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AUGMENTED

REALITY

VS

VIRTUAL
REALITY
NOTABLE RESEARCHERS FOR AR

 THE FIRST KNOWN AR SYSTEMS : Louis Rosenberg developed one of the first
known AR systems, called Virtual Fixtures, while working at the U.S. Air Force
Armstrong Labs in 1991, and published the first study of how an AR system can
enhance human performance.

 Mike Abernathy pioneered one of the first successful augmented video overlays
(also called hybrid synthetic vision) using map data for space debris in 1993, while
at Rockwell International.

 Tracy McSheery, of Phasespace, developer in 2009 of wide field of view AR lenses


as used in Meta 2 and others.

 Dieter Schmalstieg and Daniel Wagner developed a marker tracking systems for
mobile phones and PDAs in 2009
WHAT IS AUGMENTED REALITY (AR) ?

 Augmented reality (AR) is an interactive experience of a real-world


environment where the objects that reside in the real-world are "augmented"
by computer-generated perceptual information, sometimes across multiple
sensory modalities, including visual, auditory, haptic, somatosensory,
and olfactory.
 The overlaid sensory information can be constructive (i.e. additive to the
natural environment) or destructive (i.e. masking of the natural environment)
and is seamlessly interwoven with the physical world such that it is perceived
as an immersive aspect of the real environment.
 In this way, augmented reality alters one's ongoing perception of a real world
environment, whereas virtual reality completely replaces the user's real world
environment with a simulated one. Augmented reality is related to two largely
synonymous terms: mixed reality and computer-mediated reality.
HOW DOES AR WORKS?
 TECHNOLOGY

 Hardware: Hardware components for augmented reality are: processor, display,


sensors and input devices. Modern mobile computing devices
like smartphones and tablet computers contain these elements which often
include a camera and MEMS(Microelectromechanical systems)sensors such
as accelerometer, GPS, and solid state compass, making them suitable AR
platforms.

 Display: Various technologies are used in augmented reality rendering,


including optical projection systems, monitors, handheld devices, and display
systems worn on the human body.

 Eyeglasses: AR displays can be rendered on devices resembling eyeglasses.


Versions include eyewear that employs cameras to intercept the real world view
and re-display its augmented view through the eyepieces and devices in which
the AR imagery is projected through or reflected off the surfaces of the
eyewear's lenspieces.
 HUD : A head-up display (HUD) is a transparent display that presents data without
requiring users to look away from their usual viewpoints.

 Contact lenses: Contact lenses that display AR imaging are in development.


These bionic contact lenses might contain the elements for display embedded into the
lens including integrated circuitry, LEDs and an antenna for wireless communication.
The first contact lens display was reported in 1999,then 11 years later in 2010-2011.

 Computer: The computer analyzes the sensed visual and other data to synthesize and
position augmentations. Computers are responsible for the graphics that go with
augmented reality. Augmented reality uses a computer-generated image and it has an
striking effect on the way the real world is shown. With the improvement of technology
and computers, augmented reality is going to have a drastic change on our perspective
of the real world.

 Software and algorithms: A key measure of AR systems is how realistically they


integrate augmentations with the real world. The software must derive real world
coordinates, independent from the camera, from camera images. That process is
called image registration, and uses different methods of computer vision, mostly
related to video tracking. Many computer vision methods of augmented reality are
inherited from visual odometry.
WHAT IS VIRTUAL REALITY (VR) ?

 Virtual Reality (VR) is the use of computer technology to create a simulated


environment.

 VR places the user inside the experience instead of using screen to them.

 Users are immersed and are able to interact with 3D world.

 Virtual Reality’s most immediately-recognizable component is the head-mounted


display (HMD).
HOW DOES VR WORKS ?
 HMD (head mounted display) : VR systems are used in HMD(head mounted display).
 Stereoscopic vision : VR systems use the principle of stereoscopic vision to simulate
the perception of depth and 3D structures.
 Generation of images : The VR system has to generate a separate images for each
eye, one slightly offset from the other.
 Framerate : The stereoscopic image on the display is with a minimum of 60
framerate per second
 Optic : HMD uses the pair of lens that augments our eyes to converge the images.
 Motion tracking : Tracks movements of the head and updates the rendered scene
without any lag.
 MTP (motion to photon) : The VR system traces the movement within 16.67ms to
maintain 60 frames per second.
TYPES OF DISPLAY/DEVICES USED IN AR

 Head-Mounted Display (HMD):


Head-mounted displays are small display devices having
projection technology, and are usually integrated into
eyeglasses or mounted on helmets.

 Smart Glass:
Smart glasses are like wearable computer, which adds
information to what the wearer sees.
 Head-Up Display (HUD):
Head-up displays are the transparent display that
represents the information data onto a windshield of an
aircraft, car, etc., so as to allow pilots, drivers, etc., to use
the information without looking down.

