AR Basics

Tutorial 1 of 4

AR Basics Tutorial

1. Introduction

This tutorial is designed to provide a basic understanding of Augmented Reality (AR), the devices involved, and the fundamental principles of creating AR experiences.

By the end of this tutorial, you will be able to:

  • Define and differentiate the types of AR.
  • Understand the devices used in AR.
  • Create a basic AR app.

Prerequisites: Basic understanding of programming concepts is recommended, but not necessary.

2. Step-by-Step Guide

Types of AR

There are mainly three types of AR:

  • Marker-based AR: Uses a camera and a visual marker to produce a result when the marker is sensed by a reader.
  • Markerless AR: Also known as location-based or position-based AR, it uses a GPS, a compass, a gyroscope, and an accelerometer to provide data based on location.
  • Superimposition-based AR: Replaces the original view with an augmented, fully or partially.

AR Devices

AR can be experienced on devices like smartphones, tablets, smart glasses, and headsets.

Creating an AR App

Creating an AR app involves designing the UI, setting up the AR session, adding AR objects, and managing user interaction.

3. Code Examples

Let's create a simple AR app using ARKit, a framework in iOS for AR.

// Import the ARKit framework
import ARKit

class ViewController: UIViewController {

    // Connect the ARView from storyboard
    @IBOutlet var sceneView: ARSCNView!

    // Create a ARSession configuration object
    let configuration = ARWorldTrackingConfiguration()

    override func viewDidLoad() {
        super.viewDidLoad()

        // Run the view's session
        sceneView.session.run(configuration)

        // Show statistics such as fps and timing information
        sceneView.showsStatistics = true
    }

    override func didReceiveMemoryWarning() {
        super.didReceiveMemoryWarning()
        // Dispose of any resources that can be recreated.
    }
}

In the code above, we first import the ARKit framework. Then, we create a new AR session configuration. The configuration sets up tracking of the device's orientation and position. The session is then run on the scene view, which is connected to the storyboard.

4. Summary

In this tutorial, we've covered the basics of AR, including its types, devices used, and how to create an AR app. For further learning, you can explore advanced AR concepts like plane detection, physics, and animations.

Some additional resources:
- ARKit Documentation
- ARCore Documentation

5. Practice Exercises

  1. Exercise 1: Research and write a brief report on different AR devices available in the market.
  2. Exercise 2: Try modifying the example AR app to include an AR object in the scene.

Solutions

  1. Solution 1: You can find different AR devices such as Microsoft HoloLens, Google Glass, and Magic Leap One.
  2. Solution 2: You can add an AR object by creating an SCNNode object, setting its geometry, and adding it to the scene's rootNode.

Keep practicing and exploring more about AR for better understanding and mastery of the subject.