#Augmented and Virtual Reality (AR/VR)
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aurosoulart · 9 months ago
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Imposter Syndrome
something I've been working on overcoming lately...... maybe others can relate
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orionnocap · 6 months ago
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VARIANT 2.0 for my etsy shop ORIONSGEAR - Etsy
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mostlysignssomeportents · 1 year ago
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The (open) web is good, actually
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I'll be at the Studio City branch of the LA Public Library tonight (Monday, November 13) at 1830hPT to launch my new novel, The Lost Cause. There'll be a reading, a talk, a surprise guest (!!) and a signing, with books on sale. Tell your friends! Come on down!
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The great irony of the platformization of the internet is that platforms are intermediaries, and the original promise of the internet that got so many of us excited about it was disintermediation – getting rid of the middlemen that act as gatekeepers between community members, creators and audiences, buyers and sellers, etc.
The platformized internet is ripe for rent seeking: where the platform captures an ever-larger share of the value generated by its users, making the service worst for both, while lock-in stops people from looking elsewhere. Every sector of the modern economy is less competitive, thanks to monopolistic tactics like mergers and acquisitions and predatory pricing. But with tech, the options for making things worse are infinitely divisible, thanks to the flexibility of digital systems, which means that product managers can keep subdividing the Jenga blocks they pulling out of the services we rely on. Combine platforms with monopolies with digital flexibility and you get enshittification:
https://pluralistic.net/2023/01/21/potemkin-ai/#hey-guys
An enshittified, platformized internet is bad for lots of reasons – it concentrates decisions about who may speak and what may be said into just a few hands; it creates a rich-get-richer dynamic that creates a new oligarchy, with all the corruption and instability that comes with elite capture; it makes life materially worse for workers, users, and communities.
But there are many other ways in which the enshitternet is worse than the old good internet. Today, I want to talk about how the enshitternet affects openness and all that entails. An open internet is one whose workings are transparent (think of "open source"), but it's also an internet founded on access – the ability to know what has gone before, to recall what has been said, and to revisit the context in which it was said.
At last week's Museum Computer Network conference, Aaron Straup Cope gave a talk on museums and technology called "Wishful Thinking – A critical discussion of 'extended reality' technologies in the cultural heritage sector" that beautifully addressed these questions of recall and revisiting:
https://www.aaronland.info/weblog/2023/11/11/therapy/#wishful
Cope is a museums technologist who's worked on lots of critical digital projects over the years, and in this talk, he addresses himself to the difference between the excitement of the galleries, libraries, archives and museums (GLAM) sector over the possibilities of the web, and why he doesn't feel the same excitement over the metaverse, and its various guises – XR, VR, MR and AR.
The biggest reason to be excited about the web was – and is – the openness of disintermediation. The internet was inspired by the end-to-end principle, the idea that the network's first duty was to transmit data from willing senders to willing receivers, as efficiently and reliably as possible. That principle made it possible for whole swathes of people to connect with one another. As Cope writes, openness "was not, and has never been, a guarantee of a receptive audience or even any audience at all." But because it was "easy and cheap enough to put something on the web," you could "leave it there long enough for others to find it."
That dynamic nurtured an environment where people could have "time to warm up to ideas." This is in sharp contrast to the social media world, where "[anything] not immediately successful or viral … was a waste of time and effort… not worth doing." The social media bias towards a river of content that can't be easily reversed is one in which the only ideas that get to spread are those the algorithm boosts.
