| Literature DB >> 32954214 |
Pranav Parekh1, Shireen Patel1, Nivedita Patel1, Manan Shah2.
Abstract
This paper presents a detailed review of the applications of augmented reality (AR) in three important fields where AR use is currently increasing. The objective of this study is to highlight how AR improves and enhances the user experience in entertainment, medicine, and retail. The authors briefly introduce the topic of AR and discuss its differences from virtual reality. They also explain the software and hardware technologies required for implementing an AR system and the different types of displays required for enhancing the user experience. The growth of AR in markets is also briefly discussed. In the three sections of the paper, the applications of AR are discussed. The use of AR in multiplayer gaming, computer games, broadcasting, and multimedia videos, as an aspect of entertainment and gaming is highlighted. AR in medicine involves the use of AR in medical healing, medical training, medical teaching, surgery, and post-medical treatment. AR in retail was discussed in terms of its uses in advertisement, marketing, fashion retail, and online shopping. The authors concluded the paper by detailing the future use of AR and its advantages and disadvantages in the current scenario.Entities:
Keywords: Augmented reality; Gaming; Medicine; Software
Year: 2020 PMID: 32954214 PMCID: PMC7492097 DOI: 10.1186/s42492-020-00057-7
Source DB: PubMed Journal: Vis Comput Ind Biomed Art ISSN: 2524-4442
Fig. 1Data and workflow for mobile AR
Fig. 2Framework for AR in mobile games
Fig. 3a Location-based game: Pokémon Go (Source: Forbes.com); b Marker-based application: Snapchat (Source: Vox.com)
Fig. 4Implementation of simple application using Android studio, which allows users to project 3D animals into reality
Fig. 5AR-based gaming
AR in gaming
| Title | Description | Results | Advantages | Reference |
|---|---|---|---|---|
| Tangible AR for computer games | Tangible AR provides a highly effective environment for multiplayer computer games. The communication between man and machine is simplified by the tangible user interface. The technologies used include the Studierstube and ARToolKit. | N/A | These types of systems combine the appealing animations and easy interactions of computer games and real-world board games. | [ |
| Handheld AR games | The device’s movement and orientation were optically captured, relative to a visual marker; this enabled interactive control of mobile games in 3D. Recognition of multiple game-specific gestures was performed, and the mobile device camera view was augmented by overlaying graphics. | Handheld AR system architecture and game prototypes with specific hardware and technologies were described. | Handheld AR games are much more feasible, compared to HMD and other equipment, in terms of bulkiness and mobility. | [ |
| Audio AR system | Using an audio-only infrastructure, a game where the players can move in the real world and trigger actions in the virtual world was implemented. A simple wearable computer, along with an RF-based system, was used to detect the location of the players. Digital sounds corresponding to the current state of the user were played. | A prototype for a role-playing game that utilized a low-cost, lightweight audio augmented infrastructure was created. This infrastructure may be extended to other applications such as audio tours. | This system showcases immersive gaming environments, which can provide better experiences to gamers. Furthermore, it is effective for complex systems that require user interaction. | [ |
| Multimodal AR tangible gaming | A tangible AR gaming environment that uses a multimodal tracking interface was presented. It was possible for the user to interact efficiently with the superimposed environment. It was also possible to implement six types of interactions: pinch glove interaction, hand position and orientation, head orientation, UMPC I/O manipulation and Wii interaction. | Two tabletop games based on AR were designed and implemented. | It enhances the gaming experience. Tangible games appear to be significantly more enjoyable than keyboard games. | [ |
| Pervasive AR games to experience tourist destinations | The ExCORA mobile experience aimed to facilitate the engagement of the general public with the Urgull Mountain Spain. The aim was to encourage people to visit the mountain and to educate the visitors. | The game was tested, and it was concluded that the players can be immersed in the game, which had a simple interface. | Pervasive AR games provide an engaging and fulfilling tourism experience. | [ |
| The MATRIS project | A real-time system that measures the movement of a camera was implemented through the MATRIS Project. The features in the scene from an inertial sensor were tracked by image analysis. The MATRIS approach was based on the way humans use the vestibular organs and eyes, which act like the camera. | N/A | No special infrastructure required for real-time camera tracking. It can be used in broadcasting and other AR applications. | [ |
