Virtual reality originated from development of calculating machines and development of mechanical devices. It is both a reality and fiction. The Television Holodeck Series Star Trek is a well-known fictional Virtual reality today. This series is controlled by a computer that translates voiced commands into various scenarios. People with lifelike characters that have volition could be the scenarios.

QUESTION

VIRTUAL REALITY.

The development of a computer generated virtual environment intended to stimulate the real world is called virtual reality. Users experience a strong sense of reality in a computer-generated environment in this emerging computer visualization technology. Virtual reality is an innovative tool to visualize, manipulate, and interact with complex three-dimensional graphical data that are not possible to adequately understand in traditional two-dimensional drawings or three-dimensional solid models. This is what the engineers have realized about virtual reality.

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Virtual reality originated from development of calculating machines and development of mechanical devices. It is both a reality and fiction. The Television Holodeck Series Star Trek is a well-known fictional Virtual reality today. This series is controlled by a computer that translates voiced commands into various scenarios. People with lifelike characters that have volition could be the scenarios.
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Virtual reality originated from development of calculating machines and development of mechanical devices. It is both a reality and fiction. The Television Holodeck Series Star Trek is a well-known fictional Virtual reality today. This series is controlled by a computer that translates voiced commands into various scenarios. People with lifelike characters that have volition could be the scenarios.

The reason we use virtual reality is because it is a research that has grown to provide a rationale as the next Human-Computer Interface. Virtual reality has a tremendous potential as an interface metaphor. The industry has already demonstrated this together with communities, commerce and leisure.  Therefore, for virtual reality to gain acceptance we consider its advantages. They include three-dimensional-perspective and communication.

Without a true three-dimensional representation, the shape of objects and associated interrelationships remain ambiguous. Computer screen can be unclear if a projection is made on a flat screen. Therefore, virtual reality removes this ambiguity, making it a fundamental objective in design process. A sense of scale that is conveyed by immersing the analyst or the design itself is of particular importance.

In two-dimensional, natural human interaction is not easily achievable and the use of telephone or videophone is effective but limited. In communication, for cooperative work interaction, virtual reality promises to completely revolutionalize the use of computers. Ideas are easy to communicate and natural if the participants share a common location. Collaborative Virtual Environment (CVE) is where multiple participants are involved and are using virtual reality as the environment.

There are various types of virtual reality:

Video mapping: involves a set of complex data stored in computer. It uses visual, auditory, force, feedback cues, and independent monsters implementing different actions intelligently making it a virtual reality. Its best demonstrated in highly recognized computer games DOOM.

Immersive system: they are virtual reality systems equipped with Head Mounted Display(HMD), a BOOM, and other peripherals. The users personal view point is completely immersed in the virtual world.

Telepresence: In this technology, remote sensors in the remote world are linked with the senses of a human operator. Computer-generated worlds are completely visualized in this variation.

 

Wearable Computers:

In the mid-1990’s, when carrying an always-on computer combined with a head-mounted display and control interface became a practical possibility, is where the concept of wearable computer emerged. Data gathering and disseminating devices that enable a user to operate more effectively is called wearable computing. During normal execution of tasks, the user carries or wears the device. Steve Mann further defined wearable computing in two different ways: One, a computer is worn not carried such that it can be regarded as a part of the user; Two, it is user controllable, does not really involve conscious thought or effort; Three, it is a real-time operation, that is, it is always active and is able to interact with the use any time. It could have a sleep mode though.

Wearing computing was first used in shoe mounted roulette wheel prediction system by Shannon and Thorp. The wearer of the shoes was able to analyze the characteristics of a roulette wheel and the types of balls in use because wearable computers were built into shoes with toe operated switches. Calculator wristwatches of 1970s also used wearable computers. They were user controllable, were worn, had sensors that operated in real time. In 1997, Stelarc and other artists developed unusual musical instruments that had body sensors and actuators. The user wore the sensors on the body or his clothes and they were used to measure movement and functions of the body parts like the heart rate or synthesis of the skin.

In 1991, Duchamp summarized an overview of the challenges presented by these displays. They included: low-resolution, hassle of the head gear, eye fatigue, and requir4ement for dim lighting conditions. Others included: battery life, processor power, size, sensor availability and form, suitable wireless communications availability made the building of viable wearable computers a challenge.

