Augmented reality is…
Augmented reality (AR) “is a term for a live direct or indirect view of a physical real-world environment whose elements are augmented by virtual computer-generated imagery. It is related to a more general concept called mediated reality in which a view of reality is modified… As a result, the technology functions by enhancing one’s current perception of reality… In the case of Augmented Reality, the augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally usable… Augmented reality research explores the application of computer-generated imagery in live-video streams as a way to expand the real-world.””source:
http://en.wikipedia.org/wiki/Augmented_realityAugmented reality is “often defined as mixed reality…” [within] wireless mobile devices [augmented reality can] “support and amplify learning [and social interaction] in a variety of ways… it can provide [users] with a digital information layer on top of a real-world setting, providing content and context necessary for a particular task.”
source:
van ‘t Hooft, Mark. (2009). Anywhere Anytime Learning with Wireless A Mobile Devices. In Pagani , Margherita (Ed.). Encyclopedia of Multimedia Technology and Networking; Second Edition. London and Hershey (USA): IGI Global; Information Science Reference. p.43Augmented reality (AR) is “fundamentally about augmenting human perception by making it possible to sense information not normally detected by the human sensory system … Augmented Reality intermix[es] a physical reality and a virtual reality.”
source:
Primary source: Barfield, W., & Caudell, T. (2001). Fundamentals of wearable computers and augmented reality. Mahwah, NJ: Lawrence Erlbaum Assoc.
Secondary source Terashima; Nobuyoshi. (2009). HyperReality. In Pagani , Margherita (Ed.). Encyclopedia of Multimedia Technology and Networking; Second Edition. London and Hershey (USA): IGI Global; Information Science Reference. Pp631 & 639.Augmented Reality: A computer generated program which combines elements from the real world with elements of computer generated scenarios.
source:
LaBrunda, Michelle. (2009). Virtual Reality in Medicine. In Pagani , Margherita (Ed.). Encyclopedia of Multimedia Technology and Networking; Second Edition. London and Hershey (USA): IGI Global; Information Science Reference. p1536Augmented Reality: “An even more realistic way of virtual reality is mixing virtual reality with real reality [sic], to create augmented reality (AR) or ‘improved’ reality. Perhaps this does not have a consumer application, but it could be very impressive in museums and at historical places, etc.” It is intriguing to TRIVreality to reflect on how we struggle with understanding “reality in the face of variations on its classic motive, by e.g. defining it somewhat dramatically as “real reality.” Contrary to the above citation, Augmented Reality applications for consumers are taking small but certain steps into the realities of today.
source:
Lundström, Lars-Ingemar. (2006). Understanding Digital Television; An Introduction to DVB Systems with Satellite, Cable, Broadband and Terrestrial TV. Amsterdam et al.: Focal Press. p.285 Note: This citation Includes tertiary editorial notes from the TRIVreality staff.Augmented Reality will eventually offer “very interesting possibilities for spatial expansion by allowing players to literally see things that are invisible to others. Imagine adding barcodes to newspapers, which turn into interactive magical photographs in the style of Harry Potter when watched through an augmented reality (AR) device. When mobile AR technology moves from barcodes to optical character recognition, it can change the content of news articles: Where an outsider sees a story about a school reform, players of an agent game could use their device to find a story about an imaginary terrorist attack.”
source:
Montola, Markus; et al.(2009). Pervasive Games; Theory and Design; Experience on the Boundaries Between Life and Play. Amsterdam, et al.: Morgan Kaufmann Publishers; an imprint of Elsevier.
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