#Virtual Reality vs Mixed Reality for 3D Visualization vs AR
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simulanissolutions · 5 months ago
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In recent years, immersive technologies like Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) have gained massive attention, reshaping industries and changing the way we interact with the world around us. From gaming to education, healthcare, manufacturing, and retail, these technologies are driving innovation. If you’re looking to explore these technologies, Simulanis stands out as a leader in this space, offering cutting-edge solutions to businesses across various sectors. Let's dive into how Simulanis, a Virtual Reality Development Company in India, Augmented Reality Development Company in India, and Mixed Reality Development Company in India, is at the forefront of this technological revolution.
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netra-n8tra · 9 years ago
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VR, AR, MR, XR,...
In the world of Architecture, Engineering, and Construction (AEC), technology has revolutionized the way projects are designed and executed. Two buzzwords that have been making waves lately in this field are Augmented Reality (AR), and Virtual Reality (VR). In the fast-paced world of AEC, staying ahead of the curve with the latest technologies is crucial. Augmented Reality (AR) and Virtual Reality (VR) are two such technologies that have gained significant traction in recent years. Both these technologies offer unique benefits for AEC professionals, but which one is better suited to your project? In this blog post, we will explore the variances between AR, and VR to assist you in determining the ideal choice for your requirements. So buckle up and let’s dive into the exciting world of AR vs VR! By the end of this post, you will have a clear understanding of the strengths and weaknesses of each technology, allowing you to make an informed decision for your next project.
By 2028, the worldwide Augmented Reality (AR), Virtual Reality (VR), Extended Reality (XR), and Mixed Reality (MR) market is expected to reach $250 billion, representing a compound annual growth rate of 113.2 percent. The AR & VR market is projected to generate revenue of US$38.6 billion in 2024.
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As a Technology Expert with expertise in Building Information Modeling (BIM) and a background in architecture and software applications, I can provide you with a detailed explanation of Augmented Reality (AR), Virtual Reality (VR), Extended Reality (XR), and Mixed Reality (MR) in the Architecture, Engineering, and Construction (AEC) industry:
•Augmented Reality (AR)
Augmented Reality (AR) involves overlaying digital information or virtual objects onto the real-world environment, typically viewed through a device such as a smartphone, tablet, or AR headset. In the AEC industry, AR can be used to visualize and interact with 3D models, construction progress, and building systems within the context of the physical environment. AR applications enable stakeholders to experience digital content superimposed onto the real world, enhancing visualization, collaboration, and decision-making during design, construction, and facility management processes.
Transformative Power of Augmented Reality (AR) in the AEC industry:
AR technology overlays digital information onto the physical world, providing AEC professionals with contextual data, real-time visualizations, and interactive tools for on-site construction, maintenance, and facility management.
AR enhances spatial understanding, construction sequencing, and as-built documentation by superimposing digital models onto physical environments, leading to improved accuracy, efficiency, and safety in the AEC industry.
AR streamlines communication among project teams, accelerates decision-making, and improves coordination between design, construction, and operations phases, resulting in optimized project delivery and enhanced stakeholder engagement.
•Virtual Reality (VR)
Virtual Reality (VR) creates a fully immersive digital environment that simulates a physical presence in a computer-generated world. In the AEC industry, VR is used for design visualization, immersive walkthroughs, and virtual mock-ups to enhance stakeholder engagement and design communication.
Transformative Power of Virtual Reality (VR) in the AEC industry:
VR technology revolutionizes the AEC industry by offering immersive, 3D virtual experiences that enable stakeholders to visualize and interact with building designs before construction begins.
VR enhances design communication, coordination, and decision-making by allowing users to experience spaces at a human scale, identify design flaws, and make real-time modifications.
VR facilitates virtual walkthroughs, design reviews, and client presentations, leading to improved collaboration, reduced errors, and enhanced project outcomes in the AEC industry.
•Extended Reality (XR)
Extended Reality (XR) is an umbrella term that encompasses AR, VR, and MR technologies, providing a spectrum of experiences that range from the real world to fully immersive virtual environments.
Transformative Power of Extended Reality (XR) in the AEC industry:
Extended Reality (XR) technologies, including AR, VR, and MR, are revolutionizing the way AEC professionals design, construct, and operate buildings.
XR technologies encompass AR, VR, and MR, offering a spectrum of immersive experiences that blend the physical and digital worlds to create interactive, multi-sensory environments for AEC applications.
XR applications in the AEC industry include immersive design reviews, virtual site inspections, interactive training simulations, and augmented maintenance procedures to enhance project efficiency and collaboration.
