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Augmented and Virtual Reality
Augmented and Virtual Reality
Table of Content
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List of Figure
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Seminar Report
1 Virtual Reality
❖ 1977 – Developed at MIT, the Aspen Movie Map enabled users to vitake a virtual tour of
Aspen, Colorado.
❖ 1984 – Jaron Lanier founded VPL Research, one of the first companies to develop and
sell VR products.
❖ 1991 – The first VR arcade machine, Virtuality, was introduced.
❖ 1994 – Sega introduced its VR-1 motion simulator in its SegaWorld arcades.
❖ 2007 – Google introduced Street View, which provides panoramic views of locations.
❖ 2010 – The first prototype of the Oculus Rift headset was designed.
❖ 2014 – Facebook acquired Oculus for $2bn.
❖ 2014 – Sony announced the launch of Project Morpheus, a VR headset for its PS4 console.
❖ 2015 – Apple awarded the patent for a head-mounted display apparatus.
❖ 2015 – Google launched Cardboard, which uses a head mount to turn a smartphone into a
VR device.
❖ 2015 – Samsung launched the Gear VR headset.
❖ 2015 – The HTC Vive headset, developed by HTC and Valve, was unveiled at Mobile
World Congress.
❖ 2016 – The first generation Oculus Rift device was released.
❖ 2016 – Sony’s introduced PlayStation VR (PSVR).
❖ 2017 – Microsoft launched the Xbox One X, its VR-ready games console and headset.
❖ 2018 – Facebook revealed camera-loaded glasses optimised for ‘social VR’.
❖ 2018 – Facebook released its untethered Oculus Go headset.2018 – Lenovo’s Mirage
Solo, the first headset running Google Daydream, became available.
❖ 2019 – Sony announced that it had sold more than four million PSVR headsets.
❖ 2021 – More than 85 million VR headsets will be in use in China, according to PwC.
❖ 2023 – Cloud-based VR gaming will be increasingly prominent, supported by 5G
networks.
Uses goggles, speakers, and sometimes handheld wearable’s to simulate a real-world experience.
In virtual reality, you can also employ visual, auditory, and haptic (touch) stimulation, so the
constructed reality is immersive.
❖ Only develop technical skills no interaction is there: The experience gained in Virtual
Reality is based on a pre-recorded environment and therefore although technical skill is
developed there is no place for interaction with a tutor.
❖ Technology is complex: Virtual Reality technology has to be learned to gain skills and it
is not easy for everyone to understand the technology for how to use therefore training is
required to learn the complex technology.
❖ Addiction to Virtual Reality: Many a time it has been seen that teenagers and a few
adults become addicted to Virtual Reality and get affected physiologically. The addiction,
therefore, leads to various issues and teenagers also will not study their regular studies
and would always be interested in playing games.
❖ Impact on the real human body: Many people using Virtual Reality have many physical
problems like eye strain, dizziness, and nausea issues. This is because of the illusion
made by Virtual Reality.
❖ Not engaged in the real world: As people become addicted to Virtual Reality they don’t
want to engage themselves with the real world. The virtual world becomes their actual
world and they don’t want to deal with the real world.
❖ Psychological damage: As people become addicted to Virtual Reality they also get
impacted psychologically and therefore humans are recommended to avoid using Virtual
Reality for long period.
❖ Virtual patients are used to help students to develop skills that can later be applied in the
real world.
2 Augmented reality
Example: AR technology helps to display score overlays on telecasted sports games and pop out
3D photos, text messages, and emails.
2022 – Apple will launch its own AR headsets, followed by smart glasses.
2025 – AR cloud based experiences will gain prominence, supported by 5G networks.
2030 – AR will be a $76bn market, according to Global Data forecasts.
2.3.1 Advantages of AR
1. Enhanced Experience
Users will be able to take their phones and hold them up in front of a certain area, such as a
building or natural landmark. You can see buildings from different angles and determine where
you are standing through enhanced maps and positioning.
2. AR will be Easy to Use
For mobile phone users, augmented reality is really easy to use. Just point your camera at an
object, and the app will show you what it does with that particular item.
3. Supports Business Activities
AR is speculated to transform every business from housing to the retail market as the customers
would be able to get more of the benefits and invest accordingly. Augmented Reality helps you
with construction projects. The technology allows workers to identify and fix damaged parts of a
building, structure or facility.
4. Educational Advantages of Augmented Reality
Augmented reality includes its potential as an educational tool that can provide rich content. The
data is based on accurate GPS coordinates and provides navigation and directions without relying
on paper maps.
Figure 6: AR in Education
5. Improved Technology
Augmented Reality is often used in the medical field for teaching methods and even surgery
guidance. It has also been found that AR may help with learning disabilities such as dyslexia or
ADHD by making it more fun and engaging than traditional methods can.
2.3.2 Disadvantages of AR
1. Unaffordable
Augmented reality is expensive to create, and some AR apps are too complex for the average
user.
2. Privacy and Security Problems
Augmented Reality can cause privacy or security concerns. This is rooted in AR making it
difficult to discern between what's real and what's not, thus leading to a fear of being "tricked" by
an attack.
3. Promote Risky Behavior
Augmented Reality is a technology that uses virtual overlay on the physical world. It can be used
in games, entertainment, and many other ways.
4. Addiction and Fatalities are major disadvantages of AR
One of the cons of AR is that people share how addictive it can be to constantly check their
phone for updates on the game or other apps. This addiction has been deemed as "smartphone
fever" by psychologists and physicians.
5. More health issues
The wearer of AR devices would immerse themselves into Virtual content which could lead to
hearing loss, damage to eyes, even induce some behavioral changes.
➢ Printing and advertising industries are using AR technology apps to display digital
content on top of real-world magazines.
➢ AR technology allows you for the development of translation apps that helps you to
interpret the text in other languages for you.
➢ With the help of the Unity 3d Engine tool, AR is being used to develop real-time 3D
Games.
Summary
Virtual reality is the creation of a virtual environment presented to our senses in such a way that
we experience it as if we were really there. It uses a host of technologies to achieve this goal and
is a technically complex feat that has to account for our perception and cognition. It has both
entertainment and serious uses. The technology is becoming cheaper and more widespread. We
can expect to see many more innovative uses for the technology in the future and perhaps a
fundamental way in which we communicate and work thanks to the possibilities of virtual reality
References
1. https://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html
2. https://metaversevrnow.com/vr/advantages-and-disadvantages-of-virtual
3. reality/#:~:text=One%20advantage%20is%20that%20virtual,worrying%20about%20the
%20real%20world.
4. https://www.softwaretestinghelp.com/what-is-virtual-reality/
5. https://www.guru99.com/difference-between-ar-vr.html.