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University of Matej Bel

Faculty of Natural Sciences

Dominika Kamenská

Extended Reality

Professional English

Department of Computer Science

Banská Bystrica 2021


LIST OF ABBREVIATIONS
XR – Extended reality is a term referring to all real-and-virtual combined
environments, where the 'X' represents a variable for any current or future spatial computing
technologies.
VR – Virtual reality is a simulated experience that can be similar to or completely
different from the real world.
AR – Augmented reality is an interactive experience of a real-world environment
where the objects that reside in the real world are enhanced by computer-generated perceptual
information.
MR – Mixed reality is the merging of real and virtual worlds to produce new
environments and visualizations, where physical and digital objects co-exist and interact in
real time.
CPU – Central processing unit is the portion of a computer that retrieves and executes
instructions.
GPU – Graphics processing unit is a specialized processor originally designed to
accelerate graphics rendering.
INTRODUCTION

We are living in the digital era, in which the virtual and physical worlds are merging
and changing the environment for many industries. Extended reality allows us to connect with
goods and services in different ways, increasing customer experience and loyalty.

The main goal of this work is to introduce extended reality as well as its different
forms such as virtual reality, augmented reality, and mixed reality. This work also focuses on
the different aspects of extended reality – uses in different fields, advantages, and
disadvantages – and how extended reality works or in other words, how it uses different
software and specific computer parts to blend real world with the virtual one.
1 EXTENDED REALITY

Extended reality (XR) is a broad concept that encompasses all interactive technologies.
The ones we currently have, such as augmented reality (AR), virtual reality (VR), and mixed
reality (MR), as well as the ones that will be developed in the future. Each of these immersive
technologies enhance our perception of reality by fusing the virtual and “real” worlds or
creating a truly immersive experience. To further understand XR, we need to look at each of
the terms individually.

2.1 Virtual Reality

Virtual reality (VR) is a technology that enables humans to immerse themselves in a


reality that is either completely different from or identical to reality. To put it another way, it
creates a digital or virtual reality that replaces the user's real-world experience. Furthermore,
virtual reality offers a realistic picture and sound experience with unique headsets, while a full
VR environment requires far more – all five senses, including smell, taste, and touch.

This form of technology allows humans to have new experiences and visit locations
that they would otherwise be unable to visit at a particular time. That is why it is commonly
used in the gaming and entertainment industries, as well as for a variety of training purposes
in various fields. VR may appear very realistic, or it can reflect or imitate cartoon images,
depending on the goal.

Image 1: VR headset

Virtual reality experiences include things like running on the moon, jumping from one
building to the next, and walking through the clouds. Volvo, for example, launched the
VolvoReality for its luxury SUV XC90 model, which allows customers to take a complete VR
test drive using their phones and a Google Cardboard headset. (1)

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1.2 Augmented Reality

Digital knowledge and artifacts are overlaid over the physical world in augmented
reality. This experience adds digital details like pictures, text, and animation to the physical
world. The experience can be accessed through AR glasses, displays, tablets, and
smartphones. This ensures that users are not cut off from the rest of the world and can still
communicate and see what is going on around them. It can be said that AR exists “on top of”
our reality, as it just adds some attributes but does not change it completely. (2)

The ‘Pokémon Go' game, which


overlays digital creatures into real-world
environments, and Snapchat filters, which add
digital overlays to your images such as
glasses or a hat, are two of the most well-
known examples. L'Oréal, a well-known
cosmetics brand, has introduced a virtual try-
on application for makeup that allows users to
try on various styles of makeup using Image 2: Pokémon Go application (an example of AR)

augmented reality.

1.3 Mixed Reality

Mixed reality, as the name implies, incorporates elements of both real and virtual
worlds to create a new world in which physical and synthetic objects interact. This is the most
recent virtual technology, otherwise known as hybrid reality. It requires the use of an MR
headset as well as significantly more processing power than VR or AR.