This is an important way to understand the role of algorithms in the context of the spread of ideas – that without recall or revisiting, we just don't see stuff, including stuff that might challenge our thinking and change our minds. This is a much more materialistic and grounded way to talk about algorithms and ideas than the idea that Big Data and AI make algorithms so persuasive that they can control our minds:
https://pluralistic.net/2023/11/06/attention-rents/#consumer-welfare-queens
As bad as this is in the social media context, it's even worse in the context of apps, which can't be linked into, bookmarked, or archived. All of this made apps an ominous sign right from the beginning:
https://memex.craphound.com/2010/04/01/why-i-wont-buy-an-ipad-and-think-you-shouldnt-either/
Apps interact with law in precisely the way that web-pages don't. "An app is just a web-page wrapped in enough IP to make it a crime to defend yourself against corporate predation":
https://pluralistic.net/2023/08/27/an-audacious-plan-to-halt-the-internets-enshittification-and-throw-it-into-reverse/
Apps are "closed" in every sense. You can't see what's on an app without installing the app and "agreeing" to its terms of service. You can't reverse-engineer an app (to add a privacy blocker, or to change how it presents information) without risking criminal and civil liability. You can't bookmark anything the app won't let you bookmark, and you can't preserve anything the app won't let you preserve.
Despite being built on the same underlying open frameworks – HTTP, HTML, etc – as the web, apps have the opposite technological viewpoint to the web. Apps' technopolitics are at war with the web's technopolitics. The web is built around recall – the ability to see things, go back to things, save things. The web has the technopolitics of a museum:
https://www.aaronland.info/weblog/2014/09/11/brand/#dconstruct
By comparison, apps have the politics of a product, and most often, that product is a rent-seeking, lock-in-hunting product that wants to take you hostage by holding something you love hostage – your data, perhaps, or your friends:
https://www.eff.org/deeplinks/2021/08/facebooks-secret-war-switching-costs
When Anil Dash described "The Web We Lost" in 2012, he was describing a web with the technopolitics of a museum:
where tagging was combined with permissive licenses to make it easy for people to find and reuse each others' stuff;
where it was easy to find out who linked to you in realtime even though most of us were posting to our own sites, which they controlled;
where a link from one site to another meant one person found another person's contribution worthy;
where privacy-invasive bids to capture the web were greeted with outright hostility;
where every service that helped you post things that mattered to you was expected to make it easy for you take that data back if you changed services;
where inlining or referencing material from someone else's site meant following a technical standard, not inking a business-development deal;
https://www.anildash.com/2012/12/13/the_web_we_lost/
Ten years later, Dash's "broken tech/content culture cycle" described the web we live on now:
https://www.anildash.com/2022/02/09/the-stupid-tech-content-culture-cycle/
found your platform by promising to facilitate your users' growth;
order your technologists and designers to prioritize growth above all other factors and fire anyone who doesn't deliver;
grow without regard to the norms of your platform's users;
plaster over the growth-driven influx of abusive and vile material by assigning it to your "most marginalized, least resourced team";
deliver a half-assed moderation scheme that drives good users off the service and leaves no one behind but griefers, edgelords and trolls;
steadfastly refuse to contemplate why the marginalized users who made your platform attractive before being chased away have all left;
flail about in a panic over illegal content, do deals with large media brands, seize control over your most popular users' output;
"surface great content" by algorithmically promoting things that look like whatever's successful, guaranteeing that nothing new will take hold;
overpay your top performers for exclusivity deals, utterly neglect any pipeline for nurturing new performers;
abuse your creators the same ways that big media companies have for decades, but insist that it's different because you're a tech company;
ignore workers who warn that your product is a danger to society, dismiss them as "millennials" (defined as "anyone born after 1970 or who has a student loan")
when your platform is (inevitably) implicated in a murder, have a "town hall" overseen by a crisis communications firm;
pay the creator who inspired the murder to go exclusive on your platform;
dismiss the murder and fascist rhetoric as "growing pains";
when truly ghastly stuff happens on your platform, give your Trust and Safety team a 5% budget increase;
chase growth based on "emotionally engaging content" without specifying whether the emotions should be positive;
respond to ex-employees' call-outs with transient feelings of guilt followed by dismissals of "cancel culture":
fund your platforms' most toxic users and call it "free speech";
whenever anyone disagrees with any of your decisions, dismiss them as being "anti-free speech";
start increasing how much your platform takes out of your creators' paychecks;
force out internal dissenters, dismiss external critics as being in conspiracy with your corporate rivals;
once regulation becomes inevitable, form a cartel with the other large firms in your sector and insist that the problem is a "bad algorithm";
"claim full victim status," and quit your job, complaining about the toll that running a big platform took on your mental wellbeing.
