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12.1 VR and AR Technologies and Applications

3 min readjuly 18, 2024

Virtual and are reshaping how we interact with digital content. VR immerses users in computer-generated worlds, while AR overlays digital info onto the real world. Both use specialized hardware like headsets and sensors to create engaging experiences.

VR and AR have wide-ranging applications across industries. From and entertainment to and manufacturing, these technologies are transforming how we learn, work, and play. They offer immersive experiences that enhance training, , and problem-solving in various fields.

Virtual Reality (VR) and Augmented Reality (AR)

VR vs AR technologies

Top images from around the web for VR vs AR technologies
Top images from around the web for VR vs AR technologies
  • (VR)
    • Completely immerses user in computer-generated environment
    • Replaces user's real-world surroundings with simulated environment (virtual world)
    • Requires (HMD) to provide immersive experience (Oculus Rift, HTC Vive)
  • Augmented Reality (AR)
    • Overlays digital information onto user's real-world view
    • Enhances user's perception of reality by adding computer-generated elements (3D models, text, images)
    • Can be experienced through smartphones, tablets, or specialized AR glasses (Microsoft HoloLens, Google Glass)
  • Applications
    • VR applications: Gaming (Beat Saber), training simulations (flight simulators), virtual tours (museums), therapy (exposure therapy for phobias)
    • AR applications: Navigation (Google Maps AR), education (interactive learning), product visualization (IKEA Place), remote assistance (Vuforia Chalk)

Hardware for VR and AR

  • Head-Mounted Displays (HMDs)
    • VR HMDs: Provide fully immersive experience by displaying separate image for each eye (stereoscopic display)
    • AR HMDs: Display digital information overlaid on user's real-world view, allowing interaction with virtual elements (Microsoft HoloLens, Magic Leap)
  • Sensors
    • sensors: Track user's head movements to update displayed images accordingly, providing realistic perspective (gyroscope, accelerometer)
    • Positional tracking sensors: Track user's location within defined space, enabling room-scale VR experiences (base stations, inside-out tracking)
    • Eye-tracking sensors: Detect user's eye movements for more realistic interactions and improved rendering efficiency (foveated rendering)
  • Input Devices
    • Hand-held controllers: Allow users to interact with virtual objects and navigate environment (Oculus Touch, Vive Controllers)
    • Gesture recognition: Enables users to interact with virtual elements using hand and body movements (Leap Motion, Microsoft Kinect)
    • Voice commands: Allow users to control VR/AR experience using spoken commands (voice assistants, natural language processing)

Immersion and presence concepts

    • Degree to which VR or AR system can create convincing and engaging experience
    • Factors affecting immersion:
      1. Visual fidelity (resolution, frame rate, field of view)
      2. Audio quality (spatial audio, 3D sound)
      3. (vibrations, force feedback)
      4. Responsiveness (low latency, high refresh rate)
    • Higher levels of immersion lead to stronger sense of (feeling of "being there")
  • Presence
    • Subjective feeling of being physically present in virtual or augmented environment
    • Influenced by quality of VR/AR system and user's suspension of disbelief (willingness to accept virtual world as real)
    • Enhances user engagement and overall effectiveness of VR/AR experience (improved learning, increased empathy)

Applications of VR and AR

  • Gaming and Entertainment
    • VR: Immersive gaming experiences (Half-Life: Alyx), virtual theme parks (Disney's Star Wars: Secrets of the Empire), interactive storytelling (Wolves in the Walls)
    • AR: Location-based games (Pokémon Go), enhanced live events (AR concerts), interactive product promotions (Snapchat AR lenses)
  • Healthcare
    • VR: Surgical training (virtual operating rooms), exposure therapy for phobias (fear of heights), pain management (distraction therapy)
    • AR: Assisted surgery (real-time imaging overlays), medical education (interactive anatomy models), patient rehabilitation (AR-guided exercises)
  • Manufacturing
    • VR: Product design and prototyping (virtual CAD models), assembly line training (virtual simulations), remote collaboration (virtual meetings)
    • AR: Real-time assembly instructions (step-by-step AR guides), quality control (AR-assisted inspections), maintenance assistance (AR repair manuals)
  • Other Industries
    • Education: Immersive learning experiences (VR field trips), virtual laboratories (chemistry simulations), interactive tutorials (AR language learning)
    • Tourism: Virtual tours of historical sites (ancient Rome), remote locations (Great Barrier Reef), cultural experiences (virtual museums)
    • Retail: Virtual product demonstrations (AR try-on), personalized shopping experiences (AR product recommendations), interactive store displays (AR-enhanced kiosks)
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AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.


© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.

© 2024 Fiveable Inc. All rights reserved.
AP® and SAT® are trademarks registered by the College Board, which is not affiliated with, and does not endorse this website.
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