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what is virtual reality and augmented reality

What is virtual reality? 

The use of computer modeling and simulation, or virtual reality (VR), allows a person to engage with a manufactured three-dimensional (3-D) visual or other sensory world. Through the use of interactive, wearable devices worn as goggles, headsets, gloves, or body suits that send and receive information, VR applications engage the user in a computer-generated experience that replicates reality. In a standard VR format, a user looks at animated visuals of a virtual environment on a stereoscopic screen while wearing a helmet.

Early investigations on virtual reality

Jaron Lanier, whose investigation and engineering produced a number of products for the early VR sector, invented the phrase “virtual reality” in 1987. The federal government’s involvement, particularly that of the Department of Defense, the Department Of Science and technology, and the National Aeronautics and Space Administration, was a recurring theme in early VR technology and research development in the United States (NASA). Projects supported by these organizations and carried out in university-based research labs produced a large pool of competent individuals in areas like computer graphics, simulation, and networked environments and created ties between academic, military, and commercial activity. 

Research and education related to virtual reality

Training for real-life activities has always been a key application area for VR systems. The allure of simulations is that they can deliver training on par with—or very close to—par with actual system exercise, but at a lower cost and with higher safety. Flight simulators use visual and motion feedback to enhance the experience of flying while seated in a closed mechanical system on the ground. This is especially the case for military training, and pilot training during World War II was the first notable application of commercial simulators.

Types of virtual reality

non-immersive virtual reality

Non-immersive virtual reality is experienced via a computer and enables character and activity control via the software, but the environment is not immediately interacting back.

The best application of this VR technology is found in video games, where users control avatars with unique personalities, movements, and abilities. Every action the player takes within the environment causes interactions in the virtual world.

semi-immersive virtual reality

This technology, a combination of non-immersive and fully-immersive virtual reality, can seem as a 3D area or virtual world where a person can move on their own via a computer screen or headgear.

Physical motion is not used in semi-immersive VR.

complete immersion in virtual reality

A participant participating in this kind of virtual reality is submerged in a virtual environment thanks to wearable technologies. The player interacts with objects in the pre-programmed space and feels as though they are physically there in the virtual environment.

Powerful computers communicate with wearable sensors in helmets, gloves, or handheld devices to detect and project movement within a predefined environment.

According to the National Library of Medicine, VR technology may one day be used to conduct training for difficult procedures like neurosurgery.

Cooperative Virtual reality

Through the use of projected or 3D characters, this type of virtual reality enables interactions between individuals from diverse locations inside a simulated setting. Utilizing microphones and headphones, users can communicate with one another.

The corporate sector is implementing applications for this technology, using virtual conference rooms to conduct business meetings that may be held remotely.

The communication capabilities of a world that is becoming more connected thanks to virtual reality are being advanced in unexpected ways. In the wake of a pandemic, this emphasis on interaction is assisting in overcoming the constraints imposed by a solitary workforce.

artificial virtual reality

Experiences involving augmented reality (AR) show objects or beings that, despite appearances, are not genuinely real. Contrary to virtual reality (VR), in which the user is transported to a simulated environment, augmented reality (AR) places a virtual entity in the actual world.

A recent application of this technology is using the camera on a smart device to view an object that is present in front of the user but disappears when the camera is moved out of the way.

AR is used by retailers of home furnishings to enable customers to picture a piece of furniture in their living room.

Types of vr devices in the market.

The PlayStation VR

a virtual reality (VR) headset that connects to the PlayStation 4. Not as powerful as headsets that are connected to the computer; only works with PlayStation applications.

Works with the PlayStation 5, although there will likely be an upgraded version for this gaming system.


Vulcan Quest 2

a standalone portable headset with remote control that enables you to virtually move about a room. The majority of them are used for games and 3D graphics programmes, but they aren’t as powerful as headsets that are connected to PCs. Quest 2 can be used as a computer headset when connected to a computer. The main benefits of Oculus Quest 2 are its portability, lack of connections, and variety of games.


Vive Cosmos Series

series of computer-pluggable HTC headsets. includes variations that feature base stations and tracking from the inside out. Games and 3D graphics applications are the main applications.


Nintendo Labo VR Kit

The Nintendo Switch is primarily appropriate for children. Construction of the VR cardboard and shord demos is the main priority. The Nintendo Switch’s technology isn’t strong enough for VR applications, therefore it’s not designed for extended use.


What is augmented reality? 

With the aid of digital visual components, audio, or other sensory cues and technology, augmented reality (AR) creates a more enriched version of the real world. Businesses that specialize in mobile computing, especially commercial apps, are increasingly embracing this trend.