https://pluralistic.net/2022/02/18/broken-records/#dashes
The web wasn't inevitable – indeed, it was wildly improbable. Tim Berners Lee's decision to make a new platform that was patent-free, open and transparent was a complete opposite approach to the strategy of the media companies of the day. They were building walled gardens and silos – the dialup equivalent to apps – organized as "branded communities." The way I experienced it, the web succeeded because it was so antithetical to the dominant vision for the future of the internet that the big companies couldn't even be bothered to try to kill it until it was too late.
Companies have been trying to correct that mistake ever since. After three or four attempts to replace the web with various garbage systems all called "MSN," Microsoft moved on to trying to lock the internet inside a proprietary browser. Years later, Facebook had far more success in an attempt to kill HTML with React. And of course, apps have gobbled up so much of the old, good internet.
Which brings us to Cope's views on museums and the metaverse. There's nothing intrinsically proprietary about virtual worlds and all their permutations. VRML is a quarter of a century old – just five years younger than Snow Crash:
https://en.wikipedia.org/wiki/VRML
But the current enthusiasm for virtual worlds isn't merely a function of the interesting, cool and fun experiences you can have in them. Rather, it's a bid to kill off whatever is left of the old, good web and put everything inside a walled garden. Facebook's metaverse "is more of the same but with a technical footprint so expensive and so demanding that it all but ensures it will only be within the means of a very few companies to operate."
Facebook's VR headsets have forward-facing cameras, turning every users into a walking surveillance camera. Facebook put those cameras there for "pass through" – so they can paint the screens inside the headset with the scene around you – but "who here believes that Facebook doesn't have other motives for enabling an always-on camera capturing the world around you?"
Apple's VisionPro VR headset is "a near-perfect surveillance device," and "the only thing to save this device is the trust that Apple has marketed its brand on over the last few years." Cope notes that "a brand promise is about as fleeting a guarantee as you can get." I'll go further: Apple is already a surveillance company:
https://pluralistic.net/2022/11/14/luxury-surveillance/#liar-liar
The technopolitics of the metaverse are the opposite of the technopolitics of the museum – even moreso than apps. Museums that shift their scarce technology budgets to virtual worlds stand a good chance of making something no one wants to use, and that's the best case scenario. The worst case is that museums make a successful project inside a walled garden, one where recall is subject to corporate whim, and help lure their patrons away from the recall-friendly internet to the captured, intermediated metaverse.
It's true that the early web benefited from a lot of hype, just as the metaverse is enjoying today. But the similarity ends there: the metaverse is designed for enclosure, the web for openness. Recall is a historical force for "the right to assembly… access to basic literacy… a public library." The web was "an unexpected gift with the ability to change the order of things; a gift that merits being protected, preserved and promoted both internally and externally." Museums were right to jump on the web bandwagon, because of its technopolitics. The metaverse, with its very different technopolitics, is hostile to the very idea of museums.
In joining forces with metaverse companies, museums strike a Faustian bargain, "because we believe that these places are where our audiences have gone."
The GLAM sector is devoted to access, to recall, and to revisiting. Unlike the self-style free speech warriors whom Dash calls out for self-serving neglect of their communities, the GLAM sector is about preservation and access, the true heart of free expression. When a handful of giant companies organize all our discourse, the ability to be heard is contingent on pleasing the ever-shifting tastes of the algorithm. This is the problem with the idea that "freedom of speech isn't freedom of reach" – if a platform won't let people who want to hear from you see what you have to say, they are indeed compromising freedom of speech:
https://pluralistic.net/2022/12/10/e2e/#the-censors-pen
Likewise, "censorship" is not limited to "things that governments do." As Ada Palmer so wonderfully describes it in her brilliant "Why We Censor: from the Inquisition to the Internet" speech, censorship is like arsenic, with trace elements of it all around us:
https://www.youtube.com/watch?v=uMMJb3AxA0s
A community's decision to ban certain offensive conduct or words on pain of expulsion or sanction is censorship – but not to the same degree that, say, a government ban on expressing certain points of view is. However, there are many kinds of private censorship that rise to the same level as state censorship in their impact on public discourse (think of Moms For Liberty and their book-bannings).
