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. 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. 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. 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.
7. . 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.
8.
9. 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.
10. 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
11. 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.
12. 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.
13. 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.
14. Applications of AR:
• Airport app
• Sephora virtual artist
• AR healthcare
• AR fun
• AR headset
• Military AR
• AR navigation
15. Application of VR:
• Entertainment
• Robotics
• Education & Training
• Architectural Design
• Digital Marketing
• Occupational Safety & Health
16. Disadvantages:
• Deteriorates human connection
• Lack of flexibilities.
• Functionalities issues.
• Quite expensive.
• Addiction to virtual world.
17. 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.
18. 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.
19. 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.
20. 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.