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REALITY
AND
AUGMENTED
REALITY
SUBMITTED BY:
ROHIT SINGH
331/COE/14
SUMMARY
The two cousins virtual reality and augmented reality are
trying to alter our perception about how we experience
life. One takes us to places where we have never been
without moving our feet and the other, draws our
imagination onto this boring world. Both technologies
share same arsenal and are directed towards
improvement of life. VR shows us the world in a different
way using HMDs, HUDs etc. It users a wide range of
sensors: accelerometer, gyroscope, magnetometers,
optical trackers and electromagnetic trackers. Most of
them are found in our modern smartphones and hence,
they are the most widely used gadget to experience VR.
The AR systems are less clumsy than VRs. They make
use of object tracking, image recognition, eye tracking,
projection mapping and motion sensing using
accelerometer & gyroscope. HMDs, HUDs, prism
projectors and smartphones are also used here. They
have a wide variety of applications from armed forces,
education, medical, safety and rescue and
entertainment. The biggest achiever is the education
industry, students can learn practically from their
classrooms using VR and AR can help them to explore
their imagination. In modern era, for military AR and VR
are the initial stages for a soldier, their training is done
using virtually created and simulated environments.
With proper training and firsthand knowledge of the
battlefield, soldiers have become remarkably efficient
and smart and also there is less loss of life. In various
CONTENTS
o
o
INTRODUCTION
o
o
o
APPLICATIONS OF AR
WORKING OF VIRTUAL
REALITY (VR)
o WORKING OF AUGMENTED
REALITY (AR)
o APPLICATIONS OF VR
CONCLUSION
BIBLIOGRAPHY
INTRODUCTION
VIRTUAL REALITY (VR)
The term virtual is defined as
something which is being in essence
or effect but not in fact. In simple
terms virtual means FAKE.
Reality on the other hand is defined as
something that is perceptible. Thus,
VIRTUAL REALITY is a term that
contradicts itself. Something cant be
real and virtual both simultaneously.
But in the digital era, nothing is
impossible and technology has made
this unrealistic term VIRTUAL
REALITY real.
Technically, it can be defined as a
computer-generated environment that
can be interacted with as if that
environment was real.
immersion: depth
of
There are a range of systems that are used for this purpose, such as
headsets, omni-directional treadmills and special gloves.
These are used to actually stimulate our senses together in order to
create the illusion of reality.
These systems can be divided into:
provide the user with 3D digital imagery projected directly onto the
environment. The user doesnt need to wear equipment or use any
devices.
Head Mounted Systems (HMDs) are the other way of experiencing
AR. Indeed, HMDs that use smartphones to work often have
something known as a camera pass-through. In other words, the
outside world can be seen by smartphones rear camera. This
method leaves one feeling a bit disconnected from the experience,
as cameras perspective and naked eyes perception causes lack of
depth and reality.
The best way to experience AR is using projection like devices.
These devices use prism projector. The eyes of the user look out
at the world unimpeded, but digital imagery is projected into the
prism projection system that makes the objects appear as they are
really there, sitting on a table or hanging against the wall.
The various famous technologies used for AR are:
1.
2.
3.
4.
Google Glass
Microsoft Hololens
SixthSense
Various iOS and android apps
which is both fun and easy to learn. Plus these students can interact
with the objects in that environment in order to discover more about
them. For example, astronomy students can learn about the solar
system by moving planets, see around stars and track the progress
of a comet.
HEALTHCARE: The main advantages of this technology is that it
allows healthcare professionals to learn new skills as well as
refreshing existing ones in a safe environment. HumanSim (Human
Simulation)is a system which enables doctors, nurses and other
medical personnel to interact with others in an interactive
environment. They engage in training scenarios in which they have
to interact with a patient but within a 3D environment only. Other
examples include VR diagnostics and Virtual robotic surgery.
ENTERTAINMENT: The entertainment industry is one of the most
enthusiastic advocates of virtual reality, most noticeably in games
and virtual worlds. But other equally popular areas include:
Virtual Museums, e.g. interactive exhibitions
Galleries
Theatre, e.g. interactive performances
Discovery centres
BIBLIOGRAPHY
o http://whatis.techtarget.com/
definition/virtual-reality
o http://www.vrs.org.uk/virtualreality/what-is-virtualreality.html
o http://mashable.com/category
/virtual-reality
o http://www.augment.com/how
-augmented-reality-works/
o http://computer.howstuffwork
s.com/augmented-reality.html
CONCLUSION
The year 2016 has been marked by the tech gurus as
the year of VR. Today, the limitation in these tech is
that we can see things but cannot feel. On the other
hand AR also has the same limitations but AR has been
significantly moving ahead. Soon we will be equipped
with technology and interface as shown in Sci-Fi
movies.
There is talk about using nanotechnology as a means of
allowing us to push beyond the boundaries of the
human body and enter into the digital world. You would
become one with the virtual environment. Your brain
would be uploaded into a computer system or network
which would mean immortality but how much of this is
science fiction rather than hard facts?
The VR and AR are surely the next big thing that is
going to change out lifestyle and change the way we
see this world.