It's not a coincidence that Palmer – a historian – would have views on censorship and free speech that intersect with Cope, a museum worker. One of the most brilliant moments in Palmer's speech is where she describes how censorship under the Inquistion was not state censorship – the Inquisition was a multinational, nongovernmental body that was often in conflict with state power.
Not all intermediaries are bad for speech or access. The "disintermediation" that excited early web boosters was about escaping from otherwise inescapable middlemen – the people who figured out how to control and charge for the things we did with one another.
When I was a kid, I loved the writing of Crad Kilodney, a short story writer who sold his own self-published books on Toronto street-corners while wearing a sign that said "VERY FAMOUS CANADIAN AUTHOR, BUY MY BOOKS" (he also had a sign that read, simply, "MARGARET ATWOOD"). Kilodney was a force of nature, who wrote, edited, typeset, printed, bound, and sold his own books:
https://www.theglobeandmail.com/arts/books/article-late-street-poet-and-publishing-scourge-crad-kilodney-left-behind-a/
But there are plenty of writers out there that I want to hear from who lack the skill or the will to do all of that. Editors, publishers, distributors, booksellers – all the intermediaries who sit between a writer and their readers – are not bad. They're good, actually. The problem isn't intermediation – it's capture.
For generations, hucksters have conned would-be writers by telling them that publishing won't buy their books because "the gatekeepers" lack the discernment to publish "quality" work. Friends of mine in publishing laughed at the idea that they would deliberately sideline a book they could figure out how to sell – that's just not how it worked.
But today, monopolized film studios are literally annihilating beloved, high-priced, commercially viable works because they are worth slightly more as tax writeoffs than they are as movies:
https://deadline.com/2023/11/coyote-vs-acme-shelved-warner-bros-discovery-writeoff-david-zaslav-1235598676/
There's four giant studios and five giant publishers. Maybe "five" is the magic number and publishing isn't concentrated enough to drop whole novels down the memory hole for a tax deduction, but even so, publishing is trying like hell to shrink to four:
https://pluralistic.net/2022/11/07/random-penguins/#if-you-wanted-to-get-there-i-wouldnt-start-from-here
Even as the entertainment sector is working to both literally and figuratively destroy our libraries, the cultural heritage sector is grappling with preserving these libraries, with shrinking budgets and increased legal threats:
https://blog.archive.org/2023/03/25/the-fight-continues/
I keep meeting artists of all description who have been conditioned to be suspicious of anything with the word "open" in its name. One colleague has repeatedly told me that fighting for the "open internet" is a self-defeating rhetorical move that will scare off artists who hear "open" and think "Big Tech ripoff."
But "openness" is a necessary precondition for preservation and access, which are the necessary preconditions for recall and revisiting. Here on the last, melting fragment of the open internet, as tech- and entertainment-barons are seizing control over our attention and charging rent on our ability to talk and think together, openness is our best hope of a new, good internet. T
he cultural heritage sector wants to save our creative works. The entertainment and tech industry want to delete them and take a tax writeoff.
As a working artist, I know which side I'm on.
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If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2023/11/13/this-is-for-everyone/#revisiting
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Image: Diego Delso (modified) https://commons.wikimedia.org/wiki/File:Museo_Mimara,_Zagreb,_Croacia,_2014-04-20,_DD_01.JPG
CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/
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figminxr · 8 months ago
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September 12, 2024
🌟Attention all artists with headsets! 🌟
We're hosting an Autumn-themed art contest with 3 Logitech MX Ink styluses as prizes!
How to enter: Create a scene in Figmin depicting what 'Autumnal' means to you, then share a video of your work with the tag #FigminXR! Deadline is 9/24 and winners will be announced on 9/25.
