AR/VR History

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Questions and Answers

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)?

  • 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?

  • 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?

<p>High processing power requirements. (B)</p> Signup and view all the answers

How does AR enhance a user's perception of the real world?

<p>By combining real and computer-based elements to transfer a unified view. (A)</p> Signup and view all the answers

Which of the following statements correctly describes a limitation related to immersion in VR?

<p>Prolonged VR use can lead to a loss of spatial awareness. (D)</p> Signup and view all the answers

What is the significance of GPS and MEMS sensors in modern mobile computing devices for AR applications?

<p>They facilitate data collection about the physical environment. (B)</p> Signup and view all the answers

How does VR technology attempt to create a sense of presence in a virtual environment?

<p>By simulating as many senses as possible to trick the brain. (C)</p> Signup and view all the answers

Which of the following factors contributes to the relative affordability of modern VR headset displays?

<p>Technology developed for smartphones. (C)</p> Signup and view all the answers

In what way does VR in education enhance the learning experience?

<p>By making learning easier, interesting, and comfortable. (C)</p> Signup and view all the answers

What distinguishes the 'Sword of Damocles' (1968) from later VR/AR technologies?

<p>It was primitive and heavy. (B)</p> Signup and view all the answers

How do AR apps on smartphones determine where to overlay digital content?

<p>By identifying a location to overlay additional information. (C)</p> Signup and view all the answers

Why is text-to-speech recognition mentioned in the context of Augmented Reality (AR)?

<p>It is encompassed in computerized techniques to overlay virtual objects. (C)</p> Signup and view all the answers

What is a core difference between how users experience VR versus AR?

<p>VR provides a completely virtual experience. (A)</p> Signup and view all the answers

What capability distinguishes Mixed Reality (MR) from earlier forms of AR? Choose the BEST answer.

<p>Immersive interfaces that overlay the user's reality. (D)</p> Signup and view all the answers

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?

<p>Haptic displays. (D)</p> Signup and view all the answers

An architecture firm wants to use VR to present building designs to clients. How can VR benefit their presentations?

<p>Visualize outcomes of proposed development. (A)</p> Signup and view all the answers

What role do Software Development Kits (SDKs) play in AR/VR development?

<p>Quickly and easily create AR apps. (D)</p> Signup and view all the answers

What is the role of virtual reality applications in military training?

<p>Allowing soldiers to get familiar with different areas in the battlefield without risk. (C)</p> Signup and view all the answers

What is a potential drawback when using AR/VR in the medical field?

<p>Uncertainty about possible effects on the health of users. (A)</p> Signup and view all the answers

What two components work together to create experiences that "fool" the eye and brain?

<p>Hardware and software (D)</p> Signup and view all the answers

Which statement BEST describes the progression of VR's availability to the public?

<p>VR became available through Virtuality Group Arcade Machines and has progressively gotten more advanced. (A)</p> Signup and view all the answers

What sector uses VR/AR the MOST?

<p>Video Games (A)</p> Signup and view all the answers

Which of the following is an example of how VR can be used in physical rehabilitation?

<p>Providing opportunities to refine ambulatory skills in a clinic. (D)</p> Signup and view all the answers

What is one of the ethical issues that VR developers face?

<p>User digital protection. (A)</p> Signup and view all the answers

What is one factor for VR's lack of adoption?

<p>Majority of engaged audience can't afford buying VR gear. (B)</p> Signup and view all the answers

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?

<p>It can retrieve information from multiple devices. (B)</p> Signup and view all the answers

Which activity could VR assist in the MOST?

<p>Treating phobias. (D)</p> Signup and view all the answers

What should people susceptible to seizures do in regard to VR?

<p>They should stay away. (C)</p> Signup and view all the answers

Why is it important to get up and look at the horizon when feeling motion sickness?

<p>The mismatch in your muscles makes it so you do not see and feeling a certain direction helps better. (C)</p> Signup and view all the answers

Flashcards

Augmented Reality (AR)

Technology that layers computer-generated enhancements over an existing reality, making it more interactive.

Virtual Reality (VR)

A realistic and immersive simulation of a three-dimensional environment experienced through hardware and software.

Mixed Reality (MR)

Environments where users navigate both real and virtual spaces, blending them in real-time.

AR vs. VR

AR adds virtual elements to your view, VR replaces your view.

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Mixed Reality Interactions

Allows users to view and manipulate virtual objects from multiple angles.

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AR on Smartphone

Delivers virtual elements as an overlay to the real world on a smartphone.

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Virtual Reality setting

Offers a digital recreation of a real-life setting.

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Augmented Reality

Adds to your field of vision and delivers virtual elements as an overlay

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VR Technology

Simulation of senses to trick the brain into perceiving a virtual environment as real.

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VR hardware components

Facilitates VR technology: personal computer, input devices, output devices

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Personal Computer (in VR)

Used to process inputs/outputs for users, consoles, smartphones.

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Input devices

Help users navigate the 3D worlds.

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AR System

AR overlays digital information onto the real world using devices like smartphones.

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AR Sensors

AR apps collect physical environment data and transmit it to an app.

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AR Smart Glasses

Computer capable glasses.

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Augmented Reality Smart Glasses

Adds extra information, ideally 3D images, animations and videos, to the user's real-world scenes

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AR apps

Apple ARKit and Google ARCore Software Development Kits

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Development Applications

AR can place bridges, view traffic intersections up for redevelopment

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Training Applications

AR can be use in military training for the soldiers or real looks for roads/traffic

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Training with VR/AR

Models complex task-performance behaviors which often carry life or death risks.

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Help & Healing with VR/AR

Helps in treating phobias and refine ambulatory or other skills in a clinic setting.

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Help & Healing with VR/AR trauma

Simulating traumatic events can help military service members work through some of the effects post traumatic stress disorder that result from combat.

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Architectural design with VR

VR technology to architectural design and urban planning helps decision makers visualize the outcomes of proposed development and renewal

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Loss of Spatial Awareness Risks

Forget about objects, cause to fall over or wave a hand, can cause fall etc...

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Eye Soreness Risks

When watching too much TV or staring at computer, short-term eye strain is normal in VR

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People at risks: siezures.

People susceptible to seizures should stay away from technology because can invoke a response.

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Social Impact

Over the negative influences of interactive VR environments towards social implications

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Effects on Health with VR use.

There is uncertainty about possible effects on health of the users.

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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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