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TOPIC: COMMUNICATION AND LAW RELATED TO AUGMENTED

REALITY

Submitted By:
Abhyuday Samantray
Batch: BBA LLB (2019-2024)

Under the Supervision Of


FACULTY: SABRINA ZACHARIAS

Alliance School of Law


Alliance University, Bangalore
15th September, 2019
ABSTRACT
This paper presents an idea and detailed information about Augmented Reality. AR is also
known as mixed reality (MR) which means multi -axis spectrum of areas which covers
mainly virtual reality (VR). VR is specifically used in computers to generate 3D pictures,
which allows the user to interact with synthetic environments1. In this context, telepresence
means a human machine in which an operator gets sufficient information about teleoperator
and the work of task environment is to display it the way that the operator feels like he/she is
physically present there. It’s a kind of illusion which is shown to the viewers which makes
them feel like they are present there. AR can also be considered as connection between VR
and telepresence. The main difference between VR and telepresence is that VR shows
synthetic environment whereas telepresence shows real environment.
When designing a
VR three things are really important
1. Combination of real world with virtual world
2. Real interaction
3. 3D registration
4. Incorporated portability

There are many gadgets which shows


Vr image such as head mounted display which shows augmented scene. Just because of the
illusion created by the device the viewer is not allowed to go around wearing the device;
whereas in some VR devices the viewer is supposed to walk around to create a realistic
illusion.

The field of AR was exited for just one decade, it has really covered the growth rapidly
because of latest video games which require VR for realistic background.

Keywords- augmented reality, virtual reality, and scientific visualisation.

1
W. Sherman and A. Craig. Understand- ing Virtual Reality: Interface, Applications and
Design. Morgan Kaufmann Publishers, 2003.
TABLE OF CONTENT

CHAPTER 1. INTRODUCTION………………………………….
1.1 OVERVIEW
1.2 RIVEW OF LITERATURE
1.3 STATEMENT OF PROBLEM
1.4 OBJECTIVE
1.5 HYPOTHESIS
1.6 RESEARCH DESIGN
1.7 COVERAGE OF SCOPE
1.8 DATA COLLECTION
1.9 RESEARCH METHODOLOGY

CHAPTER II. COMMUNICATION……………………………….


2.1 AUGMENTED REALITY, INTERACTIVITY IN BRAND COMMUNICATION
2.3 IN GAMING
2.2 IN EDUCATION

CHAPTER III. AR AND VR COMMUNICATION……………….


3.1 VIRTUAL REALITY IS IMMERSIVE
3.2 VIRTUAL REALITY IS COMMUNICATION

CHAPTER IV. DANGERS OF AR


4.2 REALITY MODIFICATION
4.2 PRIVACY CONCERN

CHAPTER. CONCLUSION AND REPRESENTATION…………

BIBLIOGRAPHY
CHAPTER 1. INTRODUCTION

1.1 OVERVIEW
This paper surveys the main field of augmented reality AR, in which 3D ( 3 dimension)
virtual objects are converted into 3D real environment. It describes the components of AR,
the AR devices, the applications used in military, medical engineering, robotics and tele-
robotics; along with some visualization issues. This paper also discusses about the
characteristics of AR system, including a brief discussion about the tradeoff with the video
blending approaches and optical approaches. The two main problem using the AR is
registration and sensing. So, this paper also elaborates about the efforts to overcome these
problems. Future plans and future directions are also discussed here.
This paper proposes HIC (human computer interaction) which is a method of creating
interface for augmented reality. The token of interaction is been shared using FSM (finite
state machine).it also proposes a novel method in which the combine virtual and augmented
reality technologies together to illustrate human anatomy. The project introduced here is a
first step towards multi-user exploration environment.
The technology for augmented reality is still in progress. There are many questions raised on
AR and the answers of those questions are still dependent on design decisions. It is said that
AR is very useful in many fields; such as medical, entertainment, military training
engineering design and robotics with tele-robotics.