Judging will be based on creativity🎨, fall vibes🍂, and best use of AR 🕶!
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shinnith · 2 years ago
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The first AR laptop was just released.... to think it went from those weird ass 3DS cards to this is fucking wild????
Im fuckING LOSING IT RIGHT NOW. Everyone??? Meet fucking Spacetop??
You thought your 3DS AR Kirby cards were peak shit?? Think again.
Here's the link to the promo but if you want to hear my excited ass rant, it's below the cut lol:
Spacetop: Own Your Space (youtube)
Seeing how CNET talked about it, and actually seeing the promo made me realize this isn't some wish shit- this is actually happening. As someone who grew up obsessed with sci-fi, my heart is absolutely pounding.
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No, this isn't Virtual Reality. It's Augmented Reality (AR). Meaning, despite having glasses on like a headset, your seeing the software literally floating in your living room/bathroom/local @dennys . This is totally in the starter stages, (remember when VR began popping off and it was... yeah) so don't expect it to be some perfect Star Trek shit, but it functions as intended.
Unlike VR, I am getting the impression this AR Laptop is more spatially aware and doesn't make you break your neck to look to the left. I could literally go on for years on this new technology but I'm gonna leave it here- or I'll never stop lol.
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thetechrobot · 9 months ago
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Spacetop G1, World’s first Laptop that uses AR Glasses instead of a Display
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A laptop that employs augmented reality glasses as a display was called the Spacetop G1 system, and it was shown to a thousand productivity pioneers by the tech firm Sightful last year.
The upgraded Gen 1 device removes the requirement for the user to stoop over a tiny screen when working remotely on a laptop by placing a 100-inch virtual display directly in their eyes.
In this blog, The TechRobot will showcase the World’s first AR laptop: Spacetop G1. So let us begin.
What is Spacetop G1?
Sightful’s Screenless Laptop, the Spacetop G1, combines a computer with comfortable, lightweight augmented reality glasses. Running on the device is SpaceOS, a spatial operating system with an emphasis on online operations intended for productivity.
The weight of the AR glasses is 85 grams, but the Vision Pro, depending on the Light Seal, weighs between 600 and 650 grams. The keyboard is bulkier compared to a MacBook Air or iPad Pro, measuring less than 12 inches in width and weighing three pounds.
Cost of AR Laptop
The Screenless Laptop, Spacetop G1 charges $1,700 and is just a keyboard with spectacles attached.
Spacetop G1 Specs
Spacetop G1, features a Qualcomm Snapdragon QCS8550 CPU, Kryo GPU, Adreno 740 AI, dual eNPU V3, 48 INT8, 12 FP16 TOPs, 16 GB LPDDR5, 128 GB UFS3.1 storage, and 8-hour battery life.
They have two OLED display screens, a 50° field of vision, a 90Hz refresh rate, and very crisp text rendering.
The glasses enable Wi-Fi, Bluetooth, 5G, and a 5MP camera. They also contain a microphone for use in online meetings.
Benefits of AR Laptops
1. Endless View
With Spacetop’s Virtual Desktop, you may get amusement and information without having to navigate around, making it a convenient substitute for real screen space. Although it’s not the only solution with this functionality, this one could be the easiest to use.
A standard keyboard and touchpad, Spacetop’s AR glasses, and a perhaps lower price tag might allow customers to enjoy endless screen areas without sacrificing functionality. For individuals who would rather have a more ordered workstation, this would be a time-saving alternative.
2. Absolute privacy
Multi-monitor laptop attachments should not be used in public areas due to the increased danger of uninvited eyes peeping at private information caused by an excessive number of physical displays. Although privacy screens are available on certain computers and monitors, they are limited to one monitor.
To solve this, Spacetop is a Screenless Laptop, letting the user see their screen alone until it is shared with others. But it also means that those standing close to the user can’t see the screen without their glasses.
3. Improved posture
Laptops’ screens are firmly attached to the keyboard, making them portable yet uncomfortable. Some people find relief from this neck pain by attaching a desktop monitor.
