In-Depth Review of Augmented Reality: Tracking Technologies, Development Tools, AR Displays, Collaborative AR, and Security Concerns
Abstract
:1. Introduction
2. Augmented Reality Overview
2.1. Head-Mounted Display
2.2. AR Towards Applications
2.3. Augmented Reality for the Web
2.4. AR Application Development
2.5. AR Security and Privacy
3. Tracking Technology of AR
- it combines virtual and the real content;
- it is interactive in real time;
- is is registered in three dimensions.
- Determination of the position and orientation of the viewer relative to the real-world anchor: registration phase;
- Upgrading of viewer’s pose with respect to previously known pose: tracking phase.
3.1. Markerless Tracking Techniques
3.1.1. Sensor-Based Tracking
3.1.2. Vision-Based Tracking
- visible light tracking;
- 3D structure tracking;
- infrared tracking.
3.1.3. Three-Dimensional Structure Tracking
3.1.4. Infrared Tracking
3.1.5. Model-Based Tracking
3.1.6. Global Positioning System—GPS Tracking
3.1.7. Miscellaneous Tracking
No. | Tracking Technology | Category of Tracking Technique | Status of Technique, Used in Current Devices | Tools/Company Currently Using the Technology | Key Concepts | Advantages | Challenges | Example Application Areas | Example Studies |
---|---|---|---|---|---|---|---|---|---|
1 | Magnetic | Marker-less/Sensor based | Yes | i. Edge Tracking/Premo etc. ii. Most HMD/Most Recent Android Devices | Sensors are placedwithin an electromagnetic field | +360 degree motion +navigation around the environments +manipulationof objects | -limited positioning range -constrained working volume -highly sensitive to surrounding environments | Maintenance Medicine Manufacturing | [45,46,47,48,49,50,51,52,53] |
2 | Inertial | Marker-less/Sensor based | Yes | ARCore/Unity | Motion sensors (e.g., accelerometers and gyroscopes) are used to determine the velocity and orientation of objects | +high-bandwidth motion measurement +Negligible latency | -drift overtime impacting position measurement | Transport Sports | [54] |
3 | Optical | Marker-less/Vision based | Yes | i. Unity ii. Opti Track Used in conguction with Inertial sensors + Optical (Vision Based) sensors | Virtual content is added to real environments through cameras and optical sensors.Example approaches include visible light, 3D structure, and infrared tracking. | +Popular due to affordable consumer devices +Strong tracking algorithms +Applicationto real-world scenarios | -occlusion when objects are in close range | Education and Learning E-commerce Tourism | [100,101] |
4 | Model Based i. Edge-Based ii. Template-Based iii. Depth Imaging | Marker-less/Computer Vision-based | Yes | i. VisionLib ii. Unity iii. ViSP | A 3D model is visualized of real objects | +implicit knowledge of the 3D structure +empowersspatial tracking +robustness is achieved even in complex environments | -algorithms are required to track and predict movements -models need to be created using dedicated tools and libraries | Manufacturing Construction Entertainment | [78,79,80,81,82,83,84,85,86] |
5 | GPS | Marker-less/Sensor based | Yes | i. ARCore/ARKit ii. Unity/ARFoundation iii. Vuforia | GPS sensors are employed to track the price location of objects in the environment | +high tracking accuracy (up to cms) | -hardware requirements -objects should be modelled ahead | Gaming | [102,103,104,105,106,107] |
6 | Hybrid | Marker-less/Sensor based/Computer Vision | Yes | i. ARCore ii. ARKit | A mix of markerless technologies is used to overcome the challenges of a single-tracking technology | +improved tracking range and accuracy +higher degree of freedom +lower drift and jitter | -the need for multiple technologies (e.g., accelerators, sensors) so cost issues | Simulation Transport | [108,109,110,111] |
7 | SLAM | Marker-less/Computer Vision/Non-Model-based | Yes | i. WikiTude ii. Unity iii. ARCore | A map is created via a vision of the real environment to track the virtual object on it. | Can track unknown environments, Parallel mapping engine | Does not have the capability to close large loops in the constrained environment | Mobile based AR Tracking, Robot Navigation, | [112,113,114] |
8 | Structure from Motion (SFM) | Marker-Less/Computer Vision/Non-Model-Based | Yes | i. SLAM ii. Research Based | 3D model reconstruction approach based on Multi View Stereo | Can be used for estimating the 3D structure of a scene from a series of 2D images | Shows limited reconstruction ability in vegetated environments | 3-D scanning, augmented reality, and visual simultaneous localization and mapping (vSLAM) | [90] |
9 | Fiducial/Landmark | Marker-based /Fiducial | Yes | i. Solar/Unity ii. Uniducial/Unity | Tracking is made with reference to artificial landmarks (i.e., markers) added to the AR environment | +better accuracy is achieved +stable tracking with less cost | -the need for landmarks -requires image recognition (i.e., camera) -less flexible compared to marker-based | Marketing | [115,116,117] |
10 | QR Code based Tracking | Marker-Based/Tag-Based | Yes | Microsoft Hololense/Immersive Headsets/Unity | Tracking is made | +better accuracyis achieved +stable tracking with less cost | QR codes pose significant security risks. | Supply Chain Management | [115] |
3.1.8. Hybrid Tracking
- Improving the accuracy of the tracking system.
