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A new reality

  1. 1. A New Reality:AR &VR By: Amritanshu
  2. 2.  What is AR/VR?  What can AR/VR can do?  Working  Challenges  Goal  Application  Advantage & Limitation  AR V/S VR  Conclusion & Future Scope
  3. 3.  What is Augmented Reality(AR)? • The combination of real and computer-generated images in real time. • In augmented reality, digital images or video are superimposed onto the real world. • Mob. App.:Layar,Pokemon Go..
  4. 4.  What is Virtual Reality(VR)? • A computer-generated reality that projects the user into a 3D space. • Using a stereoscopic headset that provides a completely immersive experience, the virtual reality (VR) system is operated by the user's head and hand movements or a physical control unit, the latter commonly used with virtual reality games. • Mob.App.:Google cardboard,Google earth..
  5. 5.  How does AR work? • Augmented reality based applications work on the basis of two types of approaches, named as Marker-based and Location-based. • Marker-based: – When a Smartphone having Marker-based AR application scans a pattern such as a bar-code or a symbol through the camera of it, the software recognizes it and superimposes a digital image on the screen. 3D or animated digital image is used for a better experience. The Marker-based AR approach is also called as Recognition-based Augmented reality.
  6. 6. . Location-based:  When camera of a Smartphone having Location- based Augmented reality application is pointed towards a real scene, inbuilt GPS software recognizes the location of the device in the world. Based on this recorded location and orientation of device recorded through inbuilt sensors, like accelerometer and gyroscope of the device, the application offers data, relevant to that specific location, towards which user is looking for. These digital informative data are then superimposed to the real scene, visible with device camera.
  7. 7. Marker based v/s Location based: Marker-based AR applications usually do know about the object that they see where as Location- based do not, they work by locating the object being seen.
  8. 8.  How does VR work? For user interaction there are several options: Head tracking Head tracking system in VR headsets follows the movements of your head to sides and angles. It assigns X, Y, Z axis to directions and movements, and involves tools like accelerometer, gyroscope, a circle of LEDs (around the headset to enable the outside camera
  9. 9. Eye tracking Some headsets contain an infrared controller which tracks the direction of your eyes inside a virtual environment. The major benefit of this technology is to get a more realistic and deeper field of view. Motion tracking Though not engineered and implemented well enough yet, motion tracking would raise VR to a totally new level. The thing is, that without motion tracking you’d be limited in VR – unable to look around and move around.
  10. 10.  Challenges: Challenge No. 1: 3D design interface The biggest barrier to wide adoption of immersive technologies is the lack of good user experience design. 3D interface design is difficult and expensive, and there are few people with the necessary design skills to overcome these issues. Challenge No. 2: VR is missing two key technology elements for mass adoption i.e convenience and control. Challenge No. 3: Smartphone competition A handheld smartphone AR can deliver good experiences today, but will prove inconvenient moving forward. Users do not want to locate their phone and then hold it at eye height for extended periods of time.
  11. 11.  Goal: • To enhance the person’s perception and performance of world. • To create a system that user cant tell the difference between real and the virtual world. • VR can be used to teach lots of things, from history to human anatomy. • Educators can use augmented reality to teach whatever subject they need - from the alphabet to geography to chemistry.
  12. 12.  Applications of AR: • Airport app • Sephora virtual artist • AR healthcare • AR fun • AR headset • Military AR • AR navigation
  13. 13.  Application of VR: • Entertainment • Robotics • Education & Training • Architectural Design • Digital Marketing • Occupational Safety & Health
  14. 14.  Disadvantages: • Deteriorates human connection • Lack of flexibilities. • Functionalities issues. • Quite expensive. • Addiction to virtual world.
  15. 15. Advantages: • AR/VR creates interactive user experience. • AR/VR can reduce language barriers. • AR/VR help in customer buying decision. • Brand awareness get increased via social share.
  16. 16. S.NO. AR VR 1. Mix of real world and virtual world. It creates a entire virtual world. 2. It lets people interact with both worlds and distinguish clearly between them. Its hard to differentiate between what is real and not real. 3. Achieved by holding a smartphone in front of you. Achieved by wearing a helmet or goggles. 4. Mostly used for searching near by places. Mostly used for exploring the places. 5. Pokemon Go ,Layar are AR based applications. Google cardboard ,google earth are VR based applications. 6. It uses phone GPRS for obtaining information. It uses HMD ,head mounted devices.
  17. 17.  Future Scope of AR/VR: • VR will be most popular in gaming market. • AR will be most successful in enterprise market for application in logistic, automotive and engineering. • Application such as education,travel and design are served well by AR and VR. • Interactive video become more popular and attention catchy by VR. • Enhancement of media application like pseudo virtual screen. • Replacement of cell phone with AR/VR technique.
  18. 18.  Conclusion: AR systems are far behind VR systems in term of maturity.AR is relatively a new field where research effort occurred in past few years because of numerous challenges in this area,AR will remain area of research for upcoming several years. After basic problem of AR are solved the ultimate goal will be to generate virtual objects that are so realististic that they are virtually indistinguishable from real environment.
  19. 19. THANK YOU!!!

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