Podcast
Questions and Answers
Which of the following best describes the role of hardware in a VR system?
Which of the following best describes the role of hardware in a VR system?
- Supporting sensory stimulation like touch and heat. (correct)
- Developing 3D objects that exist in a virtual space.
- Managing the VR input/output devices.
- Creating the rendered virtual environment.
How does Mixed Reality (MR) differentiate itself from Augmented Reality (AR)?
How does Mixed Reality (MR) differentiate itself from Augmented Reality (AR)?
- MR requires the use of specialized glasses for its functionality.
- MR integrates virtual objects into the real world, allowing manipulation. (correct)
- MR offers digital recreation of a real-life setting.
- MR enhances the real world, only displaying simple images on top of it.
What is the primary function of motion sensors in modern VR headset displays?
What is the primary function of motion sensors in modern VR headset displays?
- Providing stereoscopic display.
- Enhancing audio output.
- Improving screen resolution.
- Tracking head, hand, and body positions. (correct)
Which factor is a primary reason why MR applications and devices are still in the proof-of-concept phase?
Which factor is a primary reason why MR applications and devices are still in the proof-of-concept phase?
How does AR enhance a user's perception of the real world?
How does AR enhance a user's perception of the real world?
Which of the following statements correctly describes a limitation related to immersion in VR?
Which of the following statements correctly describes a limitation related to immersion in VR?
What is the significance of GPS and MEMS sensors in modern mobile computing devices for AR applications?
What is the significance of GPS and MEMS sensors in modern mobile computing devices for AR applications?
How does VR technology attempt to create a sense of presence in a virtual environment?
How does VR technology attempt to create a sense of presence in a virtual environment?
Which of the following factors contributes to the relative affordability of modern VR headset displays?
Which of the following factors contributes to the relative affordability of modern VR headset displays?
In what way does VR in education enhance the learning experience?
In what way does VR in education enhance the learning experience?
What distinguishes the 'Sword of Damocles' (1968) from later VR/AR technologies?
What distinguishes the 'Sword of Damocles' (1968) from later VR/AR technologies?
How do AR apps on smartphones determine where to overlay digital content?
How do AR apps on smartphones determine where to overlay digital content?
Why is text-to-speech recognition mentioned in the context of Augmented Reality (AR)?
Why is text-to-speech recognition mentioned in the context of Augmented Reality (AR)?
What is a core difference between how users experience VR versus AR?
What is a core difference between how users experience VR versus AR?
What capability distinguishes Mixed Reality (MR) from earlier forms of AR? Choose the BEST answer.
What capability distinguishes Mixed Reality (MR) from earlier forms of AR? Choose the BEST answer.
A company wants to implement VR for training employees on complex machinery operations. What is the most important hardware component they should consider for realistic sensory feedback?
A company wants to implement VR for training employees on complex machinery operations. What is the most important hardware component they should consider for realistic sensory feedback?
An architecture firm wants to use VR to present building designs to clients. How can VR benefit their presentations?
An architecture firm wants to use VR to present building designs to clients. How can VR benefit their presentations?
What role do Software Development Kits (SDKs) play in AR/VR development?
What role do Software Development Kits (SDKs) play in AR/VR development?
What is the role of virtual reality applications in military training?
What is the role of virtual reality applications in military training?
What is a potential drawback when using AR/VR in the medical field?
What is a potential drawback when using AR/VR in the medical field?
What two components work together to create experiences that "fool" the eye and brain?
What two components work together to create experiences that "fool" the eye and brain?
Which statement BEST describes the progression of VR's availability to the public?
Which statement BEST describes the progression of VR's availability to the public?
What sector uses VR/AR the MOST?
What sector uses VR/AR the MOST?
Which of the following is an example of how VR can be used in physical rehabilitation?
Which of the following is an example of how VR can be used in physical rehabilitation?
What is one of the ethical issues that VR developers face?
What is one of the ethical issues that VR developers face?
What is one factor for VR's lack of adoption?
What is one factor for VR's lack of adoption?
Imagine you are helping Google design a brand new set of AR glasses - what functionality would you make sure to include in order to make it the BEST possible product?
