• Dominguez Melgaard posted an update 7 months, 1 week ago

    AR (Augmented Reality) & Virtual Reality (VR) applications (apps) are both determined by computer simulation of real-life scenarios and environments. The simulation will bear a higher degree of resemblance with whatever is being depicted from real-life, either graphically or sensorially. The definition of ‘sensorially’ is broader than ‘graphically’ since it means as much as possible perceptible to the senses I.e. graphics, touch, sound, voice, smell etc. Usually, the quality of resemblance using the original should be often times higher plus much more accurate in the matter of VR in comparison to AR apps.

    Think about the video recording of a 100-metre dash from the recent Olympic Games. The initial commentary might be in English therefore, since it is, that video are not very welcome to the French. Either changing the commentary to French or adding suitable French sub-titles is likely to make it more enjoyable into a French audience. This, in essence, is how AR finds its opportunity – augmenting the main with additional useful info – in your example, substituting French for English and therefore, making the information worth more to the French-speaking. As the second example, take into account the video capture of a road accident. Two cars collide with a highway and something is badly damaged. The police may not be capable of pin-point which of the drivers was accountable for the accident just by viewing the recording. If, however, the playback quality was pre-processed by an AR application that added mass, speed and direction info. of the cars to the video, then, the main one responsible could possibly be established with close to, maybe, hundred-percent certainty.

    VR (Virtual Reality), however, is pretty completely different from AR. Actually, both only share a very important factor in common – computer based simulation. As pointed out above, the simulation given by VR needs to be of which good quality it is indistinguishable from reality. Theoretically, this really is impossible. Therefore, for practical purposes, VR only means a degree of approximation, sufficient for a user to secure a ‘live’ example of the simulated environment. Moreover, VR is interactive and responds sensorially, in ‘real-time’, and just such as real-life e.g. inside a VR application, imagine you’re in a forest, on the point of burn a pile of cut-down bushes and dry leaves. You douse the pile with gasoline. A fox is keenly watching you from an area place. You then throw a lighted match-stick onto the pile… the machine will respond immediately showing a powerful, quickly spreading fire burning around the pile, its shape occasionally altered with the the wind… in addition to being in real-life… the fox (scared with the fire), must back off? – and yes it does! The machine may let you alter the direction, speed and alteration inside the speed from the the wind, angle of throw from the match-stick etc. as well as the system will respond using the new results immediately! Thus, VR enables someone to try out real-life scenarios and obtain sufficiently accurate results just as though he/she were from the desired environment/ place, face-to-face, but save your time, travel & resource costs etc.

    VR applications consume awesome levels of computing power. When compared, AR applications aren’t at all demanding on resources – AR applications run comfortably on cell phones, tablets, other hand-helds, laptops and desktops. Very probably, you’re using a number of AR apps on the Android/ iOS device, right this moment, not understanding it! (e.g. Wordlens, Wikitude World Browser etc.).

    The reason for the gap is VR apps first must correctly interpret whatever action the user performed then ‘make out’ the appropriate response the real environment would return, detailed with animation, movements from the right directions, sounds and so forth and also, much like correct physics, math and any other sciences involved. Most importantly, ‘latency’, or response time through the application, needs to be sufficiently high. Or even, an individual, who has have understandably high expectations, is sure to get so completely put-off that he/she might burst out with a string of unprintable words for the effect "to hell using this type of dumb thing!’. In order to avoid such failures, a pc (or network of computers) designed with unusually powerful mobile processors, high-fidelity graphics software, precision motion trackers and advanced optics, is necessary. Knowning that explains, why.

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