 Handheld Device Applications:


It can be defined as integration of augmented reality
technology into smartphone, so as to deliver reality-
based services and functions.
TYPES OF DISPLAY/DEVICES USED IN VR

 Head Mounted Displays (HMD) :


A display device, worn on the head or as part of a helmet,
that has a small display optic in front of one or each eye.

 Cave Automatic Virtual Environment (CAVE) :


A room with projections on all walls, floor and ceiling.
The users wear shutter glasses to get a 3D view of the
world.
 Binocular Omni-Orientation Monitor (BOOM) :
A head-coupled stereoscopic display device. Screens and
optical system are housed in a box that is attached to a
multi-link arm.

 Data Suit :
An electronic body covering or suit containing directional
sensors, used to transmit electrical signals corresponding to
the wearer's movements to a computer.
These signals are then converted to digital form and the
resulting data control objects in the virtual environment
being displayed.
APPLICATION OF AR

 AUGMENTED REALITY ENHANCED GAMING HEADWEAR


Use of AR headsets is common amongst gamers and the experience of gaming while using
them has given the gamers an extra edge of excitement and thrill. Modern day games use
AR technology to give their gamers a real-time experience and make them feel as if they
are the bots. Using this technology, the gaming industry has boosted drastically.

 MILITARY AUGMENTED REALITY


Augmented reality has been in use by the armed forces for a long time now and they have
enhanced over time. The Heads-Up-Display is one of the many uses where AR has been
implemented. HUD is commonly used for the pilots. HUD consists of a transparent display
that focuses on transmitting crucial details to the pilot without distracting his focus from
the flight. These crucial details include altitude, airspeed, and the horizon with other
extremely important data.
The Head-Mounted-Display is applicable for the ground troops. HMD helps in tracking
enemies within sight. The simulated training process is also possible using HMD.
 MEDICAL AUGMENTED REALITY
Medical AR focuses on visualization aid and on explaining complex medical conditions
to the students. Medical AR focuses on eradicating the risks of an operation. AR
combined with X-ray and MRI can improve the view into a single system for the
surgeon. With Augmented Reality, operations have eased out as it gives a third-
dimensional view of what is to be operated.

 VISUALIZING POSSIBILITIES IN AR
In this type of an augmented reality platform, companies are using AR headsets to
simulate their equipment in their client places. This is done to give a preview of how
their equipment will look like in their surroundings.

 ARCHAEOLOGY
AR has been used to aid archaeological research. By augmenting archaeological
features onto the modern landscape, AR allows archaeologists to formulate possible
site configurations from extant structures
 AUGMENTED REALITY CHANGING SPORTS
Sports have changed a lot since AR has been realized, and will be enhanced more in
the coming years. A recent example of AR changing sports is the yellow line that we
see on our TV sets while watching football and other games. AR has also been
implemented in cricket for tracking the ball when the player throws it.
Augmented reality has evolved in various ways and has proved to be beneficial in use.
With improving technologies, AR is bound to enhance human experience. While AR
has been combined with technologies, how other companies apply this technology in
their business strategies is going to be exciting.
APPLICATIONS OF VR
 Applications of VR (also known as virtual reality) can be found in fields as diverse as
entertainment, marketing, education, medicine, and many others. They provide
numerous possibilities for users to explore virtual realities for various purposes

 Entertainment :
Gaming - Several virtual reality head mounted displays (HMD) were released for gaming
during the early-mid 1990s. Other modern examples of narrow VR for gaming include
the Wii Remote, the Kinect, and the PlayStation Move/PlayStation Eye, all of which
track and send motion input of the players to the game console
Music and concerts - VR can allow individuals to attend concerts without actually being
there.
 Robotics : Virtual reality has been used to control robots in telepresence and
telerobotic system
 Healthcare and clinical therapies :
Rehabilitation, Surgery training, Anxiety disorder treatment with the use of
virtual reality exposure therapy, Pain management, Some companies are
adapting VR for fitness by using gamification concepts to encourage exercise

 Education and training :


VR is used to provide learners with a virtual environment where they can develop
their skills without the real-world consequences of failing.
Supplementing military training with virtual training environments has been
claimed to offer avenues of realism in military training while minimizing cost

Space training - NASA has used VR technology for twenty years.


Most notable is their use of immersive VR to train astronauts while they are still
on Earth
Flight and vehicular application - Flight simulators are a form of VR pilot training.
They can range from a fully enclosed module to a series of computer monitors
providing the pilot's point of view
 Digital marketing :
Virtual reality's growing market presents an opportunity and an alternative
channel for digital marketing. The International Data Corporation expects
spending to increase for augmented and virtual reality; forecasting a compound
annual growth rate of 198% in 2015–2020, reaching $143.3 billion in the final
year
In 2015, a study revealed 75% of Forbes' World Most Valuable Brands had
developed a VR or AR experience. Although VR is not as widespread among
consumers compared to other forms of digital media,companies have increased
their use of VR in recent years
ADVANTAGES OF AR

 The AR system is highly interactive in nature and operates simultaneously with real
time environment.

