VIRTUAL AND AUGMENTED REALITY A TECHNOLOGY REVIEW

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%name VIRTUAL AND AUGMENTED REALITY A TECHNOLOGY REVIEW
%name VIRTUAL AND AUGMENTED REALITY A TECHNOLOGY REVIEW
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Virtual reality (VR) is a computer scientific knowledge that makes use of Virtual reality headphones, at times in conjunction with physical places or multi-projected locations, to produce reasonable pictures, sounds as well as other experiences that represent a User’s physical existence in a virtual or imaginary society.

The user making use of virtual reality products are capable to “look around” the artificial world, and also with top quality VR move about in it and also communicate with virtual elements or materials. VR headphones are head-mounted glasses with a display screen in front of the eyes. Software programs might include audio and sounds through loudspeakers or headphones.

Virtual Reality is a fantastic method to travel using nothing more than the power of modern technology. With a headphone and motion monitoring, VR enables you to check around a virtual place as if you are really there. It is also been an encouraging modern technology for many years that is never really caught on. That is changing with the present wave of VR equipment.

VR systems that include transmission of vibrations and other sensations to the user through a game controller or other devices are known as haptic systems. This tactile information is generally known as force feedback in medical, video gaming and military training applications.

Virtual reality also refers to remote communication environments which provide a virtual presence of users with through telepresence and telexistence or the use of a virtual artifact (VA). The immersive environment can be similar to the real world in order to create a lifelike experience grounded in reality or sci-fi. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset, or through a smartphone or tablet device.

The Virtual Reality Modelling Language (VRML), first introduced in 1994, was intended for the development of “virtual worlds” without dependency on headsets. The Web3D consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed X3D from the VRML framework as an archival, open-source standard for web-based distribution of VR content.

All modern VR displays are based on technology developed for smartphones including: gyroscopes and motion sensors for tracking head, hand, and body positions; small HD screens for stereoscopic displays; and small, lightweight and fast processors. These components led to relative affordability for independent VR developers, and lead to the 2012 Oculus Rift kickstarter offering the first independently developed VR headset.

Virtual reality shares some elements with “augmented reality” (or AR). AR is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. Some AR systems use a camera to capture the user’s surroundings or some type of display screen which the user looks at (eg Microsoft’s HoloLens, Magic Leap).

Independent production of VR images and video has increased by the development of omnidirectional cameras, also known as 360-degree cameras or VR cameras that have the ability to record in all directions, although at low-resolutions or in highly compressed formats for online streaming. In contrast, photogrammetry is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications.

AUGMENTED REALITY

Augmented reality (AR), is a live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer.

Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one. Augmentation techniques are typically performed in real time and in semantic context with environmental elements, such as overlaying supplemental information like scores over a live video feed of a sporting event.

Augmented reality is changing the way we view the world, or at least the way its users see the world. Picture yourself walking or driving down the street. With augmented-reality displays, which will eventually look much like a normal pair of glasses, informative graphics will appear in your field of view, and audio will coincide with whatever you see. These enhancements will be refreshed continually to reflect the movements of your head. Similar devices and applications already exist, particularly on smartphones like the iPhone.

With the help of advanced AR technology (eg. Adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Information about the environment and its objects is overlaid on the real world. This information can be virtual or real, eg. Seeing other real sensed or measured information such as electromagnetic radio waves overlaid in exact alignment with where they actually are in space.

Augmented reality brings out the components of the digital world into a person’s perceived real world. One example is an AR Helmet for construction workers which display information about the construction sites. The first functional AR systems that provided immersive mixed reality experiences for users were invented in the early 1990s, starting with the Virtual Fixtures system developed at the US. Air Force’s Armstrong Labs in 1992.

In educational settings, AR has been used to complement a standard curriculum. Text, graphics, video, and audio were superimposed into a student’s real time environment. Textbooks, flashcards and other educational reading material contained embedded “markers” or triggers that, when scanned by an AR device, produced supplementary information to the student rendered in a multimedia format.

As AR evolved students could participate interactively. Computer-generated simulations of historical events, exploring and learning details of each significant area of the event site could come alive. On higher education, there are some applications that can be used.

Construct3D, a Studiers tube system, allowed students to learn mechanical engineering concepts, math or geometry. Chemistry AR apps allowed students to visualize and interact with the spatial structure of a molecule using a marker object held in a hand. Anatomy students could visualize different systems of the human body in three dimensions.

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