One of the main objectives of augmented reality, in the era of data gathering and analysis, is to draw attention to certain aspects of the real world, deepen our awareness of those aspects, and provide insightful and approachable knowledge that can be used in practical contexts. Big data of this kind can, among other things, assist businesses in making decisions and gaining knowledge about customer purchasing patterns.

Augmented reality examples

Early adopters in the retail industry have created AR technology intended to improve the shopping experience for customers. Apps for store catalogues now include augmented reality, enabling customers to see how various things would appear in various settings. When purchasing furniture, for instance, customers can direct the camera to the proper room, and the item will show up in the front.

The advantages of augmented reality can also be seen in the healthcare industry, where it can play a considerably larger role. When a user holds their mobile device over a target image, augmented reality (AR) apps allow them to see extremely detailed, 3D images of various body systems. This application of augmented reality is now a potent educational tool for training medical personnel.

How are these two connected to each other? 

virtual reality vs augmented reality

We should be clear about the differences between augmented reality and virtual reality. To improve the experience, augmented reality leverages the current physical surroundings and overlays it with virtual data or even a virtual universe. 

Consider the game Pokémon Go, where players look for animated characters that appear on their phone or tablet while walking around their actual communities. AR technology is used by NFL broadcasters to better analyze plays.

Contrarily, virtual reality immerses users in a completely other setting that is usually a simulation produced and displayed by a computer. Users of virtual reality could, for instance, become completely absorbed in an animated scene or a virtual setting.

The gear they require and the differences in the experiences themselves are what set VR and AR apart:

While VR is entirely virtual, AR uses a real-world environment.

While VR users are under the system’s supervision, AR users have control over their presence in the actual world.

AR can be accessed with a smartphone, but VR requires a headgear device.

While VR only improves a fictional reality, AR improves both the virtual and actual worlds.

How Do You Use Augmented Reality?

It functions via a few parts: 

The camera feeds the display and graphics algorithm real-world video. The computer uses registration as a guide when placing virtual objects. High-contrast icons are a crude method of registration; however, more reliable methods include GPS, accelerometers, orientation sensors, and barometer sensors. Orientation aids include things like building shapes, street patterns, and the skyline. The video is interpreted by computer vision, which also decides how to incorporate virtual things. While more sophisticated algorithms can handle shadows, occlusion (things in front of the virtual items), and kinematics, some AR CV is only relative placement over a registration mark (physics and interaction with real-world objects).

All of it is streamed back to the user by the display.

Career opportunities in the two industries

These innovative, developing technologies provide up countless commercial and job options; by 2022, it is anticipated that the AR and VR industry will reach $209.2 billion. Through the creation of software and hardware, graphic design, research, and other areas, VR and AR are revolutionising numerous sectors.

  1. Developing and enhancing VR and AR technologies is a popular professional path.

2. development and engineering of software

3. project administration

4. maintenance of software

5. design for print

The sector will only expand as virtual and augmented reality become increasingly integrated into our daily lives, including work, entertainment, and education.


Features of virtual and augmented reality 

Future applications for virtual reality (VR) and augmented reality (AR) include gaming, marketing, e-commerce, education, and many more industries. Both technologies are renowned for their enhanced experiences that combine a virtual and physical environment with improved, three-dimensional images. Although it’s simple to confuse the two, there are several key distinctions.

Field of View

Field of vision is abbreviated as “FOV.” Our field of vision, as it relates to our eyes, is everything that is visible at any given time.

The term “field of view” is used to describe everything that you can see while wearing a VR headset at any particular time in the virtual world. The sorts of VR headsets that are now on the market for consumers have a field of view that is narrower than what you can see with your eyes, which means that when wearing the headset, the VR environment does not fill or match your field of vision.

Amounts of freedom

The term “degrees of freedom,” or DoF, is frequently used when discussing motion and tracking in VR. A headset with more degrees – of – freedom will be able to track and transfer more of your bodily movements onto your simulated depiction.

In iOS, what is augmented reality toolkit?

Two well-known augmented reality toolkits that work with the iOS platform are Vuforia and Metaio. Start by looking at those, if you please:

  • iOS Vuforia SDK v2.6

How do distance measurements work in augmented reality apps?

Measure, AirMeasure, Moasure, and EasyMeasure are just a few of the many apps that can turn any iPhone or iPad into a virtual ruler that can measure almost anything. By simply pointing your device at an object, the software will use augmented reality to calculate the distance between two locations in a three-dimensional environment. It will even display a ruler on the screen that will unfold like a measuring tape in real time.

What does virtual reality’s future hold?

In 2016, VR (virtual reality) was not what it is now. The content ecology has been substantially improved, the terminal price has decreased, and the hardware technology has advanced. The VR market is about to take off as we get toward the following “category killer.”



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