XR technologies offer new opportunities for visualization, communication, and data analysis in the AEC industry, enabling stakeholders to experience and interact with building projects in innovative ways.
•Mixed Reality (MR)
Mixed Reality (MR) is a subset of XR that combines elements of both the physical and digital worlds, allowing virtual objects to interact with the real environment. MR blends virtual and real-world elements seamlessly, enabling users to interact with digital content in a physical space.
Transformative Power of Mixed Reality (MR) in the AEC Industry:
Mixed Reality (MR) has transformative power in the AEC industry by enabling architects, engineers, and construction professionals to visualize and interact with building designs in a realistic context.
MR facilitates collaborative design reviews, clash detection, spatial coordination, and construction sequencing by overlaying digital models onto physical spaces, enhancing communication and decision-making processes.
MR can improve project visualization, coordination, and stakeholder engagement, leading to more efficient design iterations, reduced errors, and enhanced project outcomes in the AEC industry.
In summary, Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and Extended Reality (XR) technologies are reshaping the AEC industry by providing immersive visualization, collaboration, and decision-making tools that enhance project workflows and outcomes. Leveraging these technologies can lead to improved design communication, enhanced stakeholder engagement, and more efficient project delivery in the dynamic and evolving field of architecture, engineering, and construction
New Technologies in the AEC Industry:
The AEC industry is embracing innovative technologies such as Artificial Intelligence (AI), Internet of Things (IoT), Generative Design, Robotics, and Cloud Computing to enhance project workflows, optimize building performance, and improve collaboration among project stakeholders.
AI and IoT technologies enable data-driven decision-making, predictive analytics, and smart building solutions, enhancing operational efficiency, energy performance, and occupant comfort in the built environment.
Generative Design tools leverage algorithms to explore design options, optimize building performance, and enhance sustainability, leading to more efficient design processes and cost-effective solutions.
Robotics and automation technologies enhance construction productivity, safety, and quality control, accelerating project delivery and reducing labor costs in the AEC industry.
Cloud Computing platforms provide scalable, collaborative environments for storing, sharing, and analyzing building data, facilitating real-time collaboration, decision-making, and project management in the AEC industry.
Sonetra KETH (កេត សុនេត្រា) •Architectural Manager, Project Manager, BIM Director •建築師經理, 專案經理, BIM總監 •Giám đốc kiến ​​trúc, Giám đốc dựán, Giám đốc BIM •RMIT University Vietnam + Institute of Technology of Cambodia
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techno-kryon · 3 years ago
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Virtual Reality Vs Augmented Reality VS Artificial Intelligence
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Virtual Reality Vs Augmented Reality VS Artificial Intelligence
What is Virtual Reality?
Virtual Reality (VR) is a system-generated simulation of the imaginary world. It is utilized in 3D motion pictures and computer games. Aside from games and diversion, Virtual Reality is likewise utilized for preparing, instruction, and science. Virtual reality takes these equivalent parts to one more level by delivering an altogether system-generated recreation of a substitute world. These vivid recreations can make practically any visual or place possible for the player utilizing hardware devices. It assists with making arrangements resembling the real world and "submerge" the watcher utilizing PCs and tangible gadgets like headsets and gloves.
What is Augmented Reality?
Augmented Reality (AR) is an ideal mix of the computerized world and the actual components to establish a fake climate. Applications that are created involve AR innovation for mobile apps or desktops to combine digital components for real-world experience. More or less every individual with smartphones will be experiencing the effect of augmented reality, by making it more proficient than VR in the gaming field. AR transforms the actual world into a vivid visual one by projecting virtual pictures and characters through a mobile camera or video capturer. AR is nothing but merely the user's real-life experience.
What is Artificial Intelligence?
Artificial Intelligence completely differs from VR and AR, as it does not consider the user’s experience of the real world, rather it is merely a technology that is specially designed based on the user experience. AI collects the information and processes it based on the gathered information to enhance the user experience the better way. In simpler words, Artificial Intelligence is about technology structured to solve user issues by gathering user experience by technology on its own.
The noticeable difference between VR, AR & AI
AR is visualizing things in the real world while VR is a virtual world but AI uses algorithms from the user experience.
AR clients can handle their presence in reality; VR clients are constrained by the control system; AI is completely technologied.
VR requires a headset gadget, however, AR can be retrieved using smartphones; AI does not require any gadgets.
AR improves both the virtual and real-world while VR just upgrades an imaginary reality; AI solves the user's problems.
AR, VR & AI applications are developed using completely different platforms.
