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Unit 1

The document provides an overview of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), highlighting their definitions, features, and differences. It discusses the evolution of VR technology, its primary features, types of VR displays, and current applications across various sectors such as education, entertainment, and healthcare. Additionally, it addresses the challenges faced by VR and AR technologies, including user experience, data privacy, and hardware limitations.

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0% found this document useful (0 votes)
56 views47 pages

Unit 1

The document provides an overview of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), highlighting their definitions, features, and differences. It discusses the evolution of VR technology, its primary features, types of VR displays, and current applications across various sectors such as education, entertainment, and healthcare. Additionally, it addresses the challenges faced by VR and AR technologies, including user experience, data privacy, and hardware limitations.

Uploaded by

xataje8102
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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UNIT - 1

INTRODUCTION
VIRTUAL REALITY
• Virtual Reality means feeling the
imaginary(Virtual) world, rather than the
real one. The imaginary world is a
simulation running in computer.
• Virtual Reality is the term used for computer
generated 3D environments that allow the
user to enter and interact with alternate
realities.
• The definition of “Virtual” is near and
“reality” is what we experience as human
beings.
AUGMENTED REALITY

• Augmented Reality is different from the virtual reality.


• Augmented Reality = Real world + VR.
AUGMENTED REALITY

• Augmented reality (AR) is an interactive experience that seamlessly


blends the real world with computer-generated content.
• AR combines elements of the physical environment with digital
information. These elements/modalities can engage multiple senses,
including visual, auditory, haptic, and even olfactory sensations.
• Unlike virtual reality (VR), which completely replaces the real world
with a simulated one, AR enhances our perception of the existing
environment by overlaying digital content onto it.
MIXED REALITY
• Mixed reality (MR) seamlessly integrates virtual objects into the user's
physical environment.
• As such, it allows users to interact and manipulate virtual objectives
as if they were real, while still being aware of their physical
surroundings.
DIFFERENCE BETWEEN AR AND VR
EVOLUTION OF VIRTUAL REALITY
1956: A Cinematographer called Morton L. Heilig came up with what he called the
Sensorama, which was patented later in the year 1962. This invention was capable of
simulating a person’s every sense and featured stereo speakers as well as stereophonic 3D
display.

1987: Jaron Lanier launches the term ‘VIRTUAL REALITY’.

1993: First ever VR headset was introduced by the gamming company SEGA.

2014: Google Cardboard is introduced and becomes a grand success in VR technology


market.
PRIMARY FEATURES OF VR
• Immersion: VR creates a sense of presence, where users feel like they
are truly inside a computer-generated world. This is achieved through the
use of head-mounted displays (HMDs) that block out the real world and
present a 360-degree view of the virtual environment.

• Interactivity: VR environments are not passive. Users can interact with


the virtual world in a variety of ways, such as using controllers to
manipulate objects, navigating through spaces, and even interacting with
other users.
PRIMARY FEATURES OF VR
• Real-Time Feedback: Advanced VR systems provide real-time
feedback, ensuring that the virtual world responds instantly to user
actions, enhancing the sense of presence.

• High-Resolution Displays: Modern VR headsets feature high-


resolution displays, reducing the screen-door effect (visible lines
between pixels) and improving visual clarity.
PRIMARY FEATURES OF VR
• Motion Tracking: Sophisticated motion tracking systems follow the
user's head, hand, and body movements, allowing for natural
interactions within the virtual space.
TYPES OF VR DISPLAY
• Virtual reality is a fascinating
technology, but there are
differences in how you
experience Virtual reality.
• A user can experience the virtual
world by either HMD or CAVE
environments.
• Since they serve the awesome
purpose of bringing the tech to
life, they compete with each
other.
TYPES OF VIRTUAL REALITY
NON-IMMERSIVE VR
• This type of virtual reality refers to a virtual experience through a
computer where you can control some characters or activities within the
software, but the environment is not directly interacting with you.
• This technology provides a computer-generated environment, but allows
the user to stay aware of and keep control of their physical environment.
• Non-immersive virtual reality systems rely on a computer or video
game console, display, and input devices like keyboards, mice, and
controller.
• A video game is a great example of a non-immersive VR experience.
SEMI-IMMERSIVE VR
• A semi-immersive virtual reality is a mixture of non-immersive and fully
immersive virtual reality.
• This can be in the form of a 3D space or virtual environment where you
can move about on your own, either through a computer screen or a VR
box/headset.