Imagine you are helping Google design a brand new set of AR glasses - what functionality would you make sure to include in order to make it the BEST possible product?
Which activity could VR assist in the MOST?
Which activity could VR assist in the MOST?
What should people susceptible to seizures do in regard to VR?
What should people susceptible to seizures do in regard to VR?
Why is it important to get up and look at the horizon when feeling motion sickness?
Why is it important to get up and look at the horizon when feeling motion sickness?
Flashcards
Augmented Reality (AR)
Augmented Reality (AR)
Technology that layers computer-generated enhancements over an existing reality, making it more interactive.
Virtual Reality (VR)
Virtual Reality (VR)
A realistic and immersive simulation of a three-dimensional environment experienced through hardware and software.
Mixed Reality (MR)
Mixed Reality (MR)
Environments where users navigate both real and virtual spaces, blending them in real-time.
AR vs. VR
AR vs. VR
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Mixed Reality Interactions
Mixed Reality Interactions
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AR on Smartphone
AR on Smartphone
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Virtual Reality setting
Virtual Reality setting
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Augmented Reality
Augmented Reality
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VR Technology
VR Technology
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VR hardware components
VR hardware components
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Personal Computer (in VR)
Personal Computer (in VR)
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Input devices
Input devices
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AR System
AR System
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AR Sensors
AR Sensors
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AR Smart Glasses
AR Smart Glasses
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Augmented Reality Smart Glasses
Augmented Reality Smart Glasses
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AR apps
AR apps
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Development Applications
Development Applications
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Training Applications
Training Applications
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Training with VR/AR
Training with VR/AR
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Help & Healing with VR/AR
Help & Healing with VR/AR
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Help & Healing with VR/AR trauma
Help & Healing with VR/AR trauma
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Architectural design with VR
Architectural design with VR
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Loss of Spatial Awareness Risks
Loss of Spatial Awareness Risks
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Eye Soreness Risks
Eye Soreness Risks
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People at risks: siezures.
People at risks: siezures.
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Social Impact
Social Impact
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Effects on Health with VR use.
Effects on Health with VR use.
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Study Notes
History of AR/VR
- 1838: Charles Wheatstone discovered that the brain processes different two-dimensional images from each eye, regarding stereoscope.
- 1849: David Brewster created a smaller, hand-held stereoscope known as the Lenticular Stereoscope.
- 1939: William Gruber made the Viewmaster, stereoscope focused on virtual tourism device.
- 1950: Morton Heilig invented the Sensorama, an arcade-style cabinet, simulated all senses.
- 1960: Morton Heilig invented the Telesphere mask, the prototype of HMD.
- 1961: Comeau and Bryan developed the Headsight, it had a projected screen for each eye.
- 1968: Ivan Sutherland, with Bob Sproull's help, created the Sword of Damocles, the first VR/AR head-mounted display.
- 1974: Myron Krueger established Videoplace, it allows users to interact with artificial reality without special tools.
- 1987: Jaron Lanier coined the term "Virtual Reality".
- 1990: Tom Caudell coined the term "Augmented Reality".
- 1991: Virtuality Group Arcade Machines made virtual reality available to the public.
- 1992: Virtual Fixer used AR to aid human performance in direct and remote tasks.
- 1993: KARMA was the first knowledge-based AR system.
- 1996: The Studierstube was the first collaborative AR system.
- 1997: Feiner et al. developed the first outdoor AR system included a see-through HMD with GPS called Touring Machine.
- 1999: Research began on BARS (Battlefield Augmented Reality System).
- 2000: The AR ToolKit software uses video tracking to overlay computer graphics on video cameras.
- 2003: The first handheld AR system that runs autonomously on smartphones was created.
- 2014: Google released Google Glasses, a wearable AR device.
- 2016: Pokemon GO, a mobile game, uses AR to create a digital model of Pokémon over the real-world view.
Augmented Reality (AR)
- It overlays computer-generated enhancements onto existing reality.
- It expands the physical world by adding layers of digital information.
- AR overlay executes immediately with camera input.
- Virtual objects appear in the surrounding environment through AR technology.
- It combines real and computer-based elements.
- It encompasses techniques, simulations like animation, and text-to-speech recognition.
