Download as pdf or txt
Download as pdf or txt
You are on page 1of 11

Augmented Reality and VIrtual Reality CIS 215

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:

1. Augmented and Virtual Reality


Definition and Features

2. In Between AR and VR
Discussion of the relationship between
Augmented Reality and Virtual Reality

3. Pros and Cons


Evaluation of the current status of Augmented Reality and Virtual Reality.

4. Applications and Softwares


Identification and Demonstration of useful Augmented Reality
and Virtual Reality apps.

DEFINITION AND FEATURES OF AUGMENTED 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

VR applications immerse the user in a computer-generated environment that


simulates reality through the use of interactive devices, which send and receive
information and are worn as goggles, headsets, gloves, or body suits.

Augmented reality (AR) is an enhanced version of the real world, achieved


through the use of computer-generated digital information. It involves overlaying
visual, auditory, or other sensory information onto the real world to enhance one’s
experience. Unlike virtual reality, which creates its own cyber environment,
augmented reality adds content and information to the existing world.
Augmented Reality and VIrtual Reality CIS 215

IN BETWEEN AUGMENTED REALITY (AR) and VIRTUAL REALITY (VR)

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.

BASIS AUGMENTED REALITY (AR) VIRTUAL REALITY (VR)

Purpose The system adds to reality, The systems replaces reality


augments the real-world completely stimulates the
environment. virtual environment

To augment the environment and To create an illusion of


let virtual elements interact with immersion in a life-size 3D
real objects to create intended digital environment.
meanings

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

Enhancement AR enhances both real and virtual VR enhances a fictional


Target worlds reality

Device No special AR devices are needed Special VR devices are


(only cameras on a smartphone) needed (headset, gloves, et
cetera)

Bandwidth Higher bandwidth for top-quality Lower bandwidth


experiences requirement
Augmented Reality and VIrtual Reality CIS 215

PROS AND CONS OF AUGMENTED REALITY AND VIRTUAL REALITY

AUGMENTED REALITY

PROS OF AR CONS OF AR

Enhanced Real-world Experience: Limited Immersion: AR overlays


AR can enrich our perception of the real digital content onto the real world, but
world by overlaying digital information it doesn't create a fully immersive
onto our physical surroundings. virtual environment like VR.

Improved Productivity: AR can be a Technical Limitations: AR technology


game-changer in various industries by heavily relies on cameras and sensors,
providing real-time guidance, which can sometimes be limited in
instructions, and data visualisation. terms of accuracy and performance.

Interactive Learning: AR has the Dependency on Devices: AR


potential to revolutionise education by experiences typically require the use of
providing interactive and engaging smartphones or other AR-enabled
learning experiences. devices, which can be a barrier for
widespread adoption.

Enhanced Gaming: AR gaming blends Privacy Concerns: AR can raise


the digital and physical worlds, creating privacy concerns as it involves capturing
a unique and immersive gaming and processing real-world data,
experience. potentially compromising personal
information.

Enhanced Shopping Experience: AR Cost and Accessibility: Developing


is transforming the retail industry by AR applications can be expensive, and
providing virtual try-on experiences. the cost of AR-enabled devices may
Allowing customers to visualise products limit accessibility for some users.
before making a purchase decision.

VIRTUAL REALITY

PROS OF VR CONS OF VR

Immersive Experience: One of the Expensive Equipment: VR headsets


biggest advantages of VR is its ability to and other necessary equipment can be
create a fully immersive virtual costly, making it less accessible for
environment. some users
Augmented Reality and VIrtual Reality CIS 215

Entertainment and Gaming: VR has Motion Sickness: Some users may


revolutionised the gaming industry by experience motion sickness or
providing a unique and immersive discomfort when using VR, especially
gaming experience. during fast-paced or intense
experiences.

Training and Simulation: VR can be Limited Physical Interaction: VR


used for training purposes in a variety experiences often rely on handheld
of fields. For example, medical students controllers or other input devices,
can use VR to simulate surgeries and limiting the level of physical interaction
other procedures, allowing them to compared to the real world.
practise without the risk of harming a
real patient.

Virtual Travel and Exploration: VR Isolation: VR experiences can be


technology can transport users to isolating, as users are fully immersed in
different locations around the world, or a virtual environment and may not have
even into space, providing virtual tours direct interaction with the real world or
and allowing them to explore new other people.
places without leaving their homes.

Therapy and Rehabilitation: VR has Health and Safety Concerns:


shown promising results in the field of Prolonged use of VR headsets can cause
therapy and rehabilitation. For example, discomfort, eye strain, and other health
it can help individuals overcome phobias issues. Users may be unaware of their
by gradually exposing them to their surroundings, leading to potential safety
fears in a controlled environment. hazards

APPLICATIONS and SOFTWARES


WebAR
ORIGIN: WebAR has been popularized by various companies and developers in the
augmented reality space. It's not tied to a specific company or origin but has gained
momentum as web technologies and AR capabilities have advanced.

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).