Example:- On a computer, you can use the mouse to move about the
virtual space, and on mobile devices, you can touch and swipe to move
about the place.
FULLY-IMMERSIVE VR
• Fully-immersive simulations give users the most realistic simulation
experience, complete with sight and sound.
• To experience and interact with fully-immersive virtual reality, the user
needs the proper VR glasses or a head mount display (HMD).
• VR headsets provide high-resolution content with a wide field of view.
• The display typically splits between the user’s eyes, creating a
stereoscopic 3D effect, and combines with input tracking to establish an
immersive, believable experience.

Example:- Gaming, Education, etc…


PRESENT DEVELOPMENT ON VR
1) Education and Training
2) Entertainment and Gaming
3) Business and Industry
4) Social Interaction and Collaborations
5) Healthcare and Therapy
6) Metaverse
CONTD..
1) Education and Training:

• In the world of education and training, the future of virtual reality has
already arrived.
• Schools and universities worldwide are leveraging virtual reality trends
to provide immersive learning experiences.
• From exploring the pyramids of Egypt in history class to observing the
solar system in science, VR is transforming classrooms into dynamic
learning environments.
• Additionally, industries such as healthcare are using VR for training.
• Surgeons can practice complex procedures in a risk-free, virtual
environment, enhancing their skills and reducing the risk of medical
errors.
CONTD..
2) Entertainment and Gaming:

• In the entertainment sector, VR's influence has been transformative.


• From virtual concerts and art galleries to hyper-realistic video
games.
• It provides immersive experiences that transport users to different
worlds, making them active participants rather than passive
viewers.
• As one of the most significant VR trends, the entertainment and
gaming industry continues to innovate, promising even more
captivating experiences in the future.
• Roblox is facilitating user-generated video games, and some
companies are offering up little more than broken game worlds that
happen to have NFTs attached.
CONTD..
3) Business and Industry:

• The future of VR in these industries will likely involve more immersive training
programs, virtual tours, product demonstrations, and therapeutic treatments, among
other applications.
• The social aspects of VR platforms are likely to become more prominent in the
future.
• Architects, leveraging VR trends, are now crafting intricate 3D blueprints of their
projects, breathing life into structures before the first brick is laid.
• Simultaneously, automotive engineers employ VR to conduct meticulous virtual
crash analyses, contributing to safer, more robust vehicles.
CONTD..
4) Social Interaction and Collaborations:

• The use of VR for social interaction and collaboration is one of the most exciting
trends in virtual reality.
• Social virtual reality platforms provide users with digital avatars and the ability to
interact in real time within a virtual environment.
• These platforms are not just about socializing; they also offer opportunities for
collaborative work, networking, and community building.
• From attending a virtual conference to hosting a virtual party, social VR platforms
are providing new ways for people to connect and collaborate.
CONTD..
5) Healthcare and Therapy:

• The integration of VR into healthcare is another notable application in 2024.


• Beyond training, VR is being used for patient treatment and therapy.
• For example, it's being used to help treat phobias and post-traumatic stress disorder
(PTSD) by gradually exposing patients to their fears in a controlled environment.
• In physical therapy, VR games are helping patients regain mobility and improve
coordination in a fun and engaging way.
CONTD..
6) Metaverse:

