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VR&AR
VR&AR
Virtual Reality (VR) and Augmented Reality (AR) have revolutionized the way
we perceive and interact with the digital world
Timeline:
1957: Sensorama by Morton Heilig
1968: Ivan Sutherland's "Sword of Damocles" Innovations:
1990s: VR gains momentum (Sega, NASA) Motion tracking, haptic feedback, realistic graphics
2013: Oculus Rift Kickstarter Impact:
Transforms gaming, healthcare, education, and more
2016: Pokémon Go brings AR to mainstream
Entertainment: VR and AR are used to create games, movies, TV shows, and
other entertainment products.
Education: VR and AR are used to create interactive educational materials that make
learning more engaging and effective.
Sales and marketing: VR and AR are used to create interactive demonstrations of
products and services that allow potential customers to better understand their
benefits.
Medicine: VR and AR are used for surgery, patient rehabilitation, and medical training.
Tourism: VR and AR are used to create virtual tours of various places that allow users
to experience them without leaving home.
Sports and fitness: VR and AR are used to create interactive workouts that allow users
to improve their skills and results.
VR
1. Games: Creating exciting game worlds using VR technologies.
2. Education: Education using virtual simulations and virtual classrooms.
3. Medicine: Training in surgery, rehabilitation, and the creation of virtual environments for p
4. Business: Virtual conferences, trainings and business scenario modeling.
5. Architecture and Design: Visualization of designs before physical construction begins.
AR
1. Mobile Applications: AR is used in mobile applications to enhance reality through smartphones or tablets.
2. Advertising and Marketing: Create interactive advertising campaigns using AR to attract consumer attention.
3. Education: Enhance educational content with interactive AR elements.
4. Trade and Retail: Providing consumers with the opportunity to “try on” products before purchasing, for example,
virtual try-on of clothing or accessories.
5.Sports: Visualization of statistics, trajectory tracing and other aspects for a more interesting and informative
viewing of sporting events.
VR and AR enable the creation of more interactive and
engaging media content. Users can immerse
themselves in virtual worlds (VR) or interact with virtual
objects added to the real world (AR).