- AR overlays virtual objects over real-world environments using devices or powered displays.
- Snapchat lenses and Pokémon Go are examples of AR.
Virtual Reality (VR)
- A realistic, immersive, three-dimensional environment is simulated using interactive software, hardware, and body movement.
- It is an immersive, interactive experience generated by computer technology to create a simulated environment.
- It immerses users in 3D worlds inside an experience, not just in front of a screen.
Mixed Reality (MR)
- Users navigate both real and virtual spaces simultaneously.
- Virtual objects are integrated into the user's real world, making virtual interactions appear real.
- It combines Virtual and Augmented Reality.
- Real and artificial worlds merge.
- Physical and digital objects coexist and interact in real-time.
- Microsoft's HoloLens is a self-contained holographic computer.
- It allows users to interact with digital content.
- Interacting with holograms enables users to visualize and work with their digital content.
Comparison: AR vs. VR
- AR adds to the field of vision on a smartphone or tablet screen as an overlay, while VR offers a digital recreation of a real-life setting.
- AR uses phone's camera for a real-world view with added information.
- VR fully covers the field of vision (completely virtual).
- VR enables movement and looking in any direction, as if physically there.
- AR uses a real-world setting, while VR is completely virtual.
- AR users control their presence; VR users are controlled by the system.
- AR apps are accessed with a smartphone or tablet, while VR requires a headset device.
- AR enhances both the virtual and real world, while VR only enhances a fictional reality.
Comparison: AR vs. MR
- AR visible environment is overlaid with digital content or simple images, like Google Glass.
- MR combines the qualities of AR and VR, can be mentioned as an enhanced form of AR.
- In MR, virtual objects integrate into and respond to the real world and are manipulated by the user.
- Virtual objects are traceable and intractable in the user's surroundings, such as a virtual ball being blocked by a desk.
- MR users view and manipulate things from different angles, like an anatomy model.
- MR rendering demands more processing power than AR.
- High processing power is a main reason MR apps and devices are still in the proof-of-concept phase.
Statistics About AR/VR
- Video games sector is the highest.
- It is followed by the education and healthcare sectors.
Applications of AR/VR
- In medicine it enables students to know the human body structure and scientific research.
- In military training it helps soldiers familiarize themselves with different areas on the battlefield.
- In driving schools it provides a real look of roads and traffic.
- Education can be used as Apps for kids.
- Children can use iOS or Android to scan the globe and view educational content.
- In development work it enables urban planners to see bridges, view intersections up for redevelopment or gauge pedestrian movement.
Case Study: Human Body
- James Tromans, a UK primary school teacher, used VR to teach a science lesson about the human body.
- Students used VR headsets and the human Anatomy Playlist to explore different sections of the body.
- The children then wrote down facts and questions about their experience, which improved their understanding.
How Does VR Technology Work?
- VR systems simulate senses to trick the brain into perceiving the virtual environment as reality.
- It combines hardware and software to create immersive experiences.
- The hardware supports sensory stimulation (sounds, touch, smell, heat).
- The software creates the rendered virtual environment.
Hardware (VR Devices)
- A personal computer: Processes inputs and outputs to users, consoles, and smartphones and renders high-quality graphics using GPUs.
- Input devices: Help users navigate 3D worlds, include keyboards, mouse, VR controllers, balls, controller wands, data gloves, trackpads, on-device control buttons, motion trackers, and bodysuits.
- Output devices: Visual and auditory include haptic displays and Head Mounted Displays (HMDs) simulate a sense organ and present the VR content to generate a feeling.
- Headphones with spatial audio provide an audio landscape matching the visuals from HMD.
- Modern VR headset displays use technology developed for smartphones, including motion sensors (head, hand, body tracking), small HD screens and fast processors.
VR Software
- Compatible software drives the hardware.
- It creates a new world through computer vision, computer graphics, and 3D objects.
- It manages VR input/output devices, analyzes incoming data, and generates feedback.
- Inputs must be on time, and output responses should be prompt.
Software: (Old Methods)
- The Virtual Reality Modeling Language (VRML) operates without headsets.
- Web3D consortium standards are used for web-based 3D graphics.