Wearable computers were quickly recognized by the military and law enforcement agencies. You could distinguish between friendly and hostile forces from the tactical information given by the wearable computer and also get strategies for dealing with dangerous scenarios. Land Warrior program in United States Army, provides positioning and targeting information, thermal sight emerging from the soldier’s weapon and battlefield communications. The objective was to cohesively merge the technology and soldier into a combat-effective system. Wearable computers have not fully met this objective. Therefore, tethered wearables with head mounted displays have been used in the battalion fields. It is therefore possible to effectively address communication and battery life challenges by tethering a wearable to a vehicle.

General Dynamics C4 systems, is a technology developed to create new capabilities for deployment that enhance the ground soldier suite of technologies. Future Combat Systems network of military systems is interoperable with General Dynamics C4 systems. The system consists of eighteen individual systems, the network and the soldier. A soldier linked to these systems is able to get a more accurate data and a clear picture of what is happening around him.

The training force for the military (quantum 3D) is provided by augmented reality

 

Augmented reality

A technology that layers computer-generated enhancements to top an existing reality, in order to make it more meaningful through the ability to interact with it, is called augmented reality.in the real world, mobile devices and applications incorporate augmented reality in such a way that they enhance one another and can be set apart easily. Augmented reality was first implemented in 1957 by Morton Heiling, Cinematographer, who added visuals, sound, vibration and smell to movies.

Score overlays on telecasted games and pop out three-dimensional emails, text messages, mobile devices and photos are displayed using augmented reality. More amazing and revolutionary things are being used by leaders of technology by using holograms and motion activated commands. When a field trip is not possible in schools, educational value can be busted by actual field trips by using augmented reality. Students have the opportunity to be immersed in the learning experience from within a culturally-relevant perspective making the learning of the student relevant educationally and personally.

Events that have occurred over time are represented in a way that examines the occurrence overlap and influence one another. An example is the Interaction among troops for shifting battlefronts at Gettysburg, how it can be represented. It is also possible to explore inaccessible places to students because augment reality is a computer and technologically-driven field. Such places include the space and the ocean floor.

Augmented reality is used in real- life environments, practical skills mastering, algorithms, patient interview IV skills, intubation, defibrillation, needle cricothyrotomy, and direct patient for interaction provision in the medical field.

Set of questions:

1.Why would one use a virtual reality rather than augmented reality?

2.Compare and contrast the advantages, disadvantages of wearable computers, virtual reality and augmented reality.

Key words:

VR(virtual reality)

WC(wearable computers)

AR(augmented reality)

ANSWER

Why would one use virtual reality rather than augmented reality?

Virtual reality (VR) and augmented reality (AR) are both immersive technologies that provide unique experiences, but they have distinct differences that make them suitable for different purposes.

One would choose virtual reality over augmented reality when the goal is to create a completely simulated environment and provide a fully immersive experience. VR technology uses headsets or other devices to completely block out the real world and transport the user to a computer-generated environment. This can be particularly useful in situations where the physical environment is not relevant or when a high level of immersion is desired. For example, VR is commonly used in gaming, training simulations, and virtual tours.

On the other hand, augmented reality enhances the real world by overlaying computer-generated information onto it. AR technology typically uses devices such as smartphones or smart glasses to blend digital elements with the user’s surroundings. Augmented reality is often employed when the goal is to enhance real-world experiences with additional information or visuals. For instance, AR can be used for navigation, visualizing data in real-time, or providing interactive instructions during tasks.

The choice between VR and AR depends on the specific use case and the desired outcome. Virtual reality offers a complete escape from reality into a virtual world, while augmented reality enhances the real world with virtual elements. Both technologies have their own strengths and applications, and the decision to use one over the other depends on the specific requirements of the user or the project (Henze, 2023).

Comparing and contrasting the advantages and disadvantages of wearable computers, virtual reality, and augmented reality

Wearable Computers (WC)

Advantages

– Enhanced mobility: Wearable computers allow users to carry or wear the computing devices, providing easy access to information while on the move.

– Hands-free operation: With wearable computers, users can interact with the technology without needing to use their hands, which can be beneficial in various scenarios such as fieldwork or tasks that require manual dexterity.