1.2 REVIEW OF LITERATURE


The main objective of AR is to create a system which creates an 3D environment2 using some
gadgets. That environment completely confuses the user completely between real world and
virtual world. Augmented reality (AR) is used for entertainment, military training,
engineering design etc.
Here we are also going to see how AR is going to work. What is the framework, plan,
devices, system, design of AR.

1.3STATEMENT OF PROBLEM

2
https://www.webopedia.com/TERM/A/Augmented_Reality.html
This study will focus on the increasing use of AR. How AR are going to become new source
of entertainment, with not only having 3D touch also by creating realistic environment using
gadgets example VR3. Just like wearing a VR creates realistic 3D environment for
entertainment purpose. Same way they want to take this technology forward by having an
idea of making is so effective that it can be used in military, engineering, medical etc. In this
study we are also going to read about how AR gadgets (VR) are used in gaming purposes
frequently. Then we are going to discuss about
‘Will VR change the world of gaming?’4.

1.4 OBJECTIVE
• Is AR going be a successful technology in future?
• Is AR going to be effective in the context of military?
• What are the disadvantages of using AR?
• Will AR be useful in educational purposes?

1.5HYPOTHESIS
• AR is going to be really effective in military training
• AR is one of the effective way of teaching in educational institutions as it makes education
much interesting
• AR’s gadget VR ism really important for gamers.

1.6 RESEARCH DESIGN


Considering the main objective of the research paper, the empirical research method is used
to collect data. This paper is fully based on data (secondary data) with some primary surveys.
Along with secondary data, research journals, articles, reports published is also added.

1.7 COVERAGE OF SCOPE


This paper comprises with secondary data which includes articles, journals, published
research papers, and some published reports; along with some legal database related with AR.

3
Joe Bardi “ what is virtual reality” on march 26 2019 . “https://www.marxentlabs.com/what-is-
virtual-reality/"
4
gadget flow “will VR change the world of gaming?” On 15 feb 2018
“https://virtualrealitypop.com/will-vr-change-the-world-of-gaming-d8d0e56d3092"
“https://www.vrs.org.uk/virtual-reality-games/what-is-vr-gaming.html"
1.8 DATA COLLECTION
This is an empirical research method along with secondary research data is looked and
analyzed critically and then is used in the paper.

1.9 RESEARCH METHODOLOGY


The research methodology is top-down research methodology where the end of the
hypothesis is verified and answer whether right or not.
CHAPTER II- COMMUNICATION RELATED

2.1 AUGMENTED REALITY, INTERACTIVITY, AND VIVIDNESS IN BRAND


COMMUNICATION

With the background of highly competitive consumer markets and information overload strong and
distinctive brands constitute strategic resources of firms. Brands are intangible assets that enable firms
to customer engagement and to accrue economic rents. High levels of brand awareness and brand
knowledge can reduce risks perceived by (potential) customers in the context of purchasing and are
therefore essential challenges in brand management. Brand knowledge describes the fact that
consumers are able to build their own individual image of a brand based on recognition and recall. AR
applications represent multilateral interactive forms of communication and therefore allow an active
participation in the communication process. Interactivity can be seen as central factor enhancing depth
of information processing on the part of the consumer. Literature shows that higher levels of
perceived interactivity not always follow from higher level of de facto interactivity. However,
interactivity stimulates sensoria processing and enriches the mediated environment. This fact is
described as vividness5: “vividness means the representational richness of a mediated environment as
defined by its formal features; that is, the way in which an environment presents information to the
senses”6

5
Jonathan steuer, Stanford University “defining virtual reality: dimensions determining telepresence”
https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1460-2466.1992.tb00812.x
6
O. Mauroner, L. Le, S. Best “Augmented Reality in Advertising and Brand communication: an
experimental study” https://publications.waset.org/10003504/pdf
2.2 AR RELATED IN GAMING