Microsoft's HoloLens, for example, allows you to position digital objects in the space
you are standing in and spin them around or interact with them in whatever way you like.
Case Western Reserve University piloted the initial HoloLens testing by enabling its students
to examine human anatomy. Students were able to see, walk around, and dissect the digitally
recreated organs which boosted their learning experience. (1)

Companies are looking at how they can use mixed reality to solve challenges, help
projects, and improve their profitability.

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2 USES AND ASSETS OF XR

Companies are increasingly turning to XR to provide creative and healthy instruction.


This can include learning about a career, best standards and safety procedures, skill growth,
and so on.

Immersive devices have the advantage of being able to recreate working environments
and construct a wide range of situations, including those that are dangerous or difficult to set
up in real life, by providing a high level of immersion and interactivity.

The learner progresses into an ultra-realistic site simulation or grasps a complex


structure when completing the exercises. The teacher will be able to evaluate the techniques
used. Once in real-life situations, the person who has been educated has a greater
understanding of best standards and is able to apply them more easily.

XR preparation is a way of preparing students for delicate circumstances, such as


crucial on-site interventions, without the associated risks, for often risky occupations (such as
energy or construction) or for those with big responsibilities (surgeon, airline pilot, etc.). (3)

Image 3: The forecast distribution of the AR and MR market in 2022. (2)

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XR uses the device's central processing unit (CPU), camera, and software to change
the viewer's perception of their surroundings. The programme uses the CPU to process the
images captured by the camera and to create a digital environment in which the user can
interact with real and virtual elements.

Let us take a closer look at the process: (1)

 Real word data input. XR relies on Inertial Measurement Units1 (IMU) made up
of accelerometers and gyroscope sensors and has an embedded magnetometer. The
tracking information collected by these components is used to estimate the drift
and movement of the user. By adding optical detection with computer vision
algorithms, XR solutions enable Six degrees of freedom 2 (6DoF) movement
tracking.
 Data Processing & Image generation. Powerful CPUs are required to process
information collected from IMUs at rapid speeds. In more advanced systems,
multiple core graphics processing units (GPU) are used for computations and
graphical operations. Spatialized audio and ambisonics sound format forms the
basis audio output for the 3D environment to provide a more realistic XR
experience.
 Output: As soon as barrel distortion is ready it is possible to show each of your
eyes a different view. However, some of the fields of view that our eyes normally
see are still missing. To restore this part, lenses can be used by introducing the
“pincushion distortion” effect. Then “barrel distortion/compression” and
“pincushion distortion/decompression” cancel each other making the peripheral
image more realistic.

Finally, XR technology communicates sensory tracking information with the


processing device through Bluetooth.

2.1 Advantages of XR

1. XR enables human beings to feel and interact with a radically different world
without leaving their place. It saves time, money, and resources at the same time.

1
An inertial measurement unit (IMU) is an electronic device that measures and reports a body's specific
force, angular rate, and sometimes the orientation of the body, using a combination of accelerometers,
gyroscopes, and sometimes magnetometers.
2
Six degrees of freedom (6DoF) refers to the freedom of movement of a rigid body in three-dimensional
space.

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It also helps in reducing human impact on the environment by eliminating the
need of transportation.
2. XR helps to have real-time information and a realistic view of the situation.
Which ultimately become a helping hand in all three sectors of the economy.
3. Some crucial training such as loco-pilot training, operational management of
nuclear reactors, etcetera can be done much more effectively with numerous trial
and errors without harming the actual resources.
4. The hardship named “Difficulties reaching in remote areas” will obsolete after an
evolution of XR.
5. Visualization improves the learning experience, which will help in generation
skilled human capital.
6. XR increases the accessibility. (4)

2.2 Disadvantages of XR

1. XR is ultimately based on the computer network and it is having a threat of


hacking or cyber-attack.
2. Technological innovations always degrade the quality of the social life of human
beings. Mobiles, laptops and now XR will make humans socially even more
disengaged.
3. Using XR devices more than a particular time may affect eyes adversely. It may
also cause headaches and may sometimes lead to migraine.
4. XR contains the use of many tech devices which ultimately increases the
implementing cost. Also due to this constraint, an economically weaker mass of
the society may not get its benefits.
5. No matter how realistic XR training may be, it does not include the
unpredictability of the real-world consequences.
6. XR is pre-programmed, it needs expert´s help for making some changes
according to the situation. Therefore, the flexibility of XR for a common man is
not possible. (4)

2.3 Healthcare

Virtual reality is being used in hospitals to help patients recover dexterity and motion.
Children's Hospital Colorado, for example, used a virtual reality game to help a girl who was

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having trouble with a certain motion that was part of her physical therapy. She did it without
thinking — and while having fun — when the VR game demanded it.