The screenless laptop, Spacetop, provides a more comfortable height and does away with the need for arms or ergonomic monitor supports. Due to this, laptops are a better choice for use at home or in the workplace.
4. Laser Focus
Spacetop G1 is an Augmented Reality (AR) device that reduces visual distractions so users can work productively and enjoy their free time. The apps it may utilize, including Windows or macOS-based software and limited gaming, are restricted by its Android-based operating system and mobile hardware.
Notwithstanding these drawbacks, Spacetop provides a more practical experience than a typical computer since it places all of the necessary components in front of and surrounding users. Instead of letting others decide for them, users may choose whether to allow virtual distractions to affect them.
Highlight – Introducing Travel Mode For Meta Quest Headsets
Best AR Glasses for Laptops
1. Apple AR Glasses
Apple plans to develop AR glasses that look like conventional spectacles with a built-in display. A prototype of the glasses has a thick, attractive frame and resembles high-end luxury sunglasses. With references to Project Starboard and reports of a glassOS, the prototype is anticipated to function on iOS 14.
Though it could take a few more years for a public release, rumors indicate that Apple has already started the second phase of development. The glasses will have the ability to add prescription lenses, gesture-controlled instructions that connect with the Apple Watch, and a true vision display on both lenses.
Possible capabilities include the ability to use virtual things in real-world settings, do activities without using a phone, and enable immersive phone conversations and remote collaboration software.
2. Meta Glasses
Rebranding Facebook to Meta, Mark Zuckerberg is concentrating on augmented reality glasses and headsets. The business plans to deliver Meta spectacles, a prototype of their augmented reality spectacles, in late 2024. The Project Nazare and Project Aria prototypes provide a fully functional augmented reality experience, with 3D visuals and an elegant design. It is anticipated that the Meta Glasses will include an immersive experience with radio, speakers, and cameras, a holographic display with built-in projectors, batteries, and sensors, and a broad field of vision. In 2024, the prototype is anticipated to be released.
3. Xreal Air 2 Ultra
The Air 2 Ultra glasses from Xreal are an improvement over the Air 2 model and are aimed at competing with Apple’s Vision Pro and Meta’s Quest 3 headsets. Complete positional tracking, a form factor akin to eyeglasses, and compatibility for immersive AR apps, TV viewing, and flat-screen gaming are all features of the Air 2 Ultra.
It has a 52-degree field of vision, 500 nits of brightness, two cameras for environmental mapping, hand tracking, and compatibility with Xreal’s Nebula AR environment.
Is AR safe for your eyes?
Prolonged use of AR might result in headaches, nausea, and straining of the eyes. This is a result of our eyes continually focusing on objects at different distances when using AR. This can cause pain and eye tiredness.
Conclusion
The future of laptops with AR like the Spacetop G1 marks a breakthrough in laptop technology by utilizing augmented reality to provide a 100-inch virtual display that improves user posture, productivity, and privacy.
The Spacetop G1 presents a new option for remote work by addressing typical ergonomic concerns associated with standard laptops by mixing AR glasses with a powerful computing machine and the SpaceOS operating system.
Despite several drawbacks associated with its Android-based operating system and the possibility of eye discomfort after extended usage, the Spacetop G1 breaks new ground in augmented reality technology by offering consumers a more useful and engaging experience.
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adamruns · 4 months ago
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atcuality3 · 4 months ago
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digitaldetoxworld · 7 months ago
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Difference Between Augmented Realtiy And Virutal Reality Comparing Two Revolutionary Technologies
Difference Between  Augmented Reality (AR) and Virtual Reality (VR) are awesome immersive technologies that have captured the creativity of both the generation industry and clients. Though they proportion similarities in their capacity to modify how we perceive and interact with the sector, AR and VR are basically exceptional in their technique and use cases. This essay explores the center variations between AR and VR, focusing on their definitions, technological mechanisms, hardware necessities, person interplay, use cases, and destiny ability.