An AR mobile game using a trigger image as fiducial marker

The gambling business embraced AR technology. Variety of games were developed for ready indoor
environments, like AR air hockey, Titans of house, cooperative combat against virtual enemies, and
AR-enhanced billiard table games.
Augmented reality allowed computer game players to expertise digital game play in a very real-
world setting. Niantic discharged the increased reality mobile game Pokémon Go. Film maker has
partnered with Lenovo to form the increased reality game Star Wars: Jedi Challenges that works with
a Lenovo Mirage AR receiver, a trailing sensing element and a Lightsaber controller, scheduled to
launch in Gregorian calendar month 2017.
Augmented Reality gambling (ARG) is additionally wont to market film and
TV recreation properties. On sixteen March 2011, Bit Torrent promoted associate
degree open authorized version of the feature celestial point within the u. s.. Users United Nations
agency transferred the Bit Torrent shopper code were conjointly inspired to download and
share half one in all 3 components of the film. On four might 2011, half 2 of the film
was created obtainable on VODO. The episodic unharness of the film, supplemented by associate
degree ARG Trans media selling campaign, created a microorganism impact and over 1,000,000 users
downloaded the moving-picture show.

Augmented reality vice (AR gaming) is the integration of game visual and audio content with the
user's atmosphere in real time.
Unlike video game vice which frequently needs a separate area or confined space to form Associate in
Nursing immersive atmosphere, increased reality vice uses the prevailing atmosphere and creates an
enjoying field within it. While video game games need specialized VR headsets, just some increased
reality systems use them. AR games are usually played via on devices like smartphones, tablets and
transportable vice systems. An increased reality game usually superimposes a procreated atmosphere
on high of a user’s actual atmosphere. The game itself may be as straightforward as a game of virtual
checkers vie on a table surface. More advanced AR games may very well build Associate in Nursing
atmosphere from user surroundings. Such a game may involve, as an example, in-game characters
mounting from occasional tables to sofas on virtual bridges. Environment creation may be a long task
in game creating Associate in Nursing there's a continuing demand for brand-new scenery as a result
of once a user has explored an atmosphere totally they require moving on to a different one.AR vice
expands the enjoying field, taking advantage of the range of the real-world atmosphere to stay the
games attention-grabbing.

2.3 AR RELATED IN EDUCATION


Augmented reality in education7 can serve form of functions. It helps the students merely
acquire, process, and bear in mind the data. Additionally, AR makes learning itself additional
partaking and fun. It is collectively not restricted to 1 individuals or level of education, and
may be used equally well altogether levels of schooling; from pre-school education up to
Augmented reality has the potential to exchange paper textbooks, physical models, posters,
written manuals. As a result, education becomes additional accessible and mobile. Unlike
VR, magnified reality doesn’t’t would like any expensive hardware. Because seventy-three of
all teens presently own a smartphone, AR technologies area unit like a shot obtainable to be
used for the bulk of the target market. Interactive, gamified AR learning will have a big
positive impact on students. It keeps them engaged throughout the lesson and makes learning
fun and straightforward. Augmented reality apps provide Brobdingnagian opportunities to
diversify and shake up boring classes. Interactive lessons, where all students unit involved
among the training technique at identical time, facilitate improve cooperation skills. AR in
education helps students accomplish higher results through image and full immersion among
the fabric. So, instead of reading theory concerning one factor, students can see it with their
own eyes, in action. Apart from schooling, experienced coaching job might profit greatly

7
Mary Aleksandrova 24 April 2018 “Augmented Reality in education: the hottest EdTech Trend
2018 and how to apply it to your business”
from the use of AR. For example, correct copy of in-field conditions can facilitate master the
wise skills required for an exact job.

Universally applicable to any level of education and training. Be it learning games for
preschool or on-the-job coaching, AR isn’t restricted to just one-use case or field of
application. Probably, the foremost modern application for magnified reality in education is
that the employment of AR apps directly among the area. Namely, you may notice Associate
in Nursing AR app for nearly any subject, at the side of chemistry, geometry, zoology,
grammar, and even programming. By pattern magnified reality, students can learn even
outside the area. What’s loads of, on-line or distance learning area unit typically easier and
loads of economical with AR-aided tutorial materials. For example, Modly, a language-
learning app, has recently integrated associate degree AR-based virtual teacher to assist users
follow their skills as if they were during a real-life setting. There is huge potential in AR
technologies for mercantilism and advertising, even among the education field. A number of
universities among the USA unit already pattern AR tours to increase enrolment and facilitate
new students notice their manner around field. For example, the junior college of Beaver
County, Pennsylvania, uses increased reality to deliver numerous varieties of content,
together with video, audio, and digital publications. Thus, the app provides a fun and
informative because of explore the sector. The app collectively has gamification components
to create the experience even loads of collaborating.
CHAPTER III. AR AND VR COMMUNICATION

