Professional Documents
Culture Documents
Virtual Reality
AR/VR
Chapter 5
Augmented & Virtual Reality
Table of Contents
History of AR/VR 2
What is AR/VR/MR? 4
Augmented Reality (AR) 5
Virtual Reality (VR): 6
Mixed Reality (MR): 7
Comparison 1: AR vs. VR 8
Comparison 2: AR vs. MR 9
Statistics About AR/VR 10
Applications of AR/VR 11
Case Study: Human Body: 12
How Does VR Technology Work? 13
Hardware (VR Devices): 13
VR Software: 15
How Does AR/MR Technology Work? 16
AR Hardware: 17
AR Software: 18
Advantages of AR/VR 19
Disadvantages of AR/VR 21
Challenges of AR/VR 22
VR Dubai Park 24
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Augmented & Virtual Reality
History of AR/VR
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What is AR/VR/MR?
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order to make it more meaningful through the ability to interact with it.
- It is the technology that expands our physical world by adding layers of digital information
onto it.
- AR overlay is executed immediately with the input received from a camera or another input
device like smart glasses. Hence, AR technology brings virtual objects into the surrounding
environment.
- AR combines real and computer-based spectacle and pictures to transfer a uni ed but
recognition and handheld devices or powered display environments to overlay virtual objects
over real-world environments. Examples: Snapchat lenses / The game Pokemon Go.
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created using interactive software and hardware, and experienced or controlled by the
user interfaces, it places the user inside an experience and instead of viewing a screen in front of
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- Virtual objects are hooked into the user’s real world and augment their real environment,
- MR brings the best of both worlds and attempts to combine Virtual and Augmented Reality.
- When both real and arti cial worlds are merged together, an entirely new environment and
visualization become possible wherein physical and digital objects co-exist and interact in real
time.
Example: Microsoft’s Hololens Microsoft brought disruption in the MR space with their
Hololens. Is a self-contained holographic computer that enables users to interact with digital
content around them. According to Microsoft, interacting with holograms in MR enables users
to visualize and work with their digital content as a part of their real world.
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Comparison 1: AR vs. VR
AR:
Adds to your eld of vision and only show up on your smartphone or tablet screen. Delivers
Use your phone's camera to watch a view of the real world in front of you, then put a layer of
VR:
With VR you can move around and look in every direction -- up, down, sideways and behind
- AR users can control their presence in the real world; VR users are controlled by the system.
- AR apps can show up on and can be accessed with a smartphone or tablet while VR mostly
- AR enhances both the virtual and real world while VR only enhances a ctional reality.
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Comparison 2: AR vs. MR
In AR, like Google Glass, the visible real environment is overlaid with a layer of digital content.
- MR takes the best qualities of AR and VR to create an immersive interface that overlays upon
- In MR, virtual objects are integrated into and responsive to the real world and can be
manipulated by the user. MR strives to put fully digital objects that are traceable and intractable
in the user’s environment. For instance, a virtual ball under your desk would be blocked from a
- In MR users can actually v iew and manipulate things from di erent angles which is as
complex as an anatomy model. This type of rendering demands more processing power than AR.
High processing power is one main reason that MR applications and devices are still in the
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Video games sector is the highest, followed by Education & Healthcare sector.
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Applications of AR/VR
Medicine:
It can be used in medical studies to enable students to
Training Applications:
It can be used in military training for the soldiers to get
tra c.
Education:
Can be used as Apps for kids. Children can use an
on a street.
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The lesson was about the human body. The children were using the VR headsets. The teacher
used the human Anatomy Playlist to explain di erent sections of the body.
Then children wrote down many facts and questions about what they had experienced.
This experience gave the children chance to explore the human body, which was a good starting
for the lesson. Also, it had a big positive e ect on their understanding.
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To accomplish this, the process combines hardware and software to create immersive
The hardware supports sensory stimulation such as sounds, touch, smell or heat intensity.
They include:
A personal computer:
Which is used to process inputs and outputs from and to users, consoles, and smartphones.
The computer must be able to render high-quality graphics and usually employs Graphics
The GPU is an electronic unit on a card used to accelerate the creation and displaying of images.
Input devices:
These help users to navigate the 3D worlds.
https://linuxhint.com/best_vr_bodysuits/
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Output devices:
Include the visual and auditory like haptic displays and head mounted displays HMD (headsets)
which simulate a sense organ and present the VR content or environment to the users to
generate a feeling.
Also, Headphones with spatial audio which provide an audio landscape that matches the visuals
from HMD.
Modern VR headset displays are based on technology developed for smartphones including:
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VR Software:
The hardware is driven by a compatible software.
- Creating the content which needs an understanding of Computer Vision & Computer Graphics.
- Manages the VR input/output devices, analyzes the incoming data, generate proper feedback.
The inputs to the VR software must be on time and the output response from it should be prompt
(real time).