| Real-time AR system for sports broadcast video enhancement | Visuals for court-net sports, which were broadcasted on TV, were enhanced using an AR system. An expectation- maximization procedure was utilized to find the optimal feature points and acquire camera parameters from the TV image. A virtual camera was derived and mapping from the original camera was performed, making it possible to synthesize scenes from the players’ viewpoint, | The system was tested on six TV clips of sports such as tennis, volleyball, and badminton. The results obtained were promising. | The augmented content enables users to enjoy and comprehend the sports game better. The user can choose the viewpoint and engage better in the sports matches. | [ |
| Enhanced broadcasting using AR in MPEG-4 | Personalized immersive sports TV experience system aims at creating visual enhancements through AR and their embedding in the sports events footage in real-time or replay. This may be possible using an infrastructure based on MPEG-4, video processing, and computer vision techniques. The enhancements are then delivered over digital video broadcasting infrastructure. | N/A | Digitally interactive television offers new possibilities to viewers at home. The viewers may acquire a deeper understanding of sports events | [ |
| Architecture of augmented broadcasting service for next-generation smart TV | Augmented broadcasting service for multimedia consumption, social network participation, and viewer-centric broadcasting. Viewers can watch the original broadcast and mixed broadcast, as per demand. | The architecture for this system was proposed in this study. This service has already been used in the virtual advertisement of many sports broadcasts. | Viewer-centric broadcasting is also possible. | [ |
Fig. 6Brain imaging and brain surgery using AR
Fig. 7Hepatic surgery using AR
AR in surgery
| Title/ operation performed | Human organ/ type of surgery | AR technology used/ description | Conclusions/results | Reference |
|---|---|---|---|---|
| Image-guided navigation through an AR system | Oral and maxillofacial surgery | Different types of projection-based systems, such as SMN, and screen-based systems (VectorVision) were discussed. | Two operational cases where AR has been successfully used were discussed. | [ |
3D stereoscopic visualization using an AR system | Oral Surgery | A 3D integral video (IV) display system and an IV AR System. | An 80-fps IV image was rendered with minimal error. Screw fixation was also effectively performed using the AR system | [ |
| An intraoperative brain imaging system used for neurovascular surgery as shown in Fig. | Neurovascular surgery, specifically, aneurysm surgery, arteriovenous malformation, arteriovenous fistulas | A workstation, an optical tracking system such as IGS and camera | Patient-to-image registration error was approximately 3.44 mm; calibration and rejection error was 2.02 mm. Overall AR misalignment was found to be 1–2 mm. | [ |
| Computer-aided hepatic surgery planned using AR. This is performed on the liver as shown in Fig. | Liver surgery and operation of liver tumors | Stereoscopic see- through HMDs, tracking systems, a rendering and tracking workstation | A table providing the interactive volumetric measurements of the liver vessels and tumor was generated. The outlined AR tool can be considered an excellent tool for surgery planning. | [ |
| AR use for navigation in computer-assisted arthroscopic surgery | Post-surgical recovery of the knee | Consists of two operating modules. The first module consists of preoperative image processing, and the second is used intraoperatively. | The system was tested using an artificial model of a human knee. The virtual model obtained following segmentation using Module 1 and 3D reconstruction using Module 2 had minimal errors. Although further testing is required to validate the system, the first trials yielded positive feedback. | [ |
| Natural Orifice Transluminal Endoscopic Surgery (NOTES) | Performance of surgical management of disease in the abdomen | The image registration technique was used along with NOTES. Through this, we could guide and position the probe in the desired orientation. | A series of experiments reveal that the display of a spatially matched reformatted reference image and the presentation of probe position in the 3D models provide valuable support to the operator in the navigation and positioning of the probes. | [ |
| VR and AR in digestive surgery | Detection of parenchyma and tumors, digestive surgery | A multimedia computer was used to model a surgical planning system in 3D. CT scan and MRI scan data were run on the system, and the outputs were modified. | The overall accuracy of the system was found to be less than 5 mm. Hence, the results of the experiment clearly showed important targeting accuracy. The use of the system required an average time of 30 s, compared to the clinical procedure, which takes 5–10 min. Hence, a fully efficient and accurate image-guided surgical tool was obtained. | [ |
