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An Introduction to Augmented Reality and Virtual Reality
AR (augmented reality) and virtual reality (VR) applications (apps) are based on computer simulations of real-life scenarios and environments. The simulation will have a high degree of similarity with what is represented in real life, either graphically or sensorially. The term “sensory” is broader than “graphically” because it means all things perceptible to our senses, i.e. graphics, touch, sound, voice, smell, etc. Typically, the degree of similarity to the original must be many times higher and more accurate in the case of virtual reality than in AR applications.
Consider the video recording of a 100-meter dash from the recent Olympics. The original commentary may be in English and if so, as it is, this video will not be very welcome to the French. Changing the commentary to French or adding proper French subtitles will make it more palatable for French audiences. This, in essence, is where AR finds its opportunity, augmenting the original with more useful information, in our example replacing French with English, and consequently making the content more valuable to French speakers. As another example, consider video capture of a traffic accident. Two cars collide on a road and one is badly damaged. Police may not be able to determine which of the two drivers was responsible for the accident just by viewing the video. If, however, the video was pre-processed by an AR application that added information about mass, speed and direction. of the cars in the video, so the person responsible could be established with perhaps close to one hundred percent certainty.
Virtual reality (VR), on the other hand, is quite different from AR. In fact, the two share only one thing in common: computer simulation. As mentioned above, the simulation provided by VR must be of such good quality that it cannot be distinguished from reality. In theory, this is impossible. Therefore, for practical purposes, virtual reality only means a degree of approximation, sufficient for a user to get a “live” experience of the simulated environment. In addition, virtual reality is interactive and sensorially responsive, in “real time”, and just like in real life, for example, in a virtual reality application, imagine that you are in a forest, preparing- you to burn a pile of cut bushes and dry leaves. . You spray the battery with gasoline. A fox watches you intently from a nearby spot. Then you throw a lighted matchstick into the stack… the system will immediately respond by showing a strong, fast fire spreading across the stack, its shape occasionally altered by the blowing wind… and just like life real .. the fox (scared by the fire), should he run away? – and it does! The system can allow you to change the direction, speed and alteration of the speed of the blowing wind, the throw angle of the match stick, etc. and the system will respond with the new results immediately! Thus, VR allows you to experiment with real-life scenarios and get results that are accurate enough as if you were in the desired environment/place, in person, but saving time, travel costs and resources, etc.
Virtual reality applications consume a large amount of computing power. In comparison, AR apps are not resource-demanding at all: AR apps run comfortably on mobile phones, tablets, other laptops, laptops, and desktops. Most likely, you are using a couple of AR apps on your Android/iOS device, right now, without even knowing it! (eg Wordlens, Wikitude World Browser, etc.).
The reason for the difference is that VR applications must first correctly interpret any action the user has taken and then “give” the appropriate response that would return the real environment, complete with animated graphics, movements in directions correct, sounds, etc. and also, according to correct physics, mathematics and any other science involved. The most important thing is that the ‘latency’, or the response time of the application, must be high enough. If not, the user, who has come in with understandably high expectations, is sure to be so completely put off that they might burst out with a string of unprintable words that say “fuck that fool!”. Avoiding these errors requires a computer (or network of computers) equipped with unusually powerful mobile processors, high-fidelity graphics software, precision motion trackers, and advanced optics. And that explains why.
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