- Coping with the weaknesses of the respective tracking methods.
- Adding more degrees of freedom.
- Low drift of vision-based tracking.
- Low jitter of vision-based tracking.
- They had a robust sensor with high update rates. These characteristics decreased the invalid pose computation and ensured the responsiveness of the graphical updates [121].
- They had more developed inertial and magnetic trackers which were capable of extending the range of tracking and did not require the line of sight. The above-mentioned benefits suggest that the utilization of the hybrid system is more beneficial than just using the inertial trackers.
3.2. Marker-Based Tracking
3.3. Summary
4. Augmented Reality Display Technology
4.1. Combination of Real and the Virtual Images
4.2. Camera vs. Optical See Through Calibration
Non-Geometric Calibration Method
4.3. Tracking Technologies
4.4. Registration
4.5. Composition
4.6. Types of Augmented Reality Displays
4.7. Optical See-Through AR Display
4.7.1. Free-Space Combiners
4.7.2. Wave-Guide Combiner
4.8. Video-Based AR Displays
4.9. Projection-Based AR Display
- First, they track the user’s viewpoint.
- Secondly, they track the physical object.
- Then, they impart the interactive augmentation [160].
4.10. Eye-Multiplexed Augmented Reality Display
4.11. Head-Attached Display
4.12. Head-Mounted Displays
4.13. Body-Attached and Handheld Displays
4.13.1. Smartphones and Computer tablets
4.13.2. Micro Projectors
4.13.3. Spatial Displays
4.13.4. Sensory Displays
4.14. Summary
5. Walking and Distance Estimation in AR
6. AR Development Tool
- Low-level software development tools: needs high technological and programming skills.
- Rapid prototyping: provides a quick experience.
- Plug-ins that run on the existing applications.
- Standalone tools that are specifically designed for non-programmers.
- Next generation of AR developing tools.
6.1. Low-Level Software Libraries and Frameworks
6.2. ARTag
- Resolving inaccurate pattern matching by preventing the false positive matches.
- Enhancing the functioning in the presence of the imbalanced lightening conditions.
- Making the occlusion more invariant.
6.3. Wikitude Studio
6.4. Standalone AR Tools
BuildAR
6.5. Rapid Prototyping/Development Tools
- Activate their camera.
- The AR markers could be viewed in a camera.
- The virtual content could be overlaid and loaded on the tracked image.
6.6. Plug-ins to Existing Developer Tools
- AR tracking and visualization functions for the existing authoring tools.
- It depends on the content authoring function supplied by the main authoring tool.
- The AR plug-in of the Vuforia tracking library can be used with Unity 3D. This integration will help Vuforia in the creation of AR applications for the android or iOS platform.
- Similarly, the ARToolkit for Unity also provides marker-based experiences. It provides both image and marker-based AR visualization and tracking.
- The need for proprietary software could arise for the content produced by the authoring tool. The design provided by the authoring tools could restrict the user’s interactive and interface designs.
- Moreover, the authoring tools can also restrict the configurations of hardware or software within a certain limit.
6.7. Summary
7. Collaborative Research on Augmented Reality
7.1. Co-Located Collaborative AR
- hlActive Discussion: A face-to-face discussion including all participants.
- Single Shared view: The participants focus on a single device.
- Disjoint and Shared View: Two to three participants focus on a single device.
- Disjoint and Distributed View: One to two people focus on their devices while the others are discussing.
- Distributed View: Participants focus on their devices with no discussion.
- Distributive View with Discussion: Participants focus on their devices while discussing in the group.