• The metaverse is a virtual reality space where users can interact with other users
and a computer-generated environment in real time.
• It's a network of shared, immersive virtual worlds that can be used for work,
shopping, creating and playing games, and connecting with friends.
• The metaverse is built on a foundation of blockchain technology and provides
digital experiences that are either a replica of or an alternative to the real world.
• It includes key aspects of civilization, such as: Social interactions, Currency, Trade,
Economy, Property ownership.
Challenges in VR
• Virtual reality (VR) is an immersive technology that allows users to
experience simulated environments through a headset and controllers.
VR has many potential applications and benefits, such as entertainment,
education, training, therapy, and social interaction. However, VR also
faces some challenges that need to be overcome for its widespread
adoption and development. Some Challenges in VR:
1) User Experience
2) Data Privacy
3) Motion Sickness
4) Social Interactions
5) Use cases
Challenges in VR
• User experience:
• VR devices and content need to provide a high-quality, comfortable,
and realistic user experience.
• This means improving the resolution, field of view, refresh rate,
tracking, and interaction of VR headsets and controllers, as well as
reducing the latency, weight, and cost of the devices.
• VR content also needs to be engaging, diverse, and accessible for
different users and preferences.
Challenges in VR
• Data privacy:
• VR generates and collects a large amount of personal and sensitive
data from users, such as their location, behavior, preferences,
biometrics, and emotions.
• This data can be used to improve the VR experience, but also poses
risks of misuse, abuse, or theft by malicious actors.
• VR users need to be aware of the data they share and the permissions
they grant, and VR developers need to ensure the security,
transparency, and consent of data collection and processing, as well as
respect the user’s privacy and rights .
Challenges in VR
•Social interaction:
•VR can enable social interaction and presence in virtual environments,
allowing users to connect and collaborate with others across distances
and contexts.
•However, VR can also create social isolation and detachment from the
real world, especially if users spend too much time or prefer VR over
reality.
•VR needs to balance the benefits and drawbacks of social VR, and foster
positive and meaningful social experiences that enhance the user’s well-
being and relationships .
Challenges in VR
•Motion sickness:
•Some users experience motion sickness or discomfort while using VR,
which can be a barrier to its acceptance.
•Motion sickness is caused by a mismatch between the visual and
vestibular cues of motion, which can confuse the brain and make the user
feel dizzy, nauseous, or unbalanced.
•To avoid or reduce motion sickness, VR developers need to design
content that minimizes sudden or unnatural movements, provides visual
cues for orientation and stability, and adapts to the user’s motion and
preferences.
Challenges in VR
•Use cases:
•VR needs to demonstrate its value and usefulness for various domains
and scenarios, beyond entertainment and gaming.
•VR has the potential to enhance learning, communication, collaboration,
creativity, and productivity in various fields, such as education, health,
tourism, manufacturing, and art.
•However, VR needs to prove its effectiveness, efficiency, and
affordability compared to other methods and technologies, as well as
address the ethical, legal, and social implications of its use.
Features of AR
AR systems incorporate three key features:

1. Real and Virtual Worlds: AR seamlessly merges real-world


surroundings with virtual objects or information.
2. Real-Time Interaction: Users can interact with the overlaid
content in real time.
3. Accurate 3D Registration: Virtual objects align precisely with
their real-world counterparts.
Contd…
•The sensory information can be constructive (adding to the natural
environment) or destructive (masking parts of the real world).
•Imagine seeing digital annotations on a physical object, like step-by-
step instructions projected onto a car engine during repairs.
Augmented Reality Used for……
•Augmented reality either makes visual changes to a natural
environment or enhances that environment by adding new
information.
•It can be used for various purposes, including gaming, product
visualization, marketing campaigns, architecture and home design,
education, and industrial manufacturing.
Types of Augmented Reality
•Marker-Based Augmented Reality
•Marker less Augmented Reality
•Projection-Based Augmented Reality
•Contour-Based Augmented Reality

Link:
https://www.youtube.com/watch?v=QMATJIlKnyE
Marker-Based Augmented Reality
•In this type, predefined visual markers (such as QR codes) trigger
augmented experiences.
•Imagine scanning a QR code during a self-guided tour to learn more
about a historical site.
•The app recognizes the marker and overlays relevant information
based on its programming.
•These markers are also known as fiducial markers.
Example of Marker-Based AR
1) Google Maps AR Navigation: Imagine walking down the street
while your phone overlays real-time directions onto your view.
This system uses GPS and visual recognition to guide you.