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Definitions and Core Concepts
AR complements the person's notion of reality by way of including digital elements that interact with the physical environment. The key concept in the back of AR isn't always to replace the physical international but to enhance it, imparting a blend of virtual and actual-world experiences. Examples of AR can be visible in phone applications like Pokémon Go, wherein users can see digital creatures within the actual international through their smartphone cameras, or Snapchat filters, wherein virtual outcomes are applied to human faces.
Virtual Reality (VR), on the other hand, creates entirely immersive digital surroundings that replace the actual international. When the use of VR, customers are transported into a totally laptop-generated international that may simulate real-world environments or create entirely fantastical landscapes. This virtual environment is commonly experienced through VR headsets, which include the Oculus Rift or PlayStation VR, which block out external visual input and offer 360-diploma visuals of the virtual space. The number one purpose of VR is to immerse users so absolutely in a virtual environment that the distinction between the digital and actual worlds temporarily dissolves.
Technological Mechanisms
AR and VR rent distinct technological mechanisms to acquire their respective experiences. In Augmented Reality, the primary mission is to combine the actual international with digital elements in a manner that feels seamless and natural. This requires tracking the user’s function and orientation in the actual global, which is generally executed through the use of cameras, sensors, and accelerometers in smartphones or AR glasses. The AR software procedures the visual entry from the digital camera and superimposes virtual objects into the proper function in the actual international scene. The gadget also needs to make sure that these objects interact with real-world factors in plausible ways, such as having a virtual ball soar off an actual table or aligning a digital map on the floor. Real-time processing is important to keep the illusion that digital factors are a part of the actual world.
In contrast, Virtual Reality includes developing a totally immersive virtual global that absolutely replaces the user's actual-international surroundings. The VR device desires to render a three-D environment in real-time, imparting unique views because the person's actions their head or body. This is generally performed with the use of state-of-the-art image engines and powerful processors, which simulate lighting fixtures, textures, and physics to make the digital world as realistic as feasible. A VR headset affords stereoscopic shows (one for every eye) to provide the phantasm of depth, and movement-tracking sensors ensure that the user’s actions—including looking around or walking—are meditated appropriately within the virtual international. VR requires excessive constancy in visuals and coffee latency to save you from movement sickness and hold a sense of presence within the virtual international.
Hardware Requirements
The hardware necessities for AR and VR additionally differ notably. For AR, the hardware can be enormously minimal. Since AR overlays digital statistics onto the real world, devices like smartphones or drugs with built-in cameras and GPS capabilities are regularly enough for fundamental AR packages. More superior AR reviews and those related to 3-D holograms or complex interactions may require specialized AR headsets like Microsoft HoloLens or Magic Leap, with additional sensors for depth belief and environmental mapping.
In VR, the hardware setup is typically more concerned. In the middle of any VR reveal in is a headset, which provides the necessary presentations and motion tracking to create an immersive environment. High-give-up VR systems, such as those for gaming or expert simulations, may also require outside sensors, hand controllers, and occasionally even treadmills or haptic remarks devices to simulate physical movement and touch in the virtual global. The computing strength required to run VR applications is also drastically higher than AR, often demanding powerful portraits playing cards, and processors to render the three-D environments in real-time.
User Interaction
User interplay is another place wherein AR and VR vary extensively. In AR, user interaction typically occurs inside the real international, with digital elements appearing as extensions or improvements of actual-world gadgets. For example, a person may interact with a digital man or woman in AR by moving their phone around or the usage of hand gestures to control virtual gadgets. The interaction is often context-sensitive, relying on the person’s bodily surroundings as part of the experience. AR is regularly extra informal and reachable because it may be experienced with everyday gadgets like smartphones. In VR, the interaction is fully immersive and takes vicinity in the digital global. Users can interact with the digital surroundings with the use of specialized controllers or, in some instances, hand-monitoring sensors that map the person’s actions into the virtual space. For instance, in a VR game, the user might physically swing their arms to wield a sword or pass their frame to stay away from an attack. VR interplay tends to be extra excessive and calls for a higher degree of engagement for the reason that user is absolutely enveloped inside the digital surroundings. Use Cases
The use instances for AR and VR additionally highlight their fundamental variations. In industries like retail, AR allows customers to peer how products, along with furniture or clothing, could look of their very own houses or on their bodies before making a buy. AR is also famous in schooling and education, in which it is able to provide actual-time information or visible aids in a bodily surrounding. For instance, clinical students would possibly use AR to visualize a virtual anatomy overlay on a real human frame, improving their mastering experience.
