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Augmented Reality and Virtual Reality
Augmented Reality and Virtual Reality
“Our future success is directly proportional to our ability to understand, adopt and
integrate new technology into our work.” - Sukant Ratnakar
REPORT/LESSON CONTENT:
2. In Between AR and VR
Discussion of the relationship between
Augmented Reality and Virtual Reality
Virtual Reality (VR) is the use of computer modeling and simulation that
enables a person to interact with an artificial three-dimensional (3-D) visual or other
sensory environment. The term virtual reality was coined in 1987 by Jaron Lanier,
founder of VPL (Visual Programming Lab), providing a definitive name for the field
Similarities
Technically, they both employ the same tactics including, but not limited to:
motion-tracking technologies, sensors, controllers, lens. Both VR and AR change the
user’s reality through technology.
Differences
Virtual Reality (VR) tends to replace the real world up to total immersion,
creating an illusion of immersion in a life-size 3D digital environment, while
augmented Reality (AR) attempts to add the virtual by projecting digital
information on top of the environment already being viewed by the users, letting
virtual elements interact with real objects to create intended meanings. Virtual
reality.
Virtual vs real Experience is 25% virtual and 75% Experience is 75% virtual
experience real and 25% real
Control of the Users have a sense of being in the Visual senses are under
senses real world control of the system
Degree of Users are partially immersed into Users are fully immersed into
dimension the action the action
AUGMENTED REALITY
PROS OF AR CONS OF AR
VIRTUAL REALITY
PROS OF VR CONS OF VR
PRIMARY USE: WebAR is used for creating immersive augmented reality experiences
that users can access directly from their web browsers without the need for installing
additional apps.
Augmented Reality and VIrtual Reality CIS 215
TARGET MARKET: The target market for WebAR is broad, including businesses,
advertisers, educators, and entertainment companies looking to create interactive AR
experiences accessible via the web.
HOW TO USE: WebAR refers to Augmented Reality experiences that are accessed
through a web browser, typically using technologies like WebXR and WebGL.
Developers can create WebAR experiences using frameworks like A-Frame, AR.js, or
Three.js.
Model-View-Controller (MVC)
ORIGIN: MVC was originally introduced by Trygve Reenskaug while working at Xerox
PARC in the late 1970s. It has since become a widely adopted design pattern in
software development across various companies and industries.
PRIMARY USE: MVC is primarily used for organizing and structuring the codebase of
web applications, making them easier to develop, test, and maintain.
TARGET MARKET: MVC is not tied to a specific market but is widely used by software
developers and engineering teams building web applications across different sectors
and industries.
HOW TO USE: MVC is a software design pattern commonly used in building web
applications. It separates the application logic into three interconnected
components: the model (data and business logic), the view (user interface), and the
controller (handles user input and updates the model and view accordingly).
PRIMARY USE: LBGs are primarily used for entertainment, encouraging players to
explore their surroundings, interact with virtual objects or characters, complete
tasks, and compete with other players.
TARGET MARKET: The target market for LBGs includes gamers of all ages who enjoy
outdoor activities, exploration, and social interaction. Additionally, LBGs can be
utilized for marketing campaigns, tourism initiatives, and educational purposes,
targeting specific demographics or locations.
Augmented Reality and VIrtual Reality CIS 215
HOW TO USE: LBGs utilize the player's real-world location as part of the gameplay
experience. Players typically use mobile devices equipped with GPS to interact with
virtual elements overlaid on their physical surroundings.
PRIMARY USE: The Oculus SDK is used for creating VR games, experiences, and
applications specifically for Oculus VR headsets, such as the Oculus Rift and Oculus
Quest.
TARGET MARKET: The target market for the Oculus SDK includes VR developers and
businesses focusing on creating content for Oculus VR headsets and platforms.
PRIMARY USE: The Google VR SDK is used for creating VR applications and
experiences for mobile devices, such as VR games, educational apps, and immersive
storytelling.
