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Augmented Reality: History, Definition, Applications, and Future

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1962, Morton Heilig

mengembangkan SENSORAMA

a motorcycle simulator; immersive, multi-sensory

technology that had visuals, sound, vibration, and smell

History

1968, Ivan Sutherland

mengembangkan The Sword of

Damocles, sistem AR/VR

pertama

1975, Myron Krueger mengembangkan

Videoplace, pengguna dengan objek

virtual dapat berinteraksi

1992, Tom Caudell & David

Mizell mengembangkan sistem

AR untuk perawatan Layanan

Komputer Boeing

1996, Jun Rekimoto

mengembangkan Navicam,

prototype AR dengan marker

khusus.

1997, Ronald Azuma, peneliti

bidang AR mendefinisikan istilah

Augmented Reality.

History

1999:

• Total Immersion

membuat tools

pengembangan AR

bernama D’Fusion

• Hirukazo Kato membuat

ARToolkit (open source)

• Hollerer, Feiner, dan

Pavlik mengembangkan

wearable AR system

2000:

• Bruce Thomas et al. membuat

game AR-Quake

• Simon Julier membuat BARS

(Battlefield Augmented Reality

System)

2001:

• Reitmayr dan Schmalstieg

membuat sistem AR mobile

yang bersifat multi-user.

• Vlahakis et al.,

mengembangkan

“Archeoguide”

• Kooper and Mac Intyre

mengembangkan RWWW,

AR browser.

History

2004:

• Mathias Möhring

mengembangkan pelacakan

marker 3D pada mobile

phone.

2006:

• Nokia mengenalkan proyek

Mobile Augmented Reality

Applications (MARA),

menggunakan multisensor

mobile phones.

2008:

• Mobilizy merilis Wikitude

World Browser berbasis AR,

mengkombinasikan data GPS

dan kompas.

2009:

• SPRXmobile merilis Layar,

AR browser.

History

(Milgram, 1994)

Source: http://www.youtube.com/watch?v=D-A1l4Jn6EY

Hardware:

a computer, either a PC or a mobile device

a monitor or display screen

a camera

tracking and sensing systems (GPS, compass,

accelerometer)

a network infrastructure

a marker:

Software:

an app or program running locally

Web services

a content server

“Markers are physical objects or places where the real and Virtual Environments are

fused together. This is what the computer identifies as the place where digital

information is to be presented.”

*marker memiliki kualitas yang berbeda-beda sesuai dengan karakteristiknya

Advertising Task Support Navigation

Home and Industrial

Art Sightseeing

Entertainment Social

NetworkingEducation

Translation Medical Games

Source: http://www.youtube.com/watch?v=09vxKN1zLNI

“Learn from yesterday, live for today, hope for tomorrow. The important thing is not to stop questioning.”

– Albert Einstein