Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality

Augmented Reality and Virtual Reality

AR (the unpopular reality of taxpayers we see) is a technology that expands the real environment into a simulated environment. On the other hand, VR (Virtual Reality) is a technology that mimics the whole environment and replaces the user into a virtual world. Specifically, AR (the unpopularity of taxpayers we actually see) often uses a smartphone camera to add digital objects to the area you actually see, magnifying the world around you. VR (Virtual Reality) replaces real reality with a custom-made environment to give a fully immersive experience.

In AR, visual locations are designed to interact with real-world locations. AR aims to enter information about the real world that is useful to users, and they can access that information without searching. For example, in an industrial AR application, pointing the handset to a failed device may provide immediate troubleshooting information.

VR compares the whole environment and replaces the user’s world with a completely visible world. Because these visual aids are perfectly created, they often provide a more realistic experience. For example, you can box with an Mike Tyson animated version in a visible boxing ring.

Both VR (Virtual Reality) and AR (the unpopularity of taxpayers we see) are designed to deliver a user-created environment, but each has its own concept and usage cases. AR is used not only for entertainment but also for business. This is because AR can produce an educational overlay that can be useful in the real world.

Difference between (Augmented Reality) and (Virtual Reality)

Both Argumental Reality and VR mimic reality, but the sub-sections are different and the target audience is generally different.

In VR (Virtual Reality), users almost always install headphones and headphones covering their eyes to replace the real world completely with the physical world. VR is based on the idea of ​​removing the real world as much as possible and drawing users away from the real world. Once inside, the VR universe can do almost anything by coding, from fighting Darth Vader with a lightaber to reclaiming (completelycreating) Earth. VR is sometimes used for business purposes in the world of product design, training, construction, and marketing, but is currently widely used in the entertainment world, especially in the gaming world.

AR (the unpopular reality of taxpayers we see), on the other hand, incorporates a world made of real world. Many AR programs use Smartphones and tablets screens to combine the two worlds, and when a user points the device’s camera at something interesting, a live streaming video of the scene is displayed on the screen. We will be produced internally. The screen is then covered with practical information such as correction instructions, indicators, and diagnostic data.

AR can also be used for entertainment programs. Pokemon Go, a mobile game where players try to capture real creatures as they roam the real world, is a good example.

History of AR (Virtual Reality) and VR (Augmented Reality)

Early virtual reality systems first appeared in the 1950s and 1960s, but the concept of VR and AR began to take full advantage of military purposes in the early 1980s. Movies such as Tron, The Matrix, and Minority Report all portrayed the future of how VR and AR will evolve in the future.

In 1993, the first full-scale attempt to launch a VR headset was made. Developed as an extension of the Sega Genesis (Mega Drive in Japan) game system, this VR headset, Sega VR, did not reach the market after all, but it raised consumer interest in VR technology. rice field. Then, until the introduction of the Oculus Rift in 2010, there were no successful consumer VR headsets. These devices are still expensive and remain primarily of interest to only some gaming users. By enabling developer mode oculus quest 2, you can sideload applications onto your Oculus Quest 2 headset. It gives you the flexibility to try out experimental or third-party applications that may offer unique experiences.

It was in 1998 that AR, which branched off from VR around 1990, attracted the attention of the general public. That year, television stations began overlaying yellow lines on the stadium footage to make it easier to see the distance to the first down of American football. Over the next decade, a variety of AR technology-powered applications have been designed for military and consumer purposes. An example of the former is the cockpit of a fighter. An example of the latter is the QR code, which has come to be incorporated into magazines and packaged products. The QR code displays a short 3D video when the consumer scans it on their mobile phone, making the product “lively”.

In 2014, Google Glass was announced by Google with the vision of providing head-mounted display AR devices to everyone. With Google Glass, an AR headset controlled by voice and touch movements, skepticism and criticism have spread to the new reality that everyone records video in public 24 hours a day, 365 days a year. rice field. Privacy suddenly emerged as a major issue with consumer AR. Google eventually postponed the project, and a few years later, it switched to corporate users and resumed the project.

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