Augmented Reality AND Virtual Reality
Augmented Reality AND Virtual Reality
Augmented Reality AND Virtual Reality
AND
VIRTUAL REALITY
1. Introduction:
Until recently, Augmented Reality (AR) and Virtual Reality (VR) technologies have served
primarily as inspiration for fiction writers and special effects teams.
The term Augmented Reality was coined by Thomas Caudell while making attempts to
apply VR technology to Boeing’s manufacturing & engineering processes. The verb
‘augment’ refers to the action of adding to something in order to make it more
substantial. It derives from the Latin ‘augere’ meaning ‘to increase’.
Morton Heilig is known as the ”father of virtual reality” for his research and inventions
in the ‘50s and 60s’. However, actual inventor of VR is Ivan Sutherland who created the
first Head Mounted Display (HMD). It was attached to a computer system and closely
resembled a portable television and could not be comfortably worn by a person.
Both AR & VR are finding more and more practical applications in the enterprise and
have a huge disruptive potential in the business processes. Their impact is already being
felt across consumer technologies as dozens of new products enter the market. AR and
VR are introducing new opportunities to transform the enterprise, particularly in the
areas of Gaming, Media & Entertainment, training & simulation in education, defence,
real estate, financial services, health and retail sector and reinvention of employee and
customer experiences.
2. What are AR & VR
Technologies:
AR and VR are two sides of the same coin. While AR stimulates artificial objects in the
real environment, the VR creates an artificial environment to inhabit.
AR is a direct or indirect live view of a physical, real world environment whose elements
are augmented by computer - generated perceptual information, ideally across multiple
sensory modalities including Visual, Auditory, Haptic, Somatosensory and Olfactory. In
laymen terms it refers to a simple combination of real and virtual (computer generated)
worlds. Mixed reality (MR) is a subset of Augmented Reality, which overlays 3D
holographs into the real environment.
AR & VR have one big thing in common. They both have the remarkable ability to alter
our perception of the world. Where they differ is the perception of our presence.
Putting a VR headset over your eyes will leave you blind to the current world, but will
expand your senses with experiences within. Augmented reality however, takes our
current reality and adds something to it. It does not move us elsewhere. It simply
‘augments’ our current state of presence after with clear visors. In VR You can swim
with sharks while with AR you can watch a shark pop out of your business card. While
VR is more immersive, AR provides more freedom for the user and more possibilities
for marketers because it does not need to be a head mounted display.
3. Key Components of AR /
VR System
Key Components of AR System
Hardware
Key components of any AR device are processor, display, input devices and sensors.
Today’s Smartphone fulfil all these hardware requirements of AR. Besides above,
Microsoft Holo lens is a head-mounted display and focusses on MR. Google’s AR head-
mounted device known as ‘Google Glass 2.0’ is being used by enterprises with a focus
on workforce productivity.
Software
Special 3D Augmented reality programmes are used in AR based applications. Virtual
images used for overlapping over the real live image, can be generated using 3D
software. Software can be Auto Cad 3D, Cinema 4D. To experience AR, end user has to
download a software application.
Remote Server
Apart from the hardware and software, a web cloud server plays an important role in
storing the database of virtual images.
Many other companies are developing virtual reality headsets and other peripherals.
To name a few are Sony’s Morphens, Samsung Gear VR, Google Cardboard and Magic
leap. Neura link is an early stage of brain machine interface to connect humans to
computers.
4. Working Principles of
AR/VR
Augmented Reality (AR)
It is growing as one of the most sought after technology today. AR Technology brings
Virtual objects into the surrounding environments. AR based applications work on the
basis of two types of approaches viz. Marker based and location based. The Key
difference between the two approaches is that Marker based AR Application generally
know about the object that they see, whereas location based do not, they work by
locating the object being seen.
Marker based
2D bar codes is the simplest type of AR markers. When a Smart phone having marker
based AR application scans a pattern such as a bar code or a symbol through the camera
of it, the software recognizes it and super imposes a digital image on the screen. 3D or
animated digital image is used for a better experience. The Marker-based approach is
also called as Recognition based Augmented Reality.
Location based
As opposed to recognition based AR, location based AR relies on a GPS, digital compass,
Velocity Meter and accelerometer to provide data about the location. When a camera
of a smartphone having location based AR application is pointed towards a real scene,
inbuilt GPS software recognises the action of the device in the world. Based on this
location the application offers relevant data which is then super imposed to the real
scene visible with device camera. Location based approach is the most widely
implemented AR application e.g., mapping directions, finding nearby services.
