<?xml version="1.0"?>
<rss version="2.0">
   <channel>
      <title>Augmented Reality (AR) by John Spanos</title>
      <link>https://padlet.com/Inferno_06/infernosar</link>
      <description>Augmented Reality in modern days and it&#39;s use in our daily lives.</description>
      <language>en-us</language>
      <pubDate>2018-10-01 06:20:23 UTC</pubDate>
      <lastBuildDate>2025-12-24 00:21:03 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
      <image>
         <url>https://padlet-assets.s3.amazonaws.com/icons/Diskette.png</url>
      </image>
      <item>
         <title>What  is the main use of AR ?</title>
         <author>Inferno_06</author>
         <link>https://padlet.com/Inferno_06/infernosar/wish/287446475</link>
         <description><![CDATA[<div>The primary value of augmented reality is that it brings components of the digital world into a person's perception of the real world, and does so not as a simple display of data, but through the integration of immersive sensations that are perceived as natural parts of an environment. The first functional AR systems that provided immersive mixed reality experiences for users were invented in the early 1990s, starting with the Virtual Fixtures system developed at the U.S. Air Force's Armstrong Laboratory in 1992. The first commercial augmented reality experiences were used largely in the entertainment and gaming businesses, but now other industries are also getting interested about AR's possibilities for example in knowledge sharing, educating, managing the information flood and organizing distant meetings. Augmented reality is also transforming the world of education, where content may be accessed by scanning or viewing an image with a mobile device. Another example is an AR helmet for construction workers which display information about the construction sites. 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 recognision) 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)</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-10-01 06:22:06 UTC</pubDate>
         <guid>https://padlet.com/Inferno_06/infernosar/wish/287446475</guid>
      </item>
      <item>
         <title>What is AR ?</title>
         <author>Inferno_06</author>
         <link>https://padlet.com/Inferno_06/infernosar/wish/287446721</link>
         <description><![CDATA[<div>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.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-10-01 06:23:25 UTC</pubDate>
         <guid>https://padlet.com/Inferno_06/infernosar/wish/287446721</guid>
      </item>
      <item>
         <title>What&#39;s the hardware needed ?</title>
         <author>Inferno_06</author>
         <link>https://padlet.com/Inferno_06/infernosar/wish/287447258</link>
         <description><![CDATA[<div>Hardware components for augmented reality are: processor, display, sensors and input devices. Modern mobile computing devices like smartphones and tablet computers contain these elements which often include a camera and MEMS sensors such as accelerometer, GPS, and solid state compass, making them suitable AR platforms.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-10-01 06:26:36 UTC</pubDate>
         <guid>https://padlet.com/Inferno_06/infernosar/wish/287447258</guid>
      </item>
      <item>
         <title>Displays</title>
         <author>Inferno_06</author>
         <link>https://padlet.com/Inferno_06/infernosar/wish/287448271</link>
         <description><![CDATA[<div><br>Various technologies are used in augmented reality rendering, including optical projection systems, monitors, handheld devices, and display systems worn on the human body.<br>&nbsp;A&nbsp; head mounted display (HMD) is a display device worn on the forehead, such as a harness or helmet. HMDs place images of both the physical world and virtual objects over the user's field of view. Modern HMDs often employ sensors for six degrees of freedom monitoring that allow the system to align virtual information to the physical world and adjust accordingly with the user's head movements. HMDs can provide VR users with mobile and collaborative experiences. Specific providers, such as uSens and Gestigon, include gesture controls for full virtual immersions.<a href="https://en.wikipedia.org/wiki/Augmented_reality#cite_note-24"><sup><br></sup></a><br></div><div><br>In January 2015, Meta launched a project led by Horizons Venture, Tim Draper, Alexis Ohanian, BOE Optoelectronics and Garry Tan. On February 17, 2016, Meta announced their second-generation product at TED, Meta 2. The Meta 2 head-mounted display uses a sensory array for hand interactions and positional tracking, visual field view of 90 degrees (diagonal), and resolution display of 2560 x 1440 (20 pixels per degree), which is considered the largest field of view (FOV) currently available.<br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2018-10-01 06:31:59 UTC</pubDate>
         <guid>https://padlet.com/Inferno_06/infernosar/wish/287448271</guid>
      </item>
   </channel>
</rss>