3.1 VR Communication is More Immersive

Most data communication mediums lack a mix of verbal, facial and/or visual communication cues

that surface throughout face-to-face conversations. Reality technologies permit parties act with each-

other to feature onto already existing video chat technologies (e.g. Skype, Face Time)

with options like location-mapping visuals and increased pictures. the data graphic below comes from

TechCrunch’s piece titled “How the expansion of Mixed Reality can amendment Communication,

Collaboration and therefore the way forward for the Workplace” illustrâtes however reality

technologies stimulate our expansive senses.

How
Digital Technology Changed Language

The internet having the ability to transmit text, it may conjointly send pictures. This changed
the nature of communication, as up to that point, only words (written or spoken) were
common. The broadcasting of images, let alone video, before the modern internet was
unachievable by the average person. The internet changed this, and bought with it a flood of
new communication paradigms. Along with the liberty of text came animated pictures (think
cat.gif). It also bought a set of tools for re-mixing what other people had already produced.
This sharing, remixing and interacting of communal ideas bought us both the modern Meme
culture, and micro communicative acts of Twitter, Vibe and Instagram. These modern forms
of communication cannot be underestimated and are not going away. We will see these kinds
of communication innovations inside the worlds of immersive technology, but we can expect
much bigger things too! Whilst words and images are fine for some degrees of information
transmission, human communication relies heavily on non-verbal communication. Even
considering the cliché, “an image is worth a thousand words8”, there is still something
missing from human conversation when just using text and images to communicate. Then
Came Along Video Conferencing The next step taken by the relentless march of technology
was towards broadcasting digital voice with video calling. This helped bring some essential
human non-verbal cues into the mass broadcast capabilities of I.T. devices. But it also
removed one of digital technology’s key capabilities — the ability to interact and be creative.
Being able to change, edit, compose and interact with digital information is one of the most
interesting features of the digital world and the internet as a whole. And, let’s be honest,
some subtleties of human emotion and intent are lost on flat video screens of Skype9. Enter
Immersive Technologies, and this is often wherever immersive technologies AR attending to
take over. The ability to combine natural human communication, by transmitting voice, video
and natural body movement cues, together with a digital tool set that allows for the creation
of Memes on the fly will provide an amazing technology platform for the future of human
(and non-human — think A.I) communication. Snapchat Filters Being able to reinforce the
most transmitter of a person’s intent — the external body part — with live filters is
humorous, and a great example of how computer-generated imagery can be used with zero
friction to the user. Mirror Worlds, And Leap Motion has some great concepts for how the
future of communication will blur between the real and the virtual. As is seen from the
examples higher than — immersive technologies AR transportation some exciting new
paradigms to the sector of human communication. At NINJA R we’re very excited by the

8
Matt Harney “immersive communication” December 13, 2018 https://hackernoon.com/immersive-
communication-8268d8f0f942
9
Ali Rodriguez “using virtual reality in your communication” on 10th December 2018
https://www.contactmonkey.com/blog/virtual-reality-in-corporate-communications
probabilities of XR and AR making a network of designers, developers and contents creators
World Health Organization can facilitate explore these ideas to vary the word into a more
virtual one.