Augmented Reality turns the environment around you into a digital interface by
placing virtual objects in the real world. 3 main categories of AR tools are:
To enhance training for real life environments by creating a simulation of reality where
people can practice before hand e.g., Flight Simulators.
Virtual reality is possible through a coding language called Virtual Reality Modelling
Language (VRML) which can be used to create a series of images required for
interaction.
Virtual Environment
Similarity
Both AR & VR serve to the user with an enhanced or enriched experience. Both are
being widely used for entertainment purposes and changing the landscape of the
medical fields by making things such as remote surgeries a real possibility. These are
already being used to treat and heal psychological conditions such as Post Traumatic
Stress Disorder (PTSD).
Difference
AR enhances experiences by adding Virtual components such as digital images, graphics
or sensations as a new layer of interaction with the real world. On the contrast VR
creates its own reality that is completely computer generated and driven.
VR is usually delivered to the User through a head mounted display or hand held
controller whereas AR is being generally used in mobiles, laptops, Smartphones and
Tablets.
AR & VR do not always operate independent of one another. They are often blended
together to generate an even more immersing experience. Alone or blended together,
they are undoubtedly opening up world’s both real and Virtual alike.
5. Evolution of AR & VR
Technologies
Initially all interactions with interfaces were through intermediate devices such as
mouse or key board. Then screens manipulated based on environment facilitated direct
physical or spoken interactions with displays. Now Devices respond to ambient cues and
intentional movements such as Gesture, Mood and Gaze.
AR and VR technologies are finding their ways in many sectors. Here are some examples
Training and Simulations: AR and VR can be very useful in retooling high-cost training and
simulation environments e.g. Health, Education and Aviation Sector. VR flight simulator, VR
tours are good examples.
Health: AR can enhance real time medical procedures to a surgeon. VR can be used as a
form of therapy e.g. simulating an icy environment for burn patients to help soothe pain.
Retail: Marketing Managers are already using AR to view retail shelf inventory and sales data,
demonstration of products. Engineering teams are deploying VR to collaborate in real time
to test and refine a single design. Other examples are test driving car via simulation,
customising of any product. In clothing stores it allows consumers to try the dress without
the need to physically changing the clothes.
Media, Entertainment & Games: AR & VR technologies enhance the experience of a viewer
while watching movies, concerts or sports. Use of both AR/VR technologies in games is the
first and most popular application.
Defence: AR can be used for “heads up display” for soldiers and technicians. While VR is being
used for combat simulation and manoeuvers.
Insurance Sector: Growth of AR and VR technologies is likely to create new risks for individuals
and businesses in some sectors and it will present a new growth opportunity for insurance sector
e.g. the recently successful AR game, Pokemon Go has been associated with many Instances of
accident while playing game. Insurers can seize the opportunity by understanding the emerging
risks of these technologies by way of market intelligence and developing a strategy and tactics
thereby improving the effectiveness and efficiency of businesses.
7. How can business engage
AR & VR technologies?
Although, AR & VR technologies are still nascent but day by day they are finding more
and more practical applications in the enterprise and the technology’s disruptive
potential is already being felt in some sectors. The transition from client-server and
web based technologies to mobile has been transformative because it has made it
possible to deploy solutions at the actual point where business takes place and
decisions are made. According to some surveys the market for these technologies is
forecasted to more than $100 billion globally by 2021, with AR taking 80% share. Clearly
there is a first mover advantage. Redefining the customer experience, transforming
ways of working, enhancing products and services and the creation of new revenue
streams are all possible. For organization looking to build awareness of the technology
available, the first step would be to build a business case for further level of investment
in some selective departments or role where the technology could improve the
productivity and likely to enhance the customers engagement.
Collaboration with the right external partner for developing the technology would be
logically the next step. It will see how AR & VR could support your long term growth
and competitiveness in a tech driver future. Finally, it is the marketing and distribution
campaign on social media and existing channels that would enhance customer
engagement and improve the productivity.
8. Way Forward:
In education sector also PS3G has recently developed AR application for the kids for
learning through which they can pick-up the blocks and arrange it at the right place. If
you are looking to explore new realities for business, contact PS3G Inc.
Leadership Team
Ankit Goyal
CEO
MBA, PMP, CSM, BSIT
M: +1 302-298-0270
E: ankit.goyal@ps3g.com
Ankur Goyal
CTO
MS-CS (Columbia), Oracle Certified
M: +1 315-945-8911
E: ankur.goyal@ps3g.com