The consortium subsequently developed X3D from the VRML framework as an archival, open-
It provides support for various VR devices, such as the HTC Vive, Oculus Rift, Google Cardboard
- VR Visualization Software.
- VR Training Simulators.
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Then it scans the captured piece of the environment to identify a location where to overlay
Once the additional information is generated, the AR system forms a complete image consisting
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AR Hardware:
Sensors:
-Collect data from the physical environment and then transmit them to an AR app (software).
-Modern mobile computing devices like smartphones and tablets contain a camera, GPS
and MEMS (Micro Electro Mechanical Systems) sensors such as accelerometer, gyroscope
Examples:
AR Smart Glasses:
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AR Software:
Developers of AR Apps usually use Apple ARKit and Google ARCore Software Development Kits
These SDKs allow developers to quickly and easily create AR apps for iOS- or Android-based
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Advantages of AR/VR
In Training:
When applied in training like in military or driving
When applied to education, VR makes learning easier, interesting and more comfortable.
Goggles and headsets can insert participants into imagined worlds, turning a watching screen
disabling stressors.
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- Applying VR technology to architectural design and urban planning helps decision makers
produce a virtual world in a Web browser, so it saves communication time between designer and
client.
- A personalized experience for the client. Best for training purposes for new Architects.
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Disadvantages of AR/VR
Loss of Spatial Awareness:
The problem is that, once you’ve been in VR for to long (more than 30
minutes), a lot of people tend to forget about these little objects that
might cause them to fall over or wave a hand against a ceiling fan.
Eye Soreness:
Just as watching too much TV or staring at a computer
Seizures:
People that are susceptible to seizures should just stay away of
It is not good either for the elderly people, pregnant women’s and young children. There is No
movement in your muscles and joints as well as in the intricate coils of your
inner ear, but you do not see it. That is why getting up on the deck of a ship
movement — like the turns and twists shown in a movie or video game car
chase — that you do not feel. The result is the same: You may have sensory
good foundation going into the world of VR. Even if you aren’t prone to these
unpleasantries, you might still come about if you are in VR too long.
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Challenges of AR/VR
Price is Too High:
- The majority of engaged audience can’t a ord buying VR gear.
- On the other hand - industry players can’t a ord lowering price to a reasonable level.
Content is Lacking:
Industry is still waiting for its killer app.
- On the other hand, its future is highly questionable on the business side of things.
Health E ects:
- Currently, there is uncertainty about possible e ects on health of the users.
- If there is even the slightest possibility that VR somehow harmful for their users, the industry will
VR Perceived as Gimmick:
- VR lacks acceptance from anyone beyond tech fans and early adopters.
video games.
Ethical Issues:
- VR developers should be spending more time navigating these all-
- There are some issues that are most pressing and that we need to
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Social Impact:
There is high level of concern over the negative in uences of interactive VR environments
towards social implications. The users who are engage in violence VR video games and TV in the
virtual world may become desensitized to their violent virtual actions and mimic that behavior
in real world. There are other issues like people turning their backs on the real world and wander
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VR Dubai Park
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Revision:
1. Virtual Reality (VR):
• A realistic and immersive simulation of a three-dimensional environment, created using
interactive software and hardware and experienced or controlled by movement of the body
• The use of computer technology to create a simulated environment. Unlike traditional user
interfaces, VR places the user inside an experience (interacting with 3-D worlds).
• The technology that expands our physical world, adding layers of digital information onto it
(combines real and computer-based spectacle and pictures to transfer a uni ed but enhanced
3. Mixed Reality:
It brings the best of both worlds and attempts to combine Virtual and Augmented Reality. When
both real and arti cial worlds are merged together, an entirely new environment and
visualization become possible wherein physical and digital objects co-exist and interact in real-
time.
4. Microsoft’s Hololens:
A self-contained holographic computer that enables users to interact with digital content around
them. According to Microsoft, interacting with holograms in mixed reality enables users to
visualize and work with their digital content as a part of their reality creating a wrapper that
simpli es all connected devices to make the most out of them by simplifying the process.
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i. Driving schools…..
3. AR components:
b. Processing
c. Projection
4. VR technical parts:
d. Re ection
a. Software:
headsets.
that provides support for various virtual reality devices, such as the HTC Vive,
b. Hardware:
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5. AR technical parts:
a. Hardware:
• Modern mobile computing devices like smartphones and tablet computers contain these
elements which often include a camera and MEMS sensors such as accelerometer, GPS, and
b. Software:
• 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
safety setting)
8. AR/VR challenges:
a. The price is too high i. There is a high level of concern over the negative
b. The content is lacking in uences of interactive VR environments towards
c. Lack of viable business models social implications.
d. Health e ects j. There are other issues like people turning their backs
e. VR perceived as a gimmick on the real world and wander around the synthetic
f. Human Sensory Limitations worlds that ful ll their whims.
g. Ethical issues h. Social Impact
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Reality
case studies, and project guidelines for the Fourth Industrial Revolution
(nalqirim@uaeu.ac.ae).