VR, alternatively, is right for applications that require general immersion. In gaming, VR permits gamers to enjoy a heightened experience of presence in fantastical worlds, together with flying via area or preventing dragons. In schooling and simulation, VR is used in fields like aviation and the army, in which practical virtual environments can simulate excessive-threat eventualities without placing the user in actual threat. VR is also gaining traction in fields like structure and design, in which it lets designers and clients discover virtual fashions of homes and areas before they are constructed. Future Potential
The destiny capability of AR and VR is extensive, although each technology is in all likelihood to conform in distinct directions. AR is anticipated to end up extra pervasive as cell devices and wearables emerge as superior. The development of lightweight, low-priced AR glasses may want to make it a ubiquitous tool for ordinary obligations, together with navigation, communique, and data retrieval. AR may also revolutionize fields like healthcare, production, and logistics by supplying people with actual-time facts and guidance overlaid on their physical surroundings. VR is likely to persist increase in regions that advantage of immersive reports, such as leisure, training, and far-off collaboration. As VR headsets emerge as lower priced and wireless, the barriers to huge adoption may lessen, making VR a not unusual tool for each expert and personal use. In a long time, the traces between AR and VR may blur as combined truth (MR) technologies—inclusive of the ones being advanced with the aid of corporations like Meta (previously Facebook) and Microsoft—combine factors of both.
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Conclusion
While AR and VR both provide immersive reports that adjust the way we perceive the sector, they do so in fundamentally one-of-a-kind approaches. AR enhances our interplay with the actual international by way of overlaying virtual content, whilst VR creates totally new virtual environments that update the real global. Their variations in technology, hardware, interplay, and use instances reflect the unique strengths of every, making them ideal for different applications. Both AR and VR hold extensive potential for the destiny, promising to reshape industries and ordinary lifestyles in ways we're simply beginning to discover.
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blogremote72 · 10 months ago
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AR or Augmented Reality and VR or Virtual Reality are the technical inventions that help live our imaginations before our eyes through simulations. AR/VR can be programmed with IoT objects to offer optimal audio-visual experiences that can rival or replicate a physical world without the help of any tangible media.
But, how to program these elements?
The popular programming languages help you build the simulations that bring AR/VR tech to life for the audience. Languages like C#, Python, JavaScript, JAVA, Swift, C++, Rust, and APIs like WebGL allow developers to build the right AR/VR for the users.
Are you willing to build AR/VR tech for your business? Hire Augmented Reality Developers or Virtual Reality Developers via Remote72.
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orionnocap · 6 months ago
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yourkompanions · 11 months ago
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youtube
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theintellify · 1 year ago
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creativeanxiety · 2 years ago
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Gotta love VR
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adamruns · 4 months ago
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ronelgomes · 2 years ago
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Apple Vision Pro: Features, Uses, Advantages & Disadvantages.
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Apple vision pro is Apple’s first virtual reality headset. The Vision Pro has a completely three-dimensional interface that can be operated with your hands, voice, and eyes. It includes Apple’s first three-dimensional camera. And allowing users to record, relive, and fully immerse themselves in 3D spatial images and films. The headgear includes LiDAR + TrueDepth depth sensors, two high-resolution, one four-megapixel color camera, eye and facial tracking, and other capabilities. The gaming, media consumption, and communication-enabled visionOS software powers the gadget. The headset offers a 96Hz mode for specific usage cases and can refresh up to 90 Hz. Accessibility features for the gadget additionally include eye and hand motion control.
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