7.1.1. Applications of Co-located Collaborative AR
7.1.2. Asynchronous Co-Located Collaborative AR
7.2. Remote Collaborative AR
7.2.1. Applications of Remote Collaborative AR
7.2.2. Synchronous Remote Collaborative AR
7.2.3. Asynchronous Remote Collaborative AR
7.3. Summary
8. AR Interaction and Input Technologies
8.1. AR Information Browsers
8.2. Three-Dimensional User Interfaces
8.3. Tangible User Interface
8.4. Natural User Interfaces in AR
8.5. Multimodal Interaction in AR
9. Design Guidelines and Interface Pattern
- The physical object.
- The virtual image to be developed.
- An interface to create an interaction between the physical world and the virtual objects.
10. Security, Trust, and Collaborative AR
11. Summary
12. Directions for Research
13. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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No. | Type | Technology Is Still Used or Obselete? | Technology Used in Devices/Software/Company | How Does It Work? | Advantages | Challenges | Practical Use Areas | Example Studies |
---|---|---|---|---|---|---|---|---|
1 | Optical See-through | Yes | i. Microsoft’s Hololens ii. Magic Leap One iii. Google Glass | Merges virtual and real scenes using optical systems through which users can see | +the real world can be viewed +achieves immersive augmented reality experiences | -system lags and calibration issues -reflections and limited field of view -occlusion may be challenging to achieve | Medicine Tourism Education | [11,102,112,113,114,140,141,142,143,144,145,146,147,148,149,150,151] |
2 | Video See-through | Yes | i. HTC Vive Headset ii. Handheld Devices with AR Library, such as, ARCore, ARKit | Combines a digital video of the physical world with virtual content using image processing | +enables a wide field of view +leveraging brightness of objects | -weak peripheral vision of the visuals -lags due to video rendering -disorientation | Advertisement Tourism | [156,157] |
3 | Projection based | Yes | Tile Five | Projects the virtual scene on a physical object (i.e., Wall or Ceiling) using a projector | +the user does not need to wear any equipment | -The projection is static -Projections are restricted to only one location | Entertainment | [158,159,160,161,162,163,164] |
4 | Eye multiplexed | Yes | Real Wear HMT-1 | Integrates real scenes and virtual content in the mind of users | +requires less computational power | -Display must be close to the viewer’s eyes | [72] | |
5 | Head attached | Yes | SketchUp | Displays virtual images in front of the users’ eyes using dedicatedequipment (e.g., helmets and glasses) | +does not block users’ vision +enables user immersion and engagement | -Intrusive to wear -user and environment tracking could be challenging | Architecture Training | [88,165,166,167,168] |
6 | Head mounted | Yes | i. Avionic Displays ii. Solos iii. Beyeonics | Shows AR experiences in front of the users’ eyes using HMDs | +VR world is compact in the smallest physical space +enables higher user focus on interaction with AR | -Must be worn, which could be disturbing -Lenses may impact the user experience | Education Medicine Healthcare | [208,209,210,211,212,213] |
7 | Body attached and handheld | Yes | Android iOS | Depicts AR visuals on regular handheld devices | +availability of affordable devices and apps +ubiquitous devices (e.g. smartphones) +ability to work with haptic and audio sensors | -interaction on tangible devices poses difficulty -visibility of handheld devices (e.g., brightness and contract) | Leisure | [177,178,179,180,181,182] |
Authoring Tool | AR Component | Features | Research Based or Commercial | Active/Not | Used in/by Software/Tool | Platform Supported |
---|---|---|---|---|---|---|
OpenScene | Graph Library | -OpenScene is a graph library -Can be linked with OpenGL and osgART | Researched/Commercial | Active | ARToolKit | GNULinux/Windows/OSX |
PTAM | SLAM Tracking Library | OpenSource/Available Under GPL | Research-Based | Can be used for research and open source. However, for productionARCore/ARKit implementation of SLAMis available/Not Active | Standalone | Linux/OSX |
BazAR | Tracking and Geometric Calibration | OpenSource/Available Under GPL | Research-Based | Can beused for research to detectan object via camera, calibrate it and initiatetracking to put a basicvirtual image onit/Not Active | Standalone | Linux/Windows |