Benefits of Augmented Reality
Offers individualized learning
Cultivating the learning system
Wide assortment of fields
Offers advancement and constant improvement
Expanded reality can be utilized to increase client information and data.
Individuals can share encounters over significant distances.
Benefits of Virtual Reality (VR)
Vivid learning
Establish an intuitive climate
Increase the work capacities
One of the main benefits of VR is that it assists you with making a reasonable world so the client can investigate the world.
In the educational industry, Virtual reality comforts it by making it simpler and more agreeable.
Virtual reality permits clients to try different things with a counterfeit climate.
Benefits of Artificial Intelligence (AI)
Less human error
Available all time
Plays a major role in the repeated task
Complete digital assistance
Make quick decisions
Innovative new decisions
Future for AR, VR & AI
Developers must be aware of these advancements to sustain themselves in the game industry. It's not to say that we've dominated conventional UX (and I mean route, availability, intelligibility, shading hypothesis, versatility, saw execution, etc), yet these ideas positively aren't new and we should begin to feel intimately acquainted with what clients look for now. Augmented reality, virtual reality, artificial intelligence and wearables are the new dominators and creators need to figure out how to beat them up. Furthermore, regardless of whether the mechanics of the VR and AR probably won't mean normal UX, the tests could present to you a few novel thoughts. Concerning AI - it is it withstands the industry and rules over for years long.
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externlabs13 · 4 years ago
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The Difference Between AR and VR
These two sounds similar and come together almost every time, but they are totally different technologies. Both of them have their unique and crucial place in the tech industry and are preparing to be in future technologies. These two are already part of many different technologies in various industries, including gaming, electronics and IT, hospitality, automobile, leisure. Some recent advancements in these technologies like oculus rift, PlayStation VR and hololens attracted huge attention from users, researchers, and industries. You should have already used one of these technologies in a way or another.
Virtual Reality
Virtual Reality or VR can be described as a simulated visual experience that can be similar or different from your surrounding environment. VR is being used in various industries, including entertainment, event, business, and education.
Augmented Reality
Augmented reality presents an interactive mixed experience of a real world environment with computer generated virtual objects or environment. In simple words, AR is a system that consolidates three features: a combination of virtual and real-world, real-time interactions, and precise 3D visual of a virtual object.
Difference between Virtual Reality vs Augmented Reality
Virtual Reality
Virtual environment, Completely Different from Real World
Visuals & other sensations are virtual
The user gets totally immersed into a virtual environment
Requires less bandwidth than AR, about 50MBPS
Users need to use additional equipment with the host device
The main purpose of VR is to take into another virtual world that is totally different from the real world
Virtual reality doesn’t affect the real world, takes users into a virtual world with sensations.
75% to 100% Virtual and 0% to 25% real
Augmented Reality
Augmented Real-world with virtual objects
Presente World with virtual objects and sensations
Users partially get into the Augmented world
Needs more bandwidth than VR, around 100MBPS
Users only need one device like a mobile phone or iPad
AR keeps user experience in the real world with virtual objects and experience.
Augmented reality is used to enhance real-world and provide users better experience
100% real world with 0% to 50% virtual world.
Advantages of Augmented Reality and Virtual Reality
Augmented reality and Virtual reality technologies are different yet relatable; they are potentially useful in their own ways. Here are some of their advantages.
Virtual Reality
An immersive visual experience that can be used in numerous ways
With advanced equipment; can create an interactive environment
Increased work capabilities
Offer convenience
With Virtual reality, we can create a virtual environment that can be enjoyed from anywhere
Virtual reality has the potential to take education to a whole different level
With additional devices, users can interact with an artificial environment.
Augmented Reality
Offers individualized experience learning
Help visualize an object in a real environment
Wide variety of potential fields
innovation and continuous improvement
Accuracy and better results
Help increase user knowledge and information.
People can share experiences over long distances.
Helps developers to build games that offer a “real” experience to the user.
Augmented Reality & Virtual Reality Uses
Both of these have such potential to get involved in more and more uses and various departments. Here are some of the fields that we are using or planning to use AR and VR technologies.
Virtual Reality
VR technology is widely used to build a fictional reality for the gaming world.
VR is being used by the military for flight, battlefield, and other simulations, etc.
VR can help measure any activity in a simulation of a real situation.
A primary method for treating post-traumatic stress.
VR can help people overcome their fear
In the medical field, VR to practice and procedures, surgeons to pre-plan surgeries
Augmented reality
AR is mostly used via an application
The printing and advertising industries are using AR technology apps to display digital content on top of real-world magazines.