| Assessments and considerations of the use of AR in cerebral surgery | Cerebral arteriovenous malformations (AVM) surgery and performance of AVM resections | Angio-CT and angio-MRI were implemented over an AR Iplan platform that uses BrainLAB | The following system was operated in five cases where different resections were required. Postoperative and preoperative ranking orders were generated as well. All the resections were successful, except in the case of one patient who was pregnant during her AVM operation. | [ |
Fig. 8a AR Use by Coca-Cola (source: augment.com); b AR Applied to McDonald’s Happy Meal box (source: triggerglobal.com)
Fig. 9AR-based mobile app for online shopping
Fig. 10Virtually trying on glasses using synsam AR application
Fig. 11VFR (source: ref. [82])
Fig. 12Working of virtual trial room based on steps mentioned in ref. [83]
AR in retail
| Survey topic | Description | Results | Reference |
|---|---|---|---|
| AR-enhanced fashion store (sportswear retail store located in UK selected as a case study) | Enable virtual access to the store virtually, product visualization, and welcome customers by engaging them with AR at the entrance | Customers found the experience very interactive, engaging and fun. It led to better brand engagement and customer satisfaction | [ |
| Use of android-based AR mobile apps for a smart retail experience | Analyze how AR apps affect customer experience and benefit the retailers | Shopping experience was found to be more efficient and beneficial in various ways | [ |
| IKEA AR application | To understand the AR marketing phenomenon, different determinants, such as purchase intention, attitude, hedonic value, telepresence, ease of use, and technology anxiety were calculated | The outcome was positive on the customer experience side. It was further observed that users preferred apps that were easier to use. Furthermore, it was noted that women shopped for pleasure, whereas men emphasized the purchasing decisions | [ |
| AR application for a German bookseller | The users got detailed description of the book at which they pointed the app, along with book cover and other specifications | A few limitations were observed; for instance, the price-related variables could not be collected, as there was a fixed price norm in Germany. The participants felt that having a trained salesman would be helpful for people who did not know how to operate the new technology. On a positive note, it was noted that AR had a potential to improve the extraction of information at the point of sale | [ |
| Virtual dressing room based on depth data | The project was implemented using Unity, a popular framework for 3D applications. Microsoft Kinect was used for the tracking processes, and OpenNI and NITE middleware were used for fundamental functions. Furthermore, different backgrounds for trying on clothes were made available | Overall, the participants found the concept of the virtual dressing room to be very efficient, as it allowed them to scan through multiple clothes in a short period of time. The downside of the experiment was that the users could not determine whether the virtual clothes would fit them in real life. Furthermore, there were some users who were not very comfortable with computer technology, and, hence, took time to interact with the device and get used to the entire set up. | [ |
| The study used two conditions from the Ray Ban’s website and five conditions from the star mobile applications, which were all AR-based | Selected participants were randomly assigned to one of the AR groups. All of them were asked questions before their interaction with their respective app to get an idea of how aware and familiar they were with the technology. After their interaction, they were asked to describe their experience with the AR technology | The Ray Ban webcam model generated the highest level of satisfaction because of its high interactivity and AR features. The other model of the Ray Ban website used, on the other hand, earned the lowest level of satisfaction because of less interactive features. From the results obtained, the attributes that affected the consumer satisfaction were identified. | [ |
| Dynamic Fitting Room using Microsoft Kinect and AR technologies | The users could select the clothes or interact with the devices using gestures. The user’s cloth size was automatically measured based on different brands and different country standards. | Before the experiment, the users were asked about their clothes size; they were then automatically measured by the augmented room. The value measured was very close to the actual size. The proposed system was found to be useful in reducing the shopping time | [ |
Fig. 13a Launch of sodar application; b 2-m radius being displayed after camera is pointed toward area
Fig. 14HoloAnatomy AR system (source: CWRU website)
Fig. 15Dynamic 365 remote assist on Microsoft Hololens 2 AR headset
Fig. 16Estimated scenario of AR/VR in different sectors in 2025 (source: Goldman Sachs Global Investment Research, 2016)