Goblin XNA | -Platform for Mobile-based AR -Marker Based tracking with ARTag | Free Windows Platform | Research/Education Based | Can beused forresearch and educationpurposes, to generate 3Dand track the object/NotActive | Standalone | Windows |
Studierstube | Open Tracker | -Open Source/Free -Have Builtin Hardware Tracking -Used for Collaborative AR | Research/Education Based | Can beused forresearch and educationpurposes to test varioustracking and AR apps/NotActive | Standalone | Linux |
Metaio SDK | Image, Marker, Face, infrared, and 3D object Tracking | -Support Localization -Tracking | The source code can be provided after proper owner’s approval on their website | Active | Standalone | Andoird/iOS |
ARTag | -Maker-Based (Fiducial) Tracking | Tracking Library that support AR application development | No support available | Not Active | Standalone | Windows |
WikiTude Studio | -SLAM -Image Tracking -Calibration Manager -Geo AR -Inertial | It is an SDK that can help to build an AR app without any other tools needed for Android, iOS, Windows, and Linux. | Commercial | Active | Native API, JavaScript API, Unity Plugin, Cordova Plugin, Flutter Plugin, | Windows, Linux, iOS, Android |
BuildAR | Marker based tracking | -Standalone easy to create new AR applications. - | Free | Not Active | Standalone | Windows |
AMIRE and CATOMIR | Standalone ARTools | No support availble | Active | |||
ARCore | SLAM + Inertial forTracking and understanding the environment Integrated Display | ARCore support Motion tracking with SLAM and Inertial, Depth Understanding, Light Estemation, | Free | Active | Android, Android NDK, Unity(AR Foundation), iOS, Unreal, Web | Android, iOS |
MS HoloLense | -Vision Based Tracking -OST Display -VST Display | Is an augmented reality headset for running AR apps | Commercial | Active | Unity, Unreal, Vuforia | Windows 10 |
ARKit | -Motion Tracking -Camera Scene Capture -Advanced Scene Processing | With ARKit one can create a complete AR application. It has tracking, display and development environment to develop AR app. | Commercial for application development | Active | Plugin Available for Unity | iOS |
Vuforia | Supports -Marker less (vision-based) and -Marker based tracking (Fiducial) -Calibration Library | -A complete SDK for AR application development. -Supports many languages for AR development for API - C++, Java, Net | Free and Commercial both versions are available. | Active | -Standalone Native development -Plugin available for Unity | iOS, Android |
ARToolKit | -Tracking Library Supports both -Video See Through(VST) -Optical See Through(OST) -ARTag variant of ARToolKit supports Marker based(Fiducial) | -C and C++ Language Support for AR -JARToolKit for Java Support -A Modified Marker Base -ARToolKitPlus | Free and Commercial both are available. | Active | -Standalone -Unity plugin is also available for Integration with Unity libraries | Linux, Windows, McOS X |
DeepAR (Creator Studio) | Embdded Tracking, VST Display | Standalone easy to create AR applications for non-programmers | Commercial | Active | DeepAR SDK Web SDK | Windows, iOS, Android, |
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Syed, T.A.; Siddiqui, M.S.; Abdullah, H.B.; Jan, S.; Namoun, A.; Alzahrani, A.; Nadeem, A.; Alkhodre, A.B. In-Depth Review of Augmented Reality: Tracking Technologies, Development Tools, AR Displays, Collaborative AR, and Security Concerns. Sensors 2023, 23, 146. https://doi.org/10.3390/s23010146
Syed TA, Siddiqui MS, Abdullah HB, Jan S, Namoun A, Alzahrani A, Nadeem A, Alkhodre AB. In-Depth Review of Augmented Reality: Tracking Technologies, Development Tools, AR Displays, Collaborative AR, and Security Concerns. Sensors. 2023; 23(1):146. https://doi.org/10.3390/s23010146
Chicago/Turabian StyleSyed, Toqeer Ali, Muhammad Shoaib Siddiqui, Hurria Binte Abdullah, Salman Jan, Abdallah Namoun, Ali Alzahrani, Adnan Nadeem, and Ahmad B. Alkhodre. 2023. "In-Depth Review of Augmented Reality: Tracking Technologies, Development Tools, AR Displays, Collaborative AR, and Security Concerns" Sensors 23, no. 1: 146. https://doi.org/10.3390/s23010146
APA StyleSyed, T. A., Siddiqui, M. S., Abdullah, H. B., Jan, S., Namoun, A., Alzahrani, A., Nadeem, A., & Alkhodre, A. B. (2023). In-Depth Review of Augmented Reality: Tracking Technologies, Development Tools, AR Displays, Collaborative AR, and Security Concerns. Sensors, 23(1), 146. https://doi.org/10.3390/s23010146