As the business world’s investment in technology continues its aggressive expansion, there is an undercurrent of tension about whether augmented reality or virtual reality is going to prove the better investment for businesses of all stripes. The tech giants seem to be leaning toward virtual reality based on the flashy investment in it, but all may not be as it appears. The apparent similarities between AR and VR creates an illusion of competition between technologies that serve very different purposes in radically different contexts.
The most famous example of augmented reality at present is Pokemon Go. For the uninitiated, Pokemon Go is an AR game that allows users to find and capture digital beasts in the real world based on GPS coordinates. The user searches for the characters by viewing these real world locations through their phone cameras. Other examples of AR include apps that provide product information in a retail outlet or expanded content, such as a movie trailer triggered by poster. What all of these applications have in common is that they provide information simultaneously with a person navigating the real world.
In contrast, virtual reality supplants physical reality and replaces it with something fictional, at least at the visual and auditory level. This supplanting imposes physical constraints on VR. Its use
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Both AR and VR offer opportunities, especially at the analytics level, but they aren’t analogous opportunities. AR allows businesses to interact directly with customers as the customers are in proximity to the product or store. Whether it’s simply announcing to a passerby that there is a Chinese restaurant on that particular street, or letting customers know that Brand X peanut butter is on sale, the AR-business-customer triad is about real time, real world selling. Just as importantly, it provides an opportunity to gather contextual information about what is and isn’t meaningful to
Pokemon Go Inquiry Should the creator of Pokemon Go be held liable for the injuries as a result of playing the game Pokemon Go is the top grossing game around the world. In the US there has been over 75 million downloads as a result, while playing Pokemon Go and there have been 1000 injuries a day in the US. This report is going to focus on the US. This report is going to tell you if the Pokemon Go company should be liable as a result of the injuries that have happened or if the Pokemon Go company shouldn’t be liable. The report has been weighing up the pros and cons if Pokemon should be liable or not.
William Gibson's Idoru is a novel thick with implications and extrapolations related to the oncoming and (present) age of electronic para-reality. Stylistically, it is far from perfect, but in theme it has a firm grasp on the concept of the simulacra as it mimics, masks and replaces reality.
Virtual worlds such as Second Life and IMVU — which show a 3D environment on a 2D screen rather than immersing the user inside a room or by using an HMD — and the more recent rise of Oculus Rift have all contributed to the rekindled interest in VR. However, major technology and usability advances are still required for a low-cost, broadly used immersive virtual environment. In the meantime, growing popularity of 3D entertainment using 3D glasses — and, increasingly, 3D smart television screens and projections that do not require glasses — may relegate immersive VR to permanent niche status. Currently, augmented reality applications (which superimpose information on the user's view of the real world rather than blocking out the real world) or mixed-reality scenarios (where HMDs and context-aware software are used in a hybrid augmented/virtual environment) are more popular technology approaches to the problem of marrying immersive VR to a consumer
The adjective "virtual," practically unheard-of a few years ago, has without a doubt become the number one buzzword of the nineteen-nineties. Virtual reality has become a catch phrase for the interactive multimedia technologies that have supplanted desktop publishing at the cutting edge of personal-computer graphics technology. The virtual communities which for years have flourished in comfortable obscurity on the Internet, have recently been thrust into the glare of publicity as commercial gateways have opened up the net to the public, while virtual corporations have transformed the world of business.
The purpose of this paper is to explain how virtual reality is used in everyday life. It is used in many ways in today's society. Several people immediately think of video games or entertainment when they hear virtual reality. Virtual reality is not only used for entertainment purposes but it is also used for medical and educational purposes. It can help people overcome their fears, deal with and treat social anxiety, and it can also be a helpful teaching tool to connect students and teachers in long-distance learning.
“…in the next few years, humanity's going to go through a shift… We're going to start putting an entire layer of digital information on the real world” (Gribetz, 2016). In his recent TED Talk,” Meron Gribetz encourages his audience to consider how such technology could transform the reality that we call the human experience by referencing augmented reality (Gribetz, 2016). Until the summer of 2016, augmented reality did not have a recognizable role in our lives. Then, came Pokémon Go, a game that gave many people their first notable, combined experiences of augmented reality and telepresence on their smartphones.
The term Virtual Reality (VR) is used by many different people with many meanings. There are some people to whom VR is a specific collection of technologies, that is a Head Mounted Display, Glove Input Device and Audio. Some other people stretch the term to include conventional books, movies or pure fantasy and imagination. However, for purposes of this research, we restrict VR to computer mediated systems. We would define Virtual Reality as a way for humans to visualize, manipulate and interact with computers and extremely complex data.
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
Role-playing games are becoming increasingly popular in this age due the assistance of the Internet. In these types of game a person can assume a character and give this character a personality, physical features and “live” through them. All though in past years “pen and paper” types have dominated the rpg world, now MUDs are making it possible to role-play along with thousands of others A MUD is a network-accessible, multi-participant virtual reality that is primarily text-based. (Bruckman, 1992). Although the term “virtual reality” often refers to a computer-simulated environment that contains varying degrees of audio/visual interface, this form of virtual reality is mainly text-based. Elizabeth Reid further explains by saying:
Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society.
The source adds that, in recent years, augmented reality have been used in more varied ways. Augmented reality has been developed since its inception, for instance, it is now being used in smartphones to help users get better interface experiment, e.g., displaying information for the user about a product, shop or offers. Moreover, augmented reality is being used in global positioning system (GPS) and it is linked to an open-source database that helps users with directions (Hosch). This research paper will….
The technology is still in an early stage. However the potential of AR technologies is growing rapidly, and it can be applied in various fields such as in engineering, medical, entertainment and also in education area. This research particularly interested with the possibility of utilizing AR for education, particularly for young children in science education. AR is able to stimulate new type of interactivity with virtual world. Thus is able to assist in their mental development. Students require the new stimulus to complement the conservative way of teaching and AR can provide new experience to them. According to Billinghurst (2002), the educational experience in AR is the ability to support and smoothly the transaction between two environments, which is reality and virtually.
Augmented Reality – Linking Real and Virtual Worlds. Rep. University of Southern California, n.d. Web. 17 Nov. 2013.
The advancements of technology over the last 20 years have been incredible to observe. Now, Virtual Reality (VR) has given us a new way to observe this technological revolution. Virtual reality is usually thought of as an artificial, computer-generated simulation or a recreation of a real life environment or situation that immerses a user by experiencing the simulated reality firsthand, primarily by stimulating their vision and hearing through Head Mounted Displays (HMD). (1) However, there is a new inverse reflection of VR known as Augmented Realty (AR). AR is a technology that layers computer-generated enhancements over an existing reality; making it more meaningful through the ability to interact with it. (1) Interestingly, Both VR and AR can be combined to create a mixed reality through the use of HMD’s or three dimensional (3D) glasses. Two examples of such devices that make this technology possible are Microsoft’s HoloLens and the ZSpace 300.
Virtual Reality is a new form of interactive media that is here to stay. A time may come when people might get tired of it but the chances of that happening are really low as the content that can be offered in VR systems is almost limitless.