AR technology allows you to interact with your surroundings and gives you the required information like a translation app
With advanced 3D technologies, we can create 3D games like Pokemon GO
In manufacturing industries, AR help engineers to solve the problem and same can be applied in the education field
It might be wrong to say that AR & VR are different and intended to work separately. Instead, They can work together and generate an improved immersive experience and take users to a whole different level. There is a huge potential for both AR and VR in many ways; experts are trying to figure out how they can utilize them.
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manipaldigital · 4 years ago
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The Rise of Virtual Interfaces in Business
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Introduction
Our real-world and the cyber world have never been closer. With ever-decreasing sizes and increasing sophistication, the computer is truly mobile like never before (smartwatch, anyone?) The future promises to make all kinds of smart computing devices ubiquitous in our daily lives, from smart home automation and appliances to smart clothing and cars. As they’ve become more miniature and powerful, computing devices have seen increasing use to eliminate the line between the real and digital worlds to create a new kind of reality called “Virtual Reality”.
VR vs. AR
In a sense, Virtual Reality (“VR” for short) refers to any simulated computer environment with interactive elements. However, in modern parlance, VR specifically refers to a fully immersive experience in a simulated world, where one is isolated from the real world by using an enclosed simulator or VR goggles. Other technologies allow a sort of ��Blended Reality” existence by overlaying simulated objects in the real world and displaying both on a display screen (e.g., a smartphone screen), with varying degrees of permissible interactivity between the real world and virtual elements. Depending on the level of interactivity, the technologies are called Augmented Reality (AR) or Mixed Reality (MR). In general, all AR is MR, but all MR is not AR. However, in common usage, AR seems to be the more widely recognized term for AR as well as MR applications, so we will use that in this article to mean both technologies.
Business Uses
Virtual Reality
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VR has been in business use for ages. Beyond military simulators and specialized film & entertainment industry use till the 1990s, VR was increasingly adopted for multiple scientific and medical applications in the first decade of the 2000s. With faster, more powerful VR goggles and smartphones, VR has also seen adoption in engineering, education, art, and gaming applications.
Virtualization without Isolation — The Rise of Augmented Reality
For all its promise however, VR’s major limitation is its requirement for complete isolation from one’s surroundings. Augmented Reality, on the other hand, is all about enriching one’s real-world experience by overlaying digital information on it when viewed through any digital screen- especially smartphones. This has myriad uses, from the useful (e.g., Google Lens’s real-time translation feature or Directions feature can be a welcome relief from confusion in new places with unfamiliar languages) to the entertaining (remember Pokémon Go?). One of the most exciting technologies in this space is AR Glasses, a sort of smart glass panel worn over the eyes which allows users to access digital information while still being aware of the world around them. The idea has been touted as a game-changer in every field, from field surveys in remote areas to adding contextual video and image data in education, city planning, etc. However, affordable, and wide use of AR Glasses is still a thing of the future.
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In the near future, AR applications are getting adopted for widespread use on existing platforms. For example, social media platforms are incorporating a technology known as WebAR, which allows AR objects to be displayed directly on websites- no special app or headset required. This could be a gamechanger, as it puts both the creation and consumption of AR content in the hands of the consumers. YouTube has already rolled out a feature that lets viewers try on different lipstick shades in real-time while watching certain make-up tip videos. Facebook released its Spark AR platform for free, allowing users to create their own AR filters for Instagram, among other applications. The same technology holds a lot of promise for a variety of other applications for marketing, beta testing certain products, and eCommerce.
Other, more specialized applications continue to be of immense potential in the Retail and FMCG industries. A hugely promising use-case for virtual try-on stores for make-up, jewelry, clothing, glasses, accessories, footwear, etc., has gained an increase in momentum in the context of Covid-19 related social distancing, which has reduced footfall to physical stores globally. Faster and more widespread internet access through 5G is expected to also hold major impacts in high-density markets around the world. By some accounts, the Virtual Try-on industry is expected to cross USD 6.5 Billion by 2025. The technology is widely expected to be adopted in some form or another by every major physical as well as eCommerce retailer.
Beyond virtual try-on stores, highly sophisticated AR (sometimes called “Mixed Reality” or MR) adds serious muscle to AR’s capabilities. Microsoft Hololens for example, is a serious attempt to put powerful AR capabilities in the hands of architects, engineers, game developers, filmmakers, and medical researchers, among others via a sophisticated headset that is a powerful, self-contained holographic computer. A somewhat less computation-heavy application like the Ikea Place app seeks to incorporate features like spatial recognition and orientation to create a furniture app that not only allows a realistic assessment of a particular piece of furniture by allowing users to “place” it in an empty space but also includes features like orientation, where the app recognizes which direction the object is being viewed from to create a life-life view.
