players find and catch the Pokemon persona in the game, such as a sidewalk in spring and their bathroom. Games apart, as many ARs have been used in our everyday lives as Pikachu is loose at Pokemon GO. Such instances are as follows:

  • Augmented Reality (AR) systems overlay the view of the road over live video.

  • During football games, film analysis uses lines to illustrate and analyse plays.

  • IKEA offers a mobile app (known as IKEA Place) that shows you how an item would fit into your space.

  • Military pilots can see their data, altitude, speed and others without having to look at them on their display screens.

  • Some neurosurgeons can make use of a 3-D brain to help in their surgeries.

  • AR will project views of ancient civilisations through historical sites such as Pompeii on the ruins of today and bring the past into existence (Harley et al, 2016).

In Singapore, airport ground crews use augmented reality glasses that show information about cargo containers, speeding up the loading process. Increased Reality (AR) interactions require some advanced technology. How does Reality Augmented work? All goes to the position, place, location (and identification of all).

Table 1.
Comparison of Marker Based, Mark less AR and Location-Based techniques
Technique Relative PositionPosition AccuracyStabilityHardware Support
Marker BasedDepends on MarkerRelative Higher – Depends on BrightnessRelatively Lower, depends Marker & SDKSupport Available
Mark less ARDepends on LocalizationLower & Depends on LocalizationRelatively HigherUsually Support not available
Location BasedTotally Based on LocationSpecific case of Markless techniqueHigher in case of Localized ARRarely Not Supported

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