Other treatments have used virtual reality to prevent having to place patients under
anaesthesia because the VR environment is so immersive that they can deal with the pain
while awake. The same hospital is now employing augmented reality to keep burn patients
occupied while their dressings are being changed. They engage in an enjoyable activity, such
as interacting with an AR robot that emerges from a wall, while remaining responsive to their
needs.

XR is now being used by healthcare practitioners for preparation and aiding in the
execution of vital procedures. In one case, an AR tool projects the position of a patient’s heart
valves and veins, so that a nurse can more easily find them when inserting IVs. (Anyone
familiar with that process can quickly see — or even feel — its advantages over traditional
methods.) (5)

2.4 Entertainment Industry

Concerts, exhibits, and sporting events, for example, can all benefit from AR, VR, and
MR technology. What does this imply? People may visit the Louvre museum or watch the
World Cup final from the comfort of their own homes, feeling fully immersed in the event.

Yet another example is the Denver Museum of Nature and Science, which already uses
AR to fully convey the message of its exposition to visitors. The technology enables visitors
to see dinosaurs instead of their fossils. (2)

3 CONCLUSIONS

The technology of extended reality is, in my opinion, paving the way for new ways of
communication with consumers. Many fields, including real estate, retail, healthcare, training
and education, entertainment, and many others, are undoubtedly benefitting from extended
reality.

However, extended reality still has a long way to go before it gets fully accepted into
the mainstream. Not many people trust new technologies, and XR is no exception, the XR
systems gather and process massive quantities of highly detailed and personal data about what
the person using the technology does, what they look at, and possibly even their emotions at

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any given moment – all of which must be kept private and in most cases is very easily
accessible by hackers or people with a vendetta.

In addition, the cost of implementing such technology would have to be reduced, as


many companies won´t have the needed resources to invest in it. It is also essential that the
XR technology needed for the experience is wearable, comfortable, as well as intelligent and
immersive.

In other words, XR technology still has a long way to go before it becomes fully used
in all the fields possible and in everyday life. It is not a far-fetched thought, however, to
believe that in a distant future, we will see a world where virtual interactions prevail over the
real-life ones.

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REFERENCES

1. PixelPlex. Extended Reality and Its Applications for Modern Business. [Online]
[Cited: 10 March 2021.] https://pixelplex.io/blog/extended-reality-and-its-apps-for-modern-
business/.

2. Shaptunova, Yuliya. What Is Extended Reality and What Can We Do with It?
[Online] [Cited: 10 March 2021.] https://www.sam-solutions.com/blog/what-is-extended-
reality-and-what-can-we-do-with-it/.

3. Orange. Extended reality for learning, designing, visiting, etc. [Online] [Cited: 10
March 2021.] https://hellofuture.orange.com/en/extended-reality-for-learning-designing-
visiting-etc/.

4. Marr, Bernard. What Is Extended Reality Technology? A Simple Explanation For


Anyone. [Online] [Cited: 9 March 2021.]
https://www.forbes.com/sites/bernardmarr/2019/08/12/what-is-extended-reality-technology-a-
simple-explanation-for-anyone/?sh=4d72b34d7249.

5. Bhalavat, Keyur. What Is Extended Reality and What Can We Do With It?
[Online] [Cited: 10 March 2021.] https://pluto-men.com/insights/what-is-extended-reality-
and-what-can-we-do-with-it/.

6. Pixo. What Are Broader Applications of Extended Reality? [Online] [Cited: 10


March 2021.] https://pixovr.com/2020/09/16/what-are-broader-applications-of-extended-
reality/.

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