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Conclusion In an increasingly digital world, expanding one’s reality using technology is the key to remaining relevant as a business. Virtual interfaces represent a new, exciting way to cross geographical boundaries in retail, expand simulation capabilities, and put the power of tech-driven marketing in the hands of every business.
Opportunities and Challenges In the medium term (1–7 years), AR and MR applications are poised for massive growth. From a retailer’s perspective, digital try-on rooms, including physical booths / AR mirrors and smartphone apps represent an important growth avenue, especially in the context of the post-Covid19 “New Reality” of consumers’ shopping behavior. However, it can be a massive endeavor to digitize the entire inventory. In some cases, photogrammetry is possible, but in many cases with complex visual details (e.g., jewelry), one needs access to talented 3D graphics artists, a good work setup with calibrated monitors and high-end computers, and most of all, a good business understanding.
Even with a digitized asset library, the work is far from finished. The creation of a sophisticated try-on system, whether it is purchased off-the-shelf or created in-house, is key. Finally, the marketing, roll-out, and ROI Impact of the creation has to be measured. One of the best ways to accomplish AR implementation is by working with an execution partner like Manipal Technologies, which regularly handles global projects with end-to-end scope of digitizing/ creating original 3D art, deploying the characters and art into existing or new AR apps, and planning the entire marketing and roll-out campaign.
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sayantandodo · 5 years ago
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HelloStar Personalized Video Shout Out & Virtual Reality Vs. Augmented Reality.
Virtual reality (VR) is a brand new user interface unlike the conventional one, immersing a person in a digital 3D environment, instead of watching on a display. Computer-generated imagery and content aim at simulating a real presence through senses (sight, hearing, touch). But all the virtual reality evolved to Augmented Reality and HelloStar video shout out is the new creation of it. Now in the era of the digital platform, someone can send the message in Instagram or other social media platforms. More or less we all use these social media platforms.
If a celebrity sends these messages via the internet that become a special matter for us. A virtual reality where you see only their act or sample of talents. But in Augmented reality, you can check for personalized messages and the influencer can make money by that. Augmented reality (AR) and virtual reality (VR) are often talked about in the same breath and that can make sense for, say, measuring the market for these related capabilities. AR lets the user experience the real world, which has been digitally augmented or enhanced in some way. VR, on the other hand, removes the user from that real-world experience, replacing it with a completely simulated one. It means that you can see them but not that personalized.
Virtual reality simulation requires two main components: a source of content and a user device. Software and hardware, in other words. Currently, such systems include headsets, all-directions treadmills, special gloves, goggles. VR tools should be providing realistic, natural, high-quality images and interaction possibilities. For this, devices rely on measurements like:
· image resolution,
· field of view,
· refresh rate,
· motion delay,
· pixel persistence,
· audio/video synchronization.
The main challenge of VR is tricking the human brain into perceiving digital content as real. That is not easy, and this “immersion” issue is what still holds virtual reality experiences back from being enjoyable. For example, the human visual field doesn’t work as a video frame, and besides about 180 degrees of vision, we also have a peripheral vision. Yet, the VR visionaries are confident of overcoming such issues sooner or later, campaigning for the concept and collecting investments in millions. The virtual experience like 360-degree videos and pictures, VR apps and games, are already available. There’s a good enough choice of headsets as well.
Augmented Reality lets the user experience the real world, which has been digitally augmented or enhanced in HelloStar Application. Virtual Reality, on the other hand, removes the user from that real-world experience, replacing it with a completely simulated one. VR devices shut out the physical world completely. In other words, HelloStar AR allows influencers to enhance the current environment or situation by enriching the audience's perception through digitally enhanced stimulus. This is a huge distinction from VR which, although it immerses the viewer in a simulated environment, does not give the perception of the real world shifting. Influencers can reach audiences through HelloStar by sending personalized video messages and getting closer to them.
The organization HelloStar is a medium between common people and their dream influencer. Whereas virtual reality replaces what people see and experience, augmented reality actually adds to it. Augmented reality uses existing reality and physical objects to trigger computer-generated enhancements over the top of reality, in real-time. As a person see their favourite celebrity on the screen of Television or internet device it is virtual reality. When the celebrity sends a personalized message or tags the fan somewhere it becomes an augmented reality.