 It reduces line between real world and virtual world.

 It enhances perceptions and interactions with the real world.

 It can be used by anyone as per applications.

 It can save money by testing critical situations in order to confirm their success
without actually implementing in real time.

 It can be applied to part of training programs as it makes things memorable and eye
catching.

 In medical case, helps in efficient diagnosis of diseases and in early detection of them.
DISAVANTAGES OF AR

 It is expensive to develop the AR technology based projects and to maintain it.


Moreover production of AR based devices is costly.

 Lack of privacy is a concern in AR based applications.

 In AR, people are missing out on important moments.

 Low performance level is a concern which needs to be addressed during testing


process.

 It requires basic learning to effectively use AR compliant devices.


ADVANTAGES OF VR

 Treating Phobias.

 Helps with Impressive Visualization.

 Creates Interest.

 Improves Educational Value.

 Simplifies Complex Problems/ Situations.

 Conferencing.

 Convenience.

 Coated with Anti-Blu-ray.


DISADVANTAGES OF VR

 Motion Sickness.

 Virtual Reality > Real life.

 Harmful for eyes.

 Lack of Flexibility (In context to e-learning)

 Addiction to the Virtual World.

 Needs to be supplemented by heavier/ pricier equipment.

 Temporary sickness, eye-strain, head-ache, etc.


SIMILARITIES BETWEEN AR AND VR
 Technology –
VR and AR are actually very similar technologies. They also have the same purpose: to
serve users with an enhanced or enriched experience.

 Entertainment –
Both technologies enable experiences that are becoming more commonly expected
and sought after for entertainment, business and training purposes.

 Science and Medicine –


Both of the technologies have great potential in the healthcare industry. VR and AR
can absolutely change the medicine field by making things like remote surgery
possible.

 Leading tech companies are investing and developing new adaptations,


improvements, and releasing more and more products and apps that support
these technologies
DIFFERENCE BETWEEN AR AND VR

AR VR
 Augmented reality is "an enhanced  Virtual Reality is "the use of computer
version of reality created by the use technology to create a simulated
of technology to add digital environment.“
information on an image of  When you view VR, you are viewing a
something.“ completely different reality than the one in
 AR apps use your phone's camera to front of you such as an artificial view, such as
show you a view of the real world in an animated scene, or an actual place that has
front of you, then put a layer of been photographed and included in a virtual
information, including text and/or reality app.
images, on top of that view.  In the case of virtual reality, it is hard to
 It lets people interact with both differentiate what is real and what is not real.
worlds and distinguish clearly  You can view virtual reality through a special
between both. VR viewer, such as the Oculus Rift. Other
 AR is used in apps for smartphones virtual reality viewers use your phone and VR
and tablets. apps, such as Google Cardboard or Daydream
View.
AR MARKET
 (AR) Augmented Reality Market size
exceeded USD 1 billion in 2016 and is
predicted to grow at around 66.8% CAGR
from 2017 to 2024. The global industry
shipments were over 100,000 units in 2016.

 Various retail brands are adopting this


technology to increase customer
satisfaction, thus boosting the AR market
growth, e.g. -shopping experience by
creating a 360-degree view of all the
products.

 Augmented reality market is growing at a


significant rate owing to increasing
applications in various sectors including
automotive, medical, aerospace & defence,
gaming, retail, and industrial.
VR MARKET
 In 2018, the consumer virtual reality
market is estimated to reach a value of 3.3
billion U.S. dollars

 The global virtual reality (VR) market was


valued at approximately USD 2.02 billion in
2016 and is expected to reach
approximately USD 26.89 billion by 2022,
growing at a CAGR of around 54.01%
between 2017 and 2022.

 The increasing use of head- mounted


displays (HDMs) in the entertainment and
gaming sector ,declining prices of display
and other hardware components of HDMs .
And use of VR for training and simulation in
the defense sector are major driving the VR
market
AR / VR MARKET
 Both virtual reality (VR) and augmented reality (AR) are on the brink of rapid growth. In fact, it
could be argued, AR is already witnessing this with the huge success of Pokémon Go in 2016.
FUTURE SCOPE
 Unsurprisingly there is no obvious winner to this question. As we’ve seen both these
technologies offer very different experiences and therefore have very different
applications and futures.

 He immersive nature of VR requires more commitment from the user, which as we’ve
seen is one of its drawbacks.

 Of course there is also the possibility that we may see the two mediums eventually start
to overlap or even merge completely.
MMS – A
Group – 9
THANKYOU
Presented By –

Aafreen Mulla - 01
Abdul Shaikh - 08
Arba Ahmed - 18
Bushra Kazi - 29
Faizan Shaikh - 33
Farhan Khan - 34
Jahid Momin - 46
Kunjal Rambhia - 53

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