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VIRTUAL AND AUGMENTED REALITY

Table of Content

Table of Content ............................................................................................................................... i


List of Figure .................................................................................................................................... i
1 Virtual Reality .............................................................................................................................. 1
1.1 Definition of Virtual Reality ................................................................................................. 1
1.2 History of Virtual reality ....................................................................................................... 1
1.3 How does VR works? ............................................................................................................ 2
1.3.1 Characteristics of virtual reality ..................................................................................... 3
1.4 Advantages and Disadvantage of Virtual Reality ................................................................. 3
1.4.1 Advantages of Virtual Reality ........................................................................................ 4
1.4.2 Disadvantages of Virtual Reality ................................................................................... 4
1.5 Applications of Virtual Reality (VR) .................................................................................... 5
2 Augmented reality ........................................................................................................................ 6
2.1 Definition of augmented reality ............................................................................................ 6
2.2 History of Augmented Reality .............................................................................................. 7
2.3 How does AR works? ............................................................................................................ 8
2.3 Advantages and Disadvantages of AR - Augmented Reality ............................................... 9
2.3.1 Advantages of AR .......................................................................................................... 9
2.3.2 Disadvantages of AR .................................................................................................... 10
2.4 Applications of Augmented Reality (AR) ........................................................................... 10
2.4.1 Mixed Reality: A perfect Mixture ................................................................................ 11
2.5 Virtual Reality Versus Augmented Reality ......................................................................... 11
Summary ....................................................................................................................................... 13
References ..................................................................................................................................... 14

i
List of Figure

Figure 1 Virtual Reality Device .............................................................................................................................. 1


Figure 2: virtual reality ........................................................................................................................................... 3
Figure 3: virtual reality in healthcare application .................................................................................................. 6
Figure 4: Augmented reality .................................................................................................................................. 7
Figure 5: how does AR works. ............................................................................................................................... 9
Figure 6: AR in Education ................................................................................................................................... 10
Figure 7: Mixed Reality ....................................................................................................................................... 11
Figure 8: Augmented, Virtual, Mixed Reality ...................................................................................................... 12

i
Seminar Report

1 Virtual Reality

1.1 Definition of Virtual Reality


The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’ and
‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So
the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but
it usually refers to a specific type of reality emulation.
Everything that we know about our reality comes by way of our senses. In other words, our entire
experience of reality is simply a combination of sensory information and our brains sense-
making mechanisms for that information.
Virtual reality is the term used to describe a three-dimensional, computer generated
environment which can be explored and interacted with by a person. That person becomes part
of this virtual world or is immersed within this environment and whilst there, is able to
manipulate objects or perform a series of actions.

Figure 1 Virtual Reality Device

1.2 History of Virtual reality


The first technical developments for virtual reality were in the 1830s. However in 1935, VR
became more commonplace, appearing in Pygmalion's Spectacles - a science fiction story where
the main character wears a pair of goggles which transports him to a fictional world.
Since then, there have been many improvements to VR technology, leading to the launch of the
Oculus Rift in 2012, which kick started VR as we know it today.
From Sensorama to Oculus Quest and beyond
❖ 1956 – Sensorama, considered to be one of the earliest VR systems, was invented.
❖ 1968 – The first VR HMD, The Sword of Damocles, was created.
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❖ 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.

1.3 How does VR works?


The focus of virtual reality is on simulating the vision. The user needs to put a VR headset screen
in front of his/her eyes. Therefore, eliminating any interaction with the real world. In VR, two
lenses are placed between the screens. The user needs to adjust eyes based on the individual
movement of the eye and its positioning. The visuals on the screen can be rendered by using an
HDMI cable connected to a PC or mobile phone.
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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.

Figure 2: virtual reality

1.3.1 Characteristics of virtual reality


➢ Believable: You feel like you're in the virtual world through what you see and hear.
➢ Fully immersive: As you move your head around with the VR headset on, what you see
changes as well, just as it would in real life.
➢ Computer-generated: VR worlds are usually created with complex 3D computer
graphics that change in real time as we move.
➢ Interactive: You can interact with different objects in the scene, whether it’s pressing a
button or opening a door.

1.4 Advantages and Disadvantage of Virtual Reality

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1.4.1 Advantages of Virtual Reality


❖ Virtual reality helps in exploring places without actually being there: Virtual reality
refers to the imaginary environment made with the help of technology with an essence of
reality. It helps therefore to explore various places without even going to that place. This
has made the life of people much easier and more entertaining.
❖ The education system has been improved: The old text-based learning has now been
replaced by virtual study in which a teacher teaches the student with the help of virtual
reality equipment. This equipment allows the user to see the imaginary environment
based on the topic and analyze the study.
❖ It creates a realistic world: Virtual reality creates an imaginary world for the user based
on the topics to study or for entertainment. Although the Virtual Reality created is
imaginary, it seems to the user as if it is an actual real world. Therefore help them to have
a better experience of the current reality although everything may be unreal.
❖ Help in providing training: A lot of people who are not skilled in different fields of
work can get training in the virtual environment
❖ Lowest risk: Virtual reality is an imaginary world created by the developer to study or
make people experience different realities of life. Therefore the risk involved in
experiencing the knowledge gathered through books is almost low.
❖ Increases interest and engagement toward a subject: Virtual Reality is a platform to
undergo the situation that a person has studied in their textbooks. Practical knowledge is
more interesting and exciting as compared to monotonous book reading therefore a lot of
engagement towards the subject has been seen in the case of virtual reality or Virtual
Reality training.
❖ Cost-effective: Only at the time of installation of Virtual Reality technology do expenses
occur but after that, the maintenance and cost per person become almost low thus it is
cost-effective.

