Augmented Reality V/S Virtual Reality
Augmented Reality V/S Virtual Reality
AUGMENTED REALITY
V/S
VIRTUAL REALITY
“AR and VR do share a lot of commonalities, and in a future of head-
worn devices, these technologies will feel more like two sides of the same
coin; the same device will allow us to experience augmented reality or
virtual reality, depending on how much of the real world is necessary.”
- Tom Emrich, AR/VR expert and Managing Director of Augmented
World Expo
Augmented Reality (AR) and Virtual Reality (VR) are often talked about
in the same breath – and that can make sense for measuring the market
for these related capabilities. However, AR and VR today are two distinct
things.
Virtual Reality, is a simulated and immersive experience projected by a
device into the user’s sight. Imagine walking down the Champs-Elisée
(Paris), while still sitting in your basement in San Francisco. All we need
is a headset projecting you into a simulation via a viewfinder. It requires
a set of lenses inside a viewport on a headset, and a mounted device
where the experience is stored or computed. From pure observation to
complete immersion, the range of VR capabilities varies depending on
the device and type of headset used. Using a remote control in sync with
the mounted headset allows the user to interact with 3D objects in space,
within the experience—either for VR games or virtual interfaces and
apps.
Augmented reality (AR) is the real-time use of information in the form of
text, graphics, audio, and other virtual enhancements integrated with
real-world objects. One great example of this in action is IKEA’s recent
AR app that allows anyone to imagine how any room or space would feel
with some of the brand’s furniture. As of today, AR only requires a
smartphone with a camera and an AR app, there is no cost of entry. Two
key elements that make it work are the camera capacity to capture the
environment around you as you move and the software that calculates
and projects some computer-generated visuals or content.
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. Because VR requires complete immersion, VR devices
shut out the physical world completely. The lens on the smart glasses
that deliver AR capabilities, on the other hand, are transparent.
AR has shown a broader adoption rate if we consider the worldwide
success of the Pokemon Go hit. The recent entry of Apple into the AR
game promises to even further boost augmented reality trends. Despite a
longer history than AR, VR seems to have an audience problem, mostly
because of the high cost of adoption getting a decent VR headset, the
physical discomfort with prolonged use, and the lack of concrete use
cases for the technology. Notwithstanding, virtual reality in the
automotive industry shows some exciting possibilities.
BIBLIOGRAPHY
https://www.pcmag.com/news/augmented-reality-ar-vs-virtual-reality-
vr-whats-the-difference
https://en.wikipedia.org/wiki/Augmented_reality
https://en.wikipedia.org/wiki/Virtual_reality
https://enterprisersproject.com/article/2019/10/ar-vs-vr-whats-
difference#:~:text=AR%20lets%20the%20user%20experience,out
%20the%20physical%20world%20completely.
https://www.frontiersin.org/articles/10.3389/fpsyg.2018.02086/full