The HelloStar team believes that there is a bigger untapped opportunity in India for the shout-out process, considering the craze around celebrities and influencer in India. The main objective behind starting up HelloStar is to shelter influencers in our business. Consuming the time, we want to spawn multiple revenue streams for them. Each influencer or celebrity who is listed on the HelloStar platform will get a satisfying rate. The user can click on their favourite celebrity and make a payment. he or she receives a shoutout within the next seven days.
Any influencer with a loyal following can enrol to be a ‘Star’ on HelloStar. After they are listed, their fans can book a personalized message from the influencer and would have to pay an amount the influencer has set up and the request gets placed. The celebrities who act as influencers will definitely come to the show. Stars are incomplete without fans and the fans that devote to their stars will definitely need to come closer which is our target. Personalized video messages and greeting messages regarding birthday treat or any other occasion, maybe a congratulation for the anniversary, will definitely be provided to the fans and requesters. On receiving the order, the influencer has a 7-day period to record and upload the message on the Influencer portal of HelloStar, and on fulfilment would receive their amount minus a commission. HelloStar plans to help influencers monetize their fame by giving them a platform to connect and generate stable revenue from it.
Virtual reality (VR) example: A computer-generated living room in which your simulated self can move around and interact with the virtual furniture and houseplants or the simulated selves of others like you. Virtual reality (VR) implies a complete immersion experience that shuts out the physical world. Using VR devices such as HTC Vive, Oculus Rift or Google Cardboard, users can be transported into a number of real-world and imagined environments such as the middle of a squawking penguin colony or even the back of a dragon.
Augmented reality (AR) example: A real-time view of your own living room that you can virtually enhance with different paint or carpet colours or call up virtual "floating" screens to read email or watch a game. Augmented reality (AR) adds digital elements to a live view often by using the camera on a smartphone. Examples of augmented reality experiences include Snapchat lenses and the game Pokemon Go.
Mixed reality (MR) example: Another real-time view in which virtual selves or objects are also displayed -- but where the real and artificial elements can interact (e.g., placing a virtual pencil on a real table). In a Mixed Reality (MR) experience, which combines elements of both AR and VR, real-world and digital objects interact. Mixed reality technology is just now starting to take off with Microsoft’s HoloLens one of the most notable early mixed reality apparatuses.
Virtual reality, mixed reality and augmented reality are changing the way we live and work. Surgeons can now train for life-saving operations on virtual operating tables. Home chefs can use augmented eyeglasses to see step-by-step recipes while working at the stove. There are even plans for vast, mixed reality warehouses where goggled staffers fill shipping boxes based on packing lists that "float" before their eyes.
VR, AR and MR are changing the way we play, too, as each technology is being widely applied in the computer gaming industry. Some of these games need just a smartphone while others demand a VR gaming laptop or VR-ready tower PC. Viewing goggles (see the Lenovo Mirage Solo) are sufficient to enjoy some games, but for more immersive experiences, there are advanced VR headsets such as Oculus Rift, HTC Vive, Microsoft Hololens and our own Lenovo Explorer Lightweight Headset.
Extended Reality (XR) is an umbrella term that covers all of the various technologies that enhance our senses, whether they’re providing additional information about the actual world or creating totally unreal, simulated worlds for us to experience. It includes Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) technologies.
HelloStar understands this model of business is completely based on strengthening the Fan-Star connection experience. And that’s why they are investing heavily in making the experience more real and immersive with the help of AR-Technology. Augmented Reality Apps are software applications which merge the digital or visual audio and other types of content into the user's real-world environment. HelloStar allows influencers to enhance the current environment or situation by enriching the audience's perception through digitally enhanced stimulus.
HelloStar has already onboarded major social media stars, actors and even influencers who owe their fame to becoming memes on social media and continuing to get more stars onboard. We already got Nyra Banerjee as an influencing star. She is an actor and has worked in over 20 films. We also got Amy Kauler, an Australian Indian Model. The glamorous ladies will surely steal boys’ heart. We also got Vipin Shau in our bag. The stars individually got more than millions of followers worldwide. They definitely attract their fans by their talents and styles.
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vrheadsets · 7 years ago
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This Week In VR Sports: Higher Resolutions All Around
VRFocus is back once again to bring you another entry of This Week In VR Sport. With a number of sports related virtual reality (VR) and augmented reality (AR) stories, this week has a theme of looking to the future at bigger, better and more immersive quality content. The BBC reveal their plans to provide Ultra HD and VR coverage of the Fifa World Cup 2018, UAE deliver the first real-time, 360-degree VR broadcast and NextVR release a new high-resolution format alongside highlights from the NBA Finals.