– Real-time data: Wearable computers can gather and process data in real-time, providing instant access to information and enabling quick decision-making.

– Integration with sensors: Wearable computers can be equipped with various sensors to collect data from the user’s surroundings or their own body, enabling applications in health monitoring, fitness tracking, and more (Yasar & Wigmore, 2022).

Disadvantages

– Limited screen size and interface: Wearable computers typically have smaller screens and limited interface options compared to traditional computers, which can pose challenges for displaying complex information or interacting with certain applications.

– Battery life: The compact nature of wearable computers can result in limited battery life, requiring frequent recharging or power management.

– Ergonomics and comfort: Ensuring that wearable computers are comfortable to wear for extended periods and properly fit the user’s body can be a challenge.

– Limited processing power: Due to size and power constraints, wearable computers may have less processing power compared to larger computing devices, which can limit their capabilities.

Virtual Reality (VR)

Advantages

– Immersive experience: Virtual reality provides users with a highly immersive and realistic experience, allowing them to interact with and explore virtual environments in a way that feels lifelike.

– Training and simulations: VR is widely used for training purposes, allowing users to practice skills, simulate dangerous or rare scenarios, and gain experience in a safe and controlled environment.

– Visualization of complex data: VR can help visualize complex three-dimensional data in a more intuitive and understandable way, aiding in fields such as architecture, engineering, and medicine.

– Entertainment and gaming: VR offers unique and immersive gaming experiences, allowing players to be fully immersed in virtual worlds and interact with them in new and exciting ways.

Disadvantages

– Cost: High-quality VR equipment can be expensive, limiting its accessibility for some users or organizations.

– Motion sickness: Some individuals may experience discomfort or motion sickness

 when using VR systems, especially if there is a disconnect between the visual and physical movements.

– Physical space requirements: VR experiences often require dedicated physical space for users to move around, which may not be feasible in all environments.

– Isolation: When using VR, users are typically isolated from the real world, which may limit social interactions and create a sense of detachment.

Augmented Reality (AR)

Advantages

– Real-world context: AR enhances the real world by overlaying digital information, providing additional context and insights to the user’s surroundings.

– Hands-free interaction: Like wearable computers, AR allows users to interact with digital elements without the need for physical input devices, enabling more natural and intuitive interaction.

– Information overlay: AR can display relevant information, such as navigation instructions or real-time data, directly in the user’s field of view, enhancing situational awareness and decision-making.

– Education and training: AR can be used to augment educational experiences by providing interactive and immersive learning content, such as 3D models or historical reconstructions.

Disadvantages

– Limited field of view: AR devices may have a limited field of view, restricting the amount of augmented content that can be displayed at once (Xiong et al., 2020).

– Dependency on external devices: AR experiences often rely on smartphones or specialized devices, which may limit accessibility or create dependency on specific hardware.

– Technical challenges: Aligning virtual content with the real world in a seamless manner can be technically complex, requiring accurate tracking, depth sensing, and environmental mapping.

– Distractions and safety concerns: AR overlays can potentially distract users from their surroundings, posing risks in certain situations, such as when driving or operating machinery.

 

In summary, wearable computers offer enhanced mobility and real-time data access, but they may have limitations in terms of screen size and battery life. Virtual reality provides immersive experiences and is beneficial for training and visualization, but it can be costly and may cause motion sickness. Augmented reality enhances the real world and provides context-specific information, but it may have limited field of view and technical challenges. The choice between these technologies depends on the specific use case and the desired outcomes, considering factors such as mobility, immersion, and real-world context.

References

Henze, A. (2023). Augmented Reality vs Virtual Reality. TeamViewer. https://www.teamviewer.com/en/augmented-reality-ar-vs-virtual-reality-vr/ 

Xiong, J., Tan, G., Zhan, T., & Wu, S. (2020). Breaking the field-of-view limit in augmented reality with a scanning waveguide display. OSA Continuum, 3(10), 2730. https://doi.org/10.1364/osac.400900 

Yasar, K., & Wigmore, I. (2022). wearable technology. Mobile Computing. https://www.techtarget.com/searchmobilecomputing/definition/wearable-technology 

 

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