3.2 VIRTUAL REALITY IS COMMUNICATION

In many ways, almost all virtual reality, mixed reality, and augmented reality applications qualify as a
form of communication in one way or another. From playing a game with a neighbor to conducting a
business conference with partners on another continent, reality technologies enables people to connect
like never before. This is an exciting time for technology enthusiasts. The old slogan “the future is
now” holds true today more so than ever before, and it might be only a matter of time before the VR
headset becomes as ubiquitous as the television.
CHAPTER IV. DANGERS OF AR

4.1 REALITY MODIFICATION

In addition to being awake to the business edges of increased reality (AR) and production
applications to create the foremost of it, organizations ought to additionally acknowledge
the potential dangers of
AR within the early stages of designing to ensure victorious implementation.
The unification of the important and digital worlds led to by AR, together with reshaping our
perception of reality, additionally guarantees to reshape the particular world we have a
tendency to sleep in.
Applications of AR technology area unit rising in nearly each business from military to
medication to enhance time period visual data sharing.
However, like every different technology, AR additionally brings a couple of risks and
hazards to users.
Overcoming10 these dangers of AR should be prioritized by organizations planning on
incorporating the technology into their processes, be it for their employees or customers.
1. Information Overload
The advent of the web followed by the introduction of social media has crystal rectifier to
the exponential growth within the generation and sharing of data.
The unfold of mobile technology has created it simple for individuals to access huge
amounts of data from numerous sources, which is able to solely get easier with wearable AR
technology
like AR smart glasses. This information overload can cause stress, indecisiveness and can
lead to inaction, which defeats AR’s purpose of enabling quick action using real-time
information. Regulating the amount of data that can be accessed through various AR
applications should be a key problem to solve for organizations seeking to apply this
technology.
2. Perception impairment

10
Naveen Joshi “potential dangers of augmented reality” on 6 February 2019
“https://www.bbntimes.com/en/technology/potential-dangers-of-augmented-reality"
While AR glasses square measure a key element of the technology, it's additionally most
susceptible to compromising people’s safety.
AR glasses and lenses made through substandard design and manufacturing processes can
potentially cause impairment in the perception of the wearer and may lead to serious
consequences depending on the application.
Ensuring the compliance of AR instrumentation to the very best standards of quality and
safety can make sure the use of the technology while not subjecting users to the hazards of
AR.
3. Distraction
Although11 AR is capable of delivering valuable data to users either in a very hands-free or a
hand-held manner, it should additionally act as a distraction generally.
Employees freshly equipped with the technology would possibly notice AR to be a lot of of a
distraction and a hindrance, then the enabler it purports to be.
Distractions caused by AR may be particularly dangerous once used for activities like driving
or surgeries.
To prevent the hazards 12of AR-induced distraction, organizations ought to train the users
well to make sure a swish transition from non-AR to AR-enabled operations.
In a paper titled "Death by Pokémon GO”, researchers at Purdue University's Krannert college of
Management claim the sport caused "a disproportionate increase in conveyance crashes and
associated conveyance harm, personal injuries, and fatalities within the neighborhood of
locations, referred to as PokéStops, wherever users will play the
sport whereas driving." mistreatment knowledge from one municipality, the paper extrapolates
what which may mean nationwide and finished "the increase in crashes thanks to the introduction
of Pokémon GO is one hundred forty five, 632 with associate associated increase within
the variety of injuries of twenty nine, associated an associated increase within the variety of
fatalities of 256 over the amount of July 6, 2016, through November thirty, 2016." The
authors figure the price of these crashes and fatalities at between $2bn and $7.3 billion for an
equivalent amount. What is more, quite one in 3 surveyed advanced web users would really

11
Bernard Marr “the important risks and dangers of virtual and augmented reality” on 17 July 2019.
“https://www.forbes.com/sites/bernardmarr/2019/07/17/the-important-risks-and-dangers-of-virtual-
and-augmented-reality/#47b11333d50e"
12
Eric. E. Sabelman and Roger Lam “the real life danger of augmented reality” on 23 June 2019.
“https://spectrum.ieee.org/consumer-electronics/portable-devices/the-reallife-dangers-of-augmented-
reality"
like to edit worrying components around them, like garbage or graffiti. they'd prefer to even modify
their surroundings by erasing street signs, sign ads, and
uninteresting looking windows. Therefore, it appears that AR is the maximum amount a threat
to corporations because it is a chance. Although, this might be a nightmare to varied brands
that don't manage to capture client imaginations it conjointly creates the chance that the wearers
of increased reality glasses could become unaware of encompassing dangers. Shoppers need to
use increased reality glasses to alter their surroundings into one thing that reflects their own
personal opinions. Around 2 in 5 need to alter the method their surroundings look and
even however individuals seem to them.