2) Microsoft HoloLens Spatial Mapping: The HoloLens headset


scans the environment, creating a 3D map. Users can interact with
holograms that align precisely with real-world objects.
Marker-less Augmented Reality
•Markerless AR doesn't rely on specific markers but instead uses other
cues for activation.
•Within markerless AR, we have several subtypes:
1) Overlay AR: Superimposes digital content onto the real world. For
instance, Displaying product information when a user points their
phone camera at a product in a store.
NOTE: AR cues are designed to explicitly guide users to engage
with the environment and actively learn their surroundings.
Contd…
2) Location-Based AR (AR with GPS): Integrates real-time location
data to enhance experiences. It can provide directions, information
about nearby landmarks, or geotagged content.
3) Surface-Based AR (World Tracking or SLAM): Maps and tracks
surfaces in the environment. This enables 3D models to interact
seamlessly with physical objects.
4) Spatial Tracking: Allows AR experiences to persist across different
spaces.
Example of Marker-less AR
•Image Tracking: AR content is anchored to specific images or objects in
the real world.
Example: IKEA Place App, which lets you visualize furniture in your
home by placing 3D models on flat surfaces.
•Location-Based AR (AR with GPS):Uses GPS data to provide context-
aware experiences.
Example: Volkswagen’s AR HUD Navigation System, which
overlays driving directions onto the windshield.
(https://youtu.be/uQT5pRs0yCQ?si=7cJ4XKZECvU2vCMe)
Projection-Based Augmented Reality
•Projects immersive light onto flat surfaces to
create 3D imagery.
•Combines projection with SLAM for accurate
placement.
Example:
1) Notable applications include interactive art
installations and architectural visualizations.
2) An advertisement projected onto a large
building or another surface.
Contour-Based Augmented Reality
•Analyzes the contours of objects to align AR content.
•Useful for applications like virtual try-ons for clothing or accessories.

Example: a contour-based AR framework can be used in car


navigation systems so that drivers can safely navigate low-visibility roads.
Challenges of Augmented Reality

Implementation Cost: The perceived cost of implementing AR is a


common concern. Customizing an AR app can range from a few
thousand dollars to well into the six-figure range, depending on
complexity.
For instance, IKEA's AR-powered app, which allows customers to
virtually visualize furniture in their homes, likely cost between $30,000
and $60,000 to build and implement.
Challenges of Augmented Reality

•Technology and Skills Gaps: Executives express concerns about


talent and technological gaps. Companies need guidance on training,
use-cases, implementation, and maintenance. AR itself can be used to
upskill a workforce, making companies more resilient to future
disruptions.
•Resource Shortage and Competing Priorities: Devoting shortage of
financial and human resources to AR implementation can be
challenging. Balancing competing priorities while integrating AR into
existing workflows requires strategic planning.
Challenges of Augmented Reality

•Hardware Limitations: The lack of consumer-ready AR headsets


poses a significant challenge. Without suitable hardware, widespread
adoption remains hindered.
•Privacy and Security Concerns: As AR interacts with the physical
environment, privacy and security become critical. Protecting user data
and ensuring secure interactions are ongoing challenges.
•Content Creation: Creating engaging and relevant AR content
demands creativity and expertise. Designing interactive experiences
that enhance user engagement is essential.
Present Development of AR

1) Education
2) Entertainment and Gaming
3) Healthcare
4) Military and Defense
5) Tourism
Education
• AR can make learning more engaging and interactive by bringing
educational content to life. Students can explore historical sites in 3D,
dissect virtual frogs, or conduct virtual experiments.
•AR can provide virtual field trips to remote locations or historical
sites, making learning experiences more accessible and immersive.
•AR can be used to create personalized learning experiences that cater
to individual student needs and learning styles.
Entertainment and Gaming
• AR games like Pokémon Go have revolutionized the gaming industry
by blending the virtual and real worlds.
•AR can be used to enhance live events with interactive elements, such
as virtual characters, special effects, and personalized experiences.
•AR can be used to create immersive virtual reality experiences that
blur the lines between the real and digital worlds.
Healthcare
• AR can be used to overlay 3D models of organs onto a patient's body
during surgery, providing surgeons with a better understanding of the
anatomy and improving surgical precision.
•AR can be used to simulate medical procedures, allowing students to
practice on virtual patients without the risks associated with real-world
scenarios.
•AR can be used to create interactive exercises for patients recovering
from injuries, providing personalized feedback and motivation.
Military and Defense
• AR can be used to create realistic training simulations for soldiers,
pilots, and other military personnel.
•AR can be used to enhance situational awareness and provide soldiers
with real-time information about their surroundings.
•AR can be used to assist with the maintenance and repair of military
equipment.

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