1.4.2 Disadvantages of Virtual Reality


❖ Implementation is expensive: Implementation of Virtual Reality is an expensive
procedure. The technology and equipment used in Virtual Reality are costly and therefore
only a few could afford such technology.

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❖ 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.

1.5 Applications of Virtual Reality (VR)


❖ VR technology is used to build and enhance a fictional reality for the gaming world.
❖ VR can use by the military for flight simulations, battlefield simulations, etc.
❖ VR is used as a digital training device in many sports and to help to measure a sports
person’s performance and analyze their techniques.
❖ It is also becoming a primary method for treating post-traumatic stress.
❖ Using VR devices such as Google Cardboard, HTC Vive, Oculus Rift, or users can be
transported into real-world and imagined environments like squawking penguin colony or
even the back of a dragon.
❖ VR technology offers a safe environment for patients to come into contact with things
they fear.
❖ Medical students use VR to practice and procedures

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❖ Virtual patients are used to help students to develop skills that can later be applied in the
real world.

Figure 3: virtual reality in healthcare application

2 Augmented reality

2.1 Definition of augmented reality


Augmented reality is an interactive experience that enhances the real world with computer-
generated perceptual information. Using software, apps, and hardware such as AR glasses,
augmented reality overlays digital content onto real-life environments and objects. This enriches
the user experience and turns one’s immediate surroundings into an interactive learning
environment which is particularly valuable in manufacturing and Industry processes. It allows
industrial users to become “one” with the systems and machines they work with, and to optimize
and augment technology and IoT networks with human ingenuity, observation, and creativity.
Augmented reality offers a better way to design, curate, and deliver consumable instructions by
overlaying digital content in real-world work environments

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Example: AR technology helps to display score overlays on telecasted sports games and pop out
3D photos, text messages, and emails.

Figure 4: Augmented reality

2.2 History of Augmented Reality


1968 – The first HMD, The Sword of Damocles, was created.
1975 – Myron Krueger established an artificial reality lab called the Video place.
1990 – Former Boeing researcher Thomas PCaudell coined the term “augmented reality”.
1992 – The US Air Force’s Research Lab developed a fully immersive AR system.
1994 – Julie Martin presents the first AR theater production, ‘Dancing in Cyberspace’.
1998 – NASA’s X-38 spacecraft used AR in practical field navigation.
2000 – Outdoor mobile AR game ARQuake was created.
2005 – Nokia introduced AR-based two-player game AR Tennis.
2008 – BMW ran AR-based print advertisements.
2009 – ARToolkit (a web-based design tool) was made available in Adobe Flash.
2010 – Microsoft introduced the Kinect motion sensing input devices.
2013 – Automotive company VW launched MARTA, an AR service support system.
2013 – Google started selling a prototype of Google Glass.
2014 – Google launched Tango, an AR computing platform.
2015 – Microsoft announced its HoloLens headset, which went on sale the following year.
2016 – Niantic and Nintendo launched Pokémon Go.
2016 – Snap unveiled its smartglasses, known as Spectacles.
2017 – Apple introduced the ARKit SDK for iOS devices.
2017 – Facebook launched the Camera Effects platform, later renamed Spark AR.
2018 – Google introduced the ARC ore SDK for Android devices.
2018 – Magic Leap’s Magic Leap One became available to buy.
2019 – Microsoft introduced the HoloLens 2 headset.
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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 How does AR works?


AR uses computer vision, mapping as well as depth tracking in order to show appropriate content
to the user. This functionality allows cameras to collect, send, and process data to show digital
content appropriate to what any user is looking at.
In Augmented reality, the user’s physical environment is enhanced with contextually relevant
digital content in real-time. You can experience (AR) augmented reality with a smartphone or
with special hardware.
AR projections can be displayed on various devices: various screens, glasses, handheld devices,
smartphones, and headsets.

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Figure 5: how does AR works.

2.3 Advantages and Disadvantages of AR - Augmented Reality

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.

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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.

2.4 Applications of Augmented Reality (AR)


➢ AR apps are being developed which embed text, images, videos, etc.

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➢ 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.

2.4.1 Mixed Reality: A perfect Mixture


The perfect cross between AR and VR is the so-called mixed reality. This technology is expected
to become mainstream for consumers and businesses soon. It’s based on enabling instinctive
interaction with data, while eliminating screen-based work. Instead, handheld devices can take
over these stationary device tasks. The clear advantage is that it will be easier to target
centralized data anywhere and anytime.

Figure 7: Mixed Reality

2.5 Virtual Reality Versus Augmented Reality


AR and VR differ from each other in key aspects. However, this stark difference does not mean
that one of the two technologies is better than the other. Instead, both technologies stand out in
different application spheres:
❖ VR creates an immersive virtual environment, while AR augments a real-world scene.
❖ VR is 75 percent virtual, while AR is only 25 percent virtual.
❖ VR requires a headset device, while AR does not.
❖ VR users move in a completely fictional world, while AR users are in contact with the
real world.
❖ AR requires higher bandwidth than VR.
❖ AR is intended to enhance the virtual world and the real world. VR replaces the real
world with a fictional reality, which is primarily intended to enhance games.
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❖ AR uses a real-world setting while VR is completely virtual


❖ AR users can control their presence in the real world; VR users are controlled by the
system
❖ VR requires a headset device, but AR can be accessed with a smartphone
❖ AR enhances both the virtual and real world while VR only enhances a fictional reality

Figure 8: Augmented, Virtual, Mixed Reality

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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

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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.

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