Augmented reality

Secuencia de aprendizaxe 1: Concepto e campos de aplicación

Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality.

Animación dunha bolboreta saíndo dun dispositivo móbil asemellando un proceso de realidade aumentada

If you're interested in augmented reality, you've probably thought about optical see-through and video see-through. Is one better than the other? That's like asking whether a car is better than an plane. It depends on what you need to do: get groceries? the car is unmatched. Get from Santiago to New York?, a plane is very often your choice.

Animación do noso personaxe andando pola rúa e atopando un museo

Augmented reality employs computer vision to superimpose information in the real world, in real-time. It turns the environment around you into a digital interface. But, how does it work?. A “tracker” is a simple sheet of paper with a unique design that the application uses like a trigger to merge digital content into the real world.

Animación dunha bolboreta saíndo dun dispositivo móbil asemellando un proceso de realidade aumentada

If you're interested in augmented reality, you've probably thought about optical see-through and video see-through. Is one better than the other? That's like asking whether a car is better than an plane. It depends on what you need to do: get groceries? the car is unmatched. Get from New York to San Francisco? a plane is very often your choice.

Animación dunha bolboreta saíndo dun dispositivo móbil asemellando un proceso de realidade aumentada

Listening

Animación mapa de conceptos

Nestas dúas animacións podes ver resumidos os procesos de vídeo e optical see-through. O punto vermello en movemento determina os tempos, a orde secuencial que produce a realidade aumentada final.

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Por exemplo, no vídeo see-through, o punto sae dunha cámara que apunta cara ao mundo real e rexistra o que grava. Esta información mestúrase cos datos espaciais da posición da cabeza dun observador. Nese momento salta a capa de aumento xerada por computador, e todo o conxunto fusiónase finalmente no que chamamos realidade aumentada “merging”.

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No optical see-through, o punto sae da propia realidade observada por un suxeito. Dependendo da posición da cabeza do devandito espectador salta a capa de aumento, pasando a información gráfica por unha lente que combina a realidade e a aumentación no produto final.

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