- The consortium developed X3D from the VRML framework as an archival, open-source standard for web-based distribution of VR content.
- Web VR is a JavaScript API used for experiencing VR in a browser.
- It supports HTC Vive, Oculus Rift, Google Cardboard, and OSVR.
Software: (New Methods)
- Developers use various software to build VR, including VR Software Development Kits (SDKs), VR Game Engines, VR Content Creation, VR Visualization Software, and VR Training Simulators.
How Does AR/MR Technology Work?
- An AR system captures part of the environment using a camera on a smartphone, tablet, or HMD (head-mounted display).
- It scans the captured piece to identify a location to overlay additional information using markers, trackers, GPS, or sensors.
- The AR system forms a complete image the additional information consisting of the real-world background and overlaid AR graphical data.
- Hardware and software are needed.
AR Hardware
- Sensors: Collect data from the physical environment and transmit to an AR app. Modern mobile computing devices such as smartphones and tablets contain a camera, GPS and MEMS sensors like accelerometer, gyroscope and solid state compass, making them suitable AR platforms.
- AR Smart Glasses: Wearable computer-capable add to user's real-world scenes with 3D images, animations and videos by overlaying computer-generated or digital information and can retrieve information from computers, smartphones, and other devices using Wi-Fi, Bluetooth, and GPS, e.g., Google Glass Explorer Edition and Microsoft HoloLens.
AR Software
- Developers use Apple ARKit and Google ARCore Software Development Kits (SDKs) from Apple and Google.
- These SDKs enable quickly creating AR apps for iOS and Android devices.
Advantages of AR/VR
- In Training: VR provides ways of modeling complex task-performance behaviors in military and driving school which simulates life-or-death risks in real-world learning.
- In Education: VR makes learning easier, more interesting, and more comfortable.
- In Entertainment and Gaming: Goggles and headsets can insert participants into imagined worlds, turning a watching screen into a living experience.
- In Help & Healing: VR can assist in treating phobias involving animals, environments or objects and holds promise in physical rehabilitation where patients are move from clinic to real-life skills through refine ambulatory.
- Simulating traumatic events can help military service members work through effects of post-traumatic combat stress and gradually enable them to tolerate stressors in settings that match actual circumstances.
- In Architecture & Planning: VR technology to architectural design and urban planning helps decision makers visualize the outcomes of proposed development and renewal, understand space management, saves communication time between designer and the client using VR combined with computer-aided design and geographic information systems and provides a personalized experience for training new Architects.
Disadvantages of AR/VR
- Loss of Spatial Awareness: After 30 minutes in VR, people forget about objects, causing falls or contact with the ceiling fan.
- Eye Soreness: Common short-term eye strain is evident when watching too much TV or staring screen.
- Seizures: Susceptible people should avoid VR as it may invoke a response.
- It is not good for the elderly people, pregnant women's and young children due to the lack of child safety settings.
- Nausea, Dizziness, and Disorientation: Traditional motion sickness results from feeling movement without seeing it.
- "Cybersickness" motion sickness is due to seeing turns & twists that do not feel and may cause sensory conflict: nausea, sweating, dizziness, and headache.
- People prone to motion sickness and steadiness as you may have unpleasantries in VR too long.
Challenges of AR/VR
- Price is Too High: Most of the target audience cannot afford VR gear while industry players cannot lower prices to a reasonable level.
- Content is Lacking: The industry still awaits its killer app.
- Lack of Viable Business Models: business models for VR-oriented companies.
- Its future is highly questionable on the business side.
- Health Effects: Uncertainty exists about the possible health effects.
- Long-term VR-use is barely explored.
- Any slight possibility of harm will be resisted by public opinion and legislation.
- VR Perceived as Gimmick: VR lacks acceptance from anyone beyond tech fans and early adopters, percieved as an expensive gimmick designed for video games.
- Ethical Issues: VR developers should address too-important ethical dilemmas such as pornography, user isolation, social effects, and user protection to protect the users.
- Social Impact: Negative influences of interactive VR environments are a high-level concern.
- Exposure to violence may desensitize users to violent virtual actions, and mimic them and people may turn their backs on reality, wander around the synthetic worlds, and fulfill their negative whims.
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