BBC To Show World Cup 2018 In Ultra HD & VR
Ahead of the upcoming Fifa World Cup 2018 in Russia, BBC Sport have announced that they will be able to enjoy the event in Ultra HD and VR in new trials of the technology. This will include a fully immersive stadium experience which will be put the viewer into their own hospitality box thanks to the power of head-mounted displays (HMDs). All 33 matches that will be broadcast by the BBC will be available to watch for free on the BBC Sport’s VR 2018 World Cup application. 29 of those matches will be shown on BBC One in Ultra HD as well.
The Ultra HD experience will be access through a high-speed internet connection and will be made available on a first-come, first-served basis. The HD stream will be available to watch from BBC iPlayer as soon as programme coverage beings but users will be limited to “tens of thousands of people”. Those wanting to have the optimum viewing experience are encouraged to have a 40 megabit per second (Mbps) internet connection.
Matthew Postgate, BBC chief technology & product officer, said: “From the very first tournament on TV in 1954 and England’s finest hour in 1966, to the first colour World Cup in 1970 and then full HD in 2006, the BBC has brought major live broadcasting breakthroughs to UK audiences throughout the history of the World Cup. Now, with these trials we’re giving audiences yet another taste of the future.”
The VR app will be made available in the coming weeks for iOS and Android devices along with a release on Samsung Gear VR, Oculus Go and PlayStation VR.
UAE Creates History With Live VR Telecast Of Football
By taking advantage of the latest technology and a dedicated 600 Mbps connection, video feeds from camera rigs of up to five cameras were captured and stitched together into one single 360-degree video in real time, being distributed to viewers with low-latency. This achievement was made possible by Spanish broadcaster and producer Mediapro, UAE telco Etisalat and, most importantly, the UAE Pro League Committee (PLC) and premiered at the final of the UAE Arabian Gulf Cup at Hazza bin Zayed Stadium in Al Ain.
Viewer were able to download the Etisalat’s AGL VR Seat Experience app, which is available on both iOS and Android, and immersive themselves in a virtual VIP seat where they were able to take in the full excitement of the match. The broadcast of course required a lot of planning and work on the day to ensue that the five camera wre stitched together into a single 360-degree video in real time.
Ammar Hina, TV Broadcast and Production Director at PLC, recalls: “We at PLC launched our strategy two seasons ago. Part of this strategy was to work more intensively on technology to redefine the audience experience of live football. The idea for broadcasting in VR also came two seasons ago.”
The project started back in 2017 were the team was tasked with designing the workflow to allow for this broadcast to take place. One of the biggest roadblocks for the event was the bandwidth required. For the VR requirement and the multiple camera rigs that were being used a strong connection was needed. The end result was a dedicated connection with a minimum of 600 Mbps that was offered by Etisalat, a long-time partner of PLC.
Humaid Sahoo, CEO of E-Vision, the broadcasting arm of Etisalat, said: “We are delighted to partner with the Pro League Committee to unveil the region’s first virtual reality app to broadcast live football matches, enabling our consumers to experience the thrill of the games from the comfort of their homes.”
The premiere of this solution was a success and the parties plan to use it more in the future. VRFocus will be sure to bring you all the latest on this story as it develops.
NextVR and NBA Digital To Feature The 2018 NBA Finals
Lastly this week, NBA Digital and NextVR will give fans a chance to see the highlights of the 2018 NBA Finals featuring the Golden State Warriors vs. the Cleveland Cavaliers for free, available on-demand in VR. Alongside this, NextVR are also making a new high-resolution format publicly available that will deliver the most realistic and immersive VR experience to date.
The day following each game of the Finals, fans will be able to access the highlights in the NBA Finals channel within the NextVR application and see the key moments from the games in stunning VR. The new high-resolution format will deliver increased resolution and sharpness to head-mounted displays on all existing VR platforms, with higher-end displays such as the HTC Vive Pro realizing the most dramatic impact for fans’ viewing pleasure.
“Improving fidelity and realism is critical for the success of virtual reality media. This upgraded format adds detail, sharpness and enhanced 3D depth to our broadcasts, greatly increasing realism and overall sense of presence,” said David Cole, NextVR co-founder and CEO. “While all users will see an immediate improvement, this only scratches the surface of the capabilities of this format and our technology platform. More advanced headsets slated to ship in the future will take even greater advantage of this new VR broadcast technology.”