Location Based Games (LBG)


ORIGIN: LBGs have been developed by various companies and game developers
worldwide, with origins dating back to the early 2000s with games like "Geocaching"
and "Munzee." Notable examples include Niantic Labs' "Pokémon GO" released in
2016 and "Ingress" released in 2012.

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.

Oculus SDK (Softwar Development Kit)


ORIGIN: Oculus, founded in 2012, initially developed the Oculus SDK before being
acquired by Facebook in 2014.

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.

HOW TO USE: The Oculus SDK is provided by Oculus, a subsidiary of Facebook


Reality Labs, for developing VR applications for Oculus VR headsets. It offers tools
for VR development, including rendering, spatial audio, and input handling.

Google VR SDK (formerly Cardboard)


ORIGIN: Google developed the Cardboard SDK, which later evolved into the Google
VR SDK. The exact release date of the Cardboard SDK is not specified, as it has
undergone updates and iterations over time.

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.

HOW TO USE: The Google VR SDK, previously known as Cardboard SDK, is a


software development kit provided by Google for creating VR experiences for
Android and iOS devices. It offers tools for VR development, including head tracking,
rendering, and input handling.
Augmented Reality and VIrtual Reality CIS 215

AR AND VR IN SOCIAL SCIENCES AND RESEARCH

AR as treatment for Phobias in the field of Psychology

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

VR as an approach to automatic blood sample generation in the field of


Medicine
(Researchers: Jaime Díaz, Jeferson Arango-López, Samuel Sepúlveda, Danay Ahumada,
Fernando Moreira, and Joaquin Gebauer)

The research was conducted with a proposal to seek VR not only as an


educational alternative but also a tangible solution in digital transformation.
Furthermore, there are risks and difficulties with the traditional way of getting
samples:
1. Critical to the analysis process, blood samples must be preserved in
environmental conditions and specific facilities.
2. Blood samples also carries risks, as they have microorganisms that can affect
students’ health if not managed with the corresponding safety measures.
3. There are many diseases that cannot be put under a microscope used by
students in laboratories due to the danger their handling poses, and in other
cases it is quite complicated to find patients with a certain disease.

As one of the main competencies that university students in health programs


like Biomedicine must acquire, the software presented in a form of VR supports the
learning process, mainly because the application can navigate in a large sample, and
with actions similar to the operation of traditional microscopes. Furthermore, using
VR is a more efficient and safer way on the part of students to conduct this
requirement. Although the proposal is not market-ready, it is possible to work and
validate toward this goal.
Software: Model-View-Controller (MVC)

AR as a tool to enhance visitor's experience at Archeological Sites.


(Researchers: Samuli Laato and Antti Laato)

Through their study, they proposed the utilization of location-based AR games


as rigorous information of archaeological sites as possible, for the purpose of
providing actors the possibility to learn real history in an accurate way. Furthermore,
more AR applications may be created to support the visitors’ understanding of an
archeological place. This additional material typically includes scientific
interpretations of who built the structures that are visible on site and when, and for
what purpose.
Application: Location-based Games (LBG)
Augmented Reality and VIrtual Reality CIS 215

Here is a visual representation of how AR could be an aid in Archeology.

AR and VR as a tool in political campaigning


(Researchers: A. Agrawal & V. Kirsn)
Augmented reality can be efficiently utilized to inform people about various
issues in a highly interactive way. For instance, a political party can create an
AR-enabled mobile app that shows location-based data such as crime data,
development information and indices as a timeline reflecting development done over
time during a particular elected official’s tenure.

Infamous Edward Snowden, who revealed a massive government spying


program, also pointed out a similar scenario. According to him, augmented
technology has an inherent ability to increase overall civic engagement and even
change the way people perceive their surroundings. Augmented reality app
development should also include public interaction in the AR apps. Enabling public
interaction with the app can dramatically influence potential voters. Comment
sections and rating systems can allow people to discuss location-based development
indices and even gather suggestions.

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

AR and VR as a tool for good governance


(Researchers: R. Briggs; J. Dul; J. Mariani; P. K. Kishnani)

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.

It is in a way where Augmented and virtual technologies could transform how


governments use data, help raise employee performance, and more efficiently offer
improved services.

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:

Augmented reality vs. virtual reality: Key differences. (n.d.). Cointelegraph.


https://cointelegraph.com/learn/augmented-reality-vs-virtual-reality-key-differ
ences

Digital reality in government. (n.d.). Deloitte Insights.


https://www2.deloitte.com/us/en/insights/industry/public-sector/augmented-v
irtual-reality-government-services.html

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

Hayes, A. (2024, February 4). Augmented Reality (AR): Definition, examples,


and uses. Investopedia
https://www.investopedia.com/terms/a/augmented-reality.asp

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.

Lowood, H. E. (2024, February 17). Virtual reality (VR) | Definition,


Development, Technology, Examples, & Facts. Encyclopedia Britannica.
https://www.britannica.com/technology/virtual-reality

Trends and innovations in information systems and technologies. (2020). In


Advances in intelligent systems and computing.
https://doi.org/10.1007/978-3-030-45691-7

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/

You might also like