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Augmented Reality and Pupil Tracking go Hand-in-Hand to Merge the Virtual and Real World

Augmented Reality and Pupil Tracking go Hand in Hand to Merge the Virtual and Real WorldI am new to the concept of augmented reality (AR). It was first described to me as combining virtual reality and the real world. Still not clear how to comprehend what exactly that meant, I read the article “Augmented Reality Makes Commercial Headway,” which was published in Scientific American Magazine. The author, Steven Ashley, describes his first exposure to AR as a “pop-up book on steroids.” The children’s picture book appeared to come to life as a 3D panda bear emerged from the page and gave a Chinese language lesson when the page was viewed from the screen of a camera phone. The software application on the phone was programmed to recognize certain cues that were incorporated into the book’s graphics. Using these signals, the system recalls the appropriate video clip from a network server, creating a “magic book” with animated characters.

If you still can’t picture how this works, think about the last time you watched an NFL game on TV. The yellow “first down” stripe that appears to be a part of the field is an AR image. Another article on some of the more advanced implications of this technology defines AR as “technology that merges computer-generated images with real-world sights and sounds.” Devices like a transparent visor on an automobile windshield that displays directional arrows leading you to your destination, or virtual advertisements that pop up as you pass a product display could be part of everyday life. There is research to develop a wearable system that would superimpose computer-generated images over real world surroundings.

One of the challenges that arise is creating a system that can detect exactly where to display the graphic images, as the wearer’s location and gaze constantly changes. Existing prototypes of wearable AR devices use cameras, angular velocity sensors, and accelerometers to gauge the absolute position of the wearer. Eye tracking technology could play a large role in detecting exactly where the user is looking so that the image can be projected in the correct location within their field of view. As further research and development continue on AR technology, there will be an increased need for advancements in pupil tracking capabilities that can be integrated into these devices. Someday, the phrase “you need to see it to believe it” may have a whole new meaning as augmented reality merges the real and virtual worlds into one.

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