Fans using the NextVR app on headsets such as the HTC Vive Pro and Samsung Odyssey will be able to enjoy the most visually stunning VR experience to date, with other platforms seeing a range of benefits from the new high-resolution format. The NextVR app is available now on Oculus Go, PlayStation VR, HTC Vive, HTC Vive Pro, Windows Mixed Reality, Samsung Gear VR, and Google Daydream.
That is all for This Week In VR Sport. For more on immersive sport news keep reading VRFocus and remember to check back next week for another This Week In VR Sport.
from VRFocus https://ift.tt/2JkhUfJ
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ssproblog · 8 years ago
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Exciting Uses of Augmented Reality
Technology has accelerated to warp speed in the the past 20 years. When you look at inventions such as the Wright Brothers airplane in 1903 to the Model T Ford in 1908, the television in 1927 to the first operating system for computers in 1964, and the first personal computer in 1983 to the Google domain being registered in 1997, there is a lot of amazing advancements during that 94-year timeline. But since 1997, technology being developed is jaw dropping. From autonomous cars to drones and 3D printers to wallpaper thin TVs, a lot has happened and it will only continue to advance faster with communication and the sharing of information through the Internet. Our world has gotten much smaller in the sense of connectivity and problem solving. Two of the most popular technologies are augmented reality and virtual reality. A few of the real-world uses of augmented reality are outlined in this post from 3 Pillar Global:
Real-World Examples
AR applications can become the backbone of the education industry. Apps are being developed which embed text, images, and videos, as well as real–world curriculums.
Printing and advertising industries are developing apps to display digital content on top of real world magazines.
With help of AR, travelers can access real-time information of historical places just by pointing their camera viewfinder to subjects.
AR is helpful in development of translation apps that can interpret text in other languages for you.
Location based AR apps are major forms of AR apps. Users can access information about nearest places relative to current location. They can get information about places and choose based on user reviews.
With the help of Unity 3d Engine, AR is being used to develop real-time 3D Games.
Curious about the differences between augmented reality and virtual reality? Although they are similar, the way you experience them is quite different. This explanation from Tech Times is short, sweet, and to the point:
Augmented Reality vs. Virtual Reality: What are the differences and similarities? : TECH : Tech Times
What is Augmented Reality
Augmented reality is the blending of virtual reality and real life, as  developers can create images within applications that blend in with contents in  the real world. With AR, users are able to interact with virtual contents in the  real world, and are able to distinguish between the two.
What is Virtual Reality
Virtual reality is all about the creation of a virtual world that users can interact with. This virtual world should be designed in such a way that users would find it difficult to tell the difference from what is real and what is not. Furthermore, VR is usually achieved by the wearing of a VR helmet or goggles similar to the Oculus Rift. Read the full post here:   Augmented Reality vs. Virtual Reality: What are the differences and similarities? : TECH : Tech Times
As a former educator, this demonstration of how augmented reality can be used in education is mind blowing. Trying to reach kids across all styles of learning is part of what makes teaching so challenging. You have find a way to capture the attention of kids that learn by listening, reading & writing, visual learners, and students that do best with hands-on activities. Technology has helped solve this issue for many teachers, and the following video demonstrates a system of using augmented reality to teach reading, writing, and other cross-curricular subjects:
youtube
There are many buzzwords that come and go in the educational world. A few ideas stick around because the make sense and help children learn, but many are experiments that fail. If you have ever spent time in a classroom or helping your own kids with their homework at night, you know that comprehension of a subject and relating it to real life are critical no matter what learning style is most prevalent with your child. This teacher's post about the use of augmented reality in education is very well written with ideas for free apps and how to utilize them. One app he mentions is call Aurasma, which allows you to turn everyday objects, images, and places into new opportunities for engagement. He feels rather adamant that AR isn't just a fad but rather that it will be part of the future of education.
Augmented Reality Brings New Dimensions to Learning | Edutopia
Start exploring with some of the many AR tools available. For example, we've used the free app, ColAR Mix, to have students fill in the app's coloring sheets, watch the pages come to life, and then compose stories based on the images they have just designed. Also check out AR Flashcards, AR Flashcards: Space, NASA Spacecraft 3D and PBS FETCH! Lunch Rush.
Though it might be a buzz term in education circles, don't assume that AR is just another fad. After all, profound learning occurs when students create, share, interact and explain. AR not only changes the environment around children, it also allows kids to construct their own exciting learning worlds as small as the atom or as big as the cosmos.
Read more here:  Augmented Reality Brings New Dimensions to Learning | Edutopia
 Exciting Uses of Augmented Reality is republished from http://ssprosvcs.com
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