Next, to the potential privacy problems that square measure delineate below, overload and over-
reliance problems square measure the most important danger of AR. For the event of latest AR-
related merchandise, this suggests that the user-interface ought to follow sure pointers as to
not overload the user with data whereas conjointly preventing the user from over-relying on the AR
system such vital cues from the surroundings square measure incomprehensible. This can
be referred to as the virtually-augmented key. Once the key's unheeded, individuals may
not need the $64000 world any longer.

4.2 PRIVACY CONCERNS

The conception of contemporary increased reality depends on the power of the device to record and
analyse the surroundings in real time. due to this, their square measure potential
legal considerations over privacy. whereas the primary change to the u. s. Constitution permits for
such recording within the name of public interest, the constant recording of associate AR device
makes it tough to try and do therefore while not conjointly recording outside of the general
public domain. Legal complications would be found in square measures wherever a right to a
precise quantity of privacy is anticipated or wherever proprietary media are displayed.
AR devices work by 1st capturing the real-world scene, analyzing it, and so overlaying
additional visual data over it, or ‘augmenting’ the truth.
Thus, aggregation information is a vital a part of AR functioning.
AR devices gather information on not solely the users of the devices however additionally
the individuals being viewed through the devices.
This may not be ideal for making certain personal privacy, which is able to positively be
affected once AR gains mass adoption.
Devising ways that to preserve personal privacy despite the mass propagation of AR are a
challenge for organizations.
In terms of individual privacy, there exists the convenience of access to data that
one mustn't promptly possess a couple of given person. this can be accomplished
through automatic face recognition technology. Assumptive that
AR mechanically passes data regarding persons that the user sees, there can
be something seen from social media, list, and legal status.
CONCLUSION
Several doable future directions square measure speculated for further analysis. Many HMDs
created specifically with AR in mind ought to be developed. HMDs square measure still too
clumsy and have restricted field of vision, contrast and resolution. HMDs and other wearable
equipment’s, such as data-gloves and data- suits, is a limitation for the user.
All wearable equipment’s want be developed to be lighter, smaller and easier to work with
the user. Also, the AR system researchers want take into account alternative challenges like
time interval delays, hardware or software failures from AR systems. One limitation of AR
systems is registration error. Occlusion detection is a vigorous space of study of AR systems.
Analyzing varied following strategies, possible tracking research directions are identified that
allow researchers to effectively capitalize on knowledge in video frames, or integrate vision-
based methods with other sensors in a novel way. It is important to incorporate a recognition
system to acquire a reference representation of the real world.
Further analysis on this direction might offer promising results, but it is mostly a top-down
process and hard to deal with object dynamics, and evaluation of different hypotheses. The
challenge is to construct a pervasive middleware to support the AR system.
BIBLIOGRAPHY

Journals-
• W. Sherman and A. Craig. Understand- ing Virtual Reality: Interface, Applications and
Design. Morgan Kaufmann Publishers, 2003.
• Joe Bardi “what is virtual reality” on march 26 2019
• gadget flow “will VR change the world of gaming?” On 15 feb 2018
• Jonathan steer, Stanford University “defining virtual reality: dimensions determining
telepresence”
• O. Mauroner, L. Le, S. Best “Augmented Reality in Advertising and Brand
communication: an experimental study”
• Mary Aleksandrova 24 April 2018 “Augmented Reality in education: the hottest EdTech
Trend 2018 and how to apply it to your business”
• Matt Harney “immersive communication” December 13, 2018
• Ali Rodriguez “using virtual reality in your communication” on 10th December 2018
• Naveen Joshi “potential dangers of augmented reality” on 6 February 2019
• Bernard Marr “the important risks and dangers of virtual and augmented reality” on 17
July 2019.
• Eric. E. Sabelman and Roger Lam “the real-life danger of augmented reality” on 23 June
2019.

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