TARGET MARKET: The Google VR SDK's target market includes mobile developers
and businesses interested in creating VR experiences for a wide range of Android
and iOS devices, including those compatible with Google Cardboard and other VR
viewers.
Comparison between the traditional methods and AR for the treatment of phobias
Traditional Methods AR Treatment
The elements the patient fears are real and The elements feared are virtual therefore
cannot be controlled by the therapist. they cannot hurt the patient.
Depending on the type of phobia it may The therapist has full control when the
require moving costs and longer sessions. virtual objects appear. Also, he can
start/stop the program at any time.
The stimuli produced are not controlled by The therapist can simulate the process
the therapist. multiple times without increasing the
cost of the procedure.
There is no assurance of the safety of the There is no real threat to the patient
patient during the treatment. since the elements are not real.
If the treatment requires a public place the The therapist can choose where the
patient may suffer discomfort during the sessions take place.
session.
(Researchers: Raul Vilas Boas, Lázaro Lima , Greice Zanini, and Pedro Rangel Henriques)
AR APPLICATION: webAR
Conclusion: The recent technological advances on WebAR provided a
simpler way to use AR and, as multiple studies demonstrated, its application can
prove beneficial in the treatment of phobias. Its viability is not determined, but there
is a perceived improvement on the treatment of specific phobias by using AR. The
advantages this project brings in relation to others are the accessibility and the
efficacy of using web-based AR, considering it is an intuitive approach and is
available to every device with access to the internet. Besides, this method provides a
versatile way for psychologists to be creative in their sessions to treat phobias using
the gradual exposition system.
Augmented Reality and VIrtual Reality CIS 215
With the integration of VR and AR, politicians could also create virtual rallies
through which their supporters could interact with each other in a virtual space. VR
can also offer virtual tours of government buildings, providing voters an immersive
experience. Augmented reality, differently, could give the voters a virtual experience
of the candidate’s proposed policies. The AR tech could also enhance debates,
overlaying graphics, and additional information in the physical environment.
Augmented Reality and VIrtual Reality CIS 215
VR can alter what a human sees, thinks, feels, and even how they behave. It
has the potential to allow people to understand and experience one another's
existence, thus cultivating empathy and kindness in a society that badly needs it.
VR as a tool for good governance cultivates empathy and could aid in raising
awareness. Through this, VR is perceived to be effective in the exercise of
democracy and in addressing political activism.
SUMMARY
Virtual Reality has been around to provide human beings with a virtual
environment where we can interact with a computer just as we do in the real world.
It enables people to meet, as well, anywhere in an efficient manner.
Augmented Reality, on the other hand, has been present for the purpose
of “supplementing reality rather than completely replacing it.” In other words,
Augmented Reality combines the real world and the virtual environment.
With the possible benefits in various fields, multiple researches have been
conducted. As a response to digital transformation, AR and VR are important tools
that if advanced- perceived to be more useful in the future.
Together with our knowledge of its pros is our awareness of its cons- so we
may be truly able to understand, adopt and integrate new technology into our work
using Augmented Reality and Virtual Reality.
Augmented Reality and VIrtual Reality CIS 215
REFERENCES:
Evanick, J., EdD. (2023, June 26). Immersive Learning: How virtual and
augmented reality are transforming higher education. eLearning Industry.
https://www.google.com/amp/s/elearningindustry.com/immersive-learning-ho
w-virtual-and-augmented-reality-transforming-higher-education/amp
History of Virtual Reality - Virtual Reality Society. (2020, January 2). Virtual
Reality Society.
https://www.vrs.org.uk/virtual-reality/history.html#:~:text=1987%20%E2%8
0%93%20Virtual%20reality%20the%20name%20was%20born&text=This%2
0all%20changed%20in%201987,area%20now%20had%20a%20name.
V, K. (2023, June 4). Virtual and augmented reality: the future of political
campaigning. Political Marketing Strategy Consultant.
https://politicalmarketer.com/virtual-and-augmented-reality-the-future-of-politi
cal-campaigning/