Should you pay attention to these obscure and expensive technologies?
VR&AR
MADE Y BARANOVA ALISSA
What is it?
ONEof theMOSTprogressive andpromising technologiesof our time
Sensations are transmitted to the user through his senses, primarily vision, hearing and touch. To complete the picture, you can even include smells.
With the help of artificial intelligence, interactive worlds are created in which human reality is imitated with varying degrees of similarity.
VR
Virtual reality (VR) is a computer-generated artificial world accessible through helmets, gloves and headsets. It completely replaces the real world without reacting to its changes, but allows the user to interact with the virtual environment.
VS
AR
(AR) - simply adds layers to the real world. That is, people can still interact with the physical environment while receiving additional information from their devices or augmented reality applications.
Similarities and Differences
New technoligies- big future
VR and AR have common features.However, VR and AR are two different directions that are applied in different ways and have different accessibility for users..
1)Tracking 2)Goal: Entertainment.cognition.research.learning. 3)Improve quality of life 4)Potential in science
VR 1)reates a world without borders 2)Interaction within a fictional world
The first attempts to create the mid-20th century, engineer Morton Hayling “Sensorama” - a device that creates the effect of complete immersion in virtual space using sound, image and even smells
Sensorama
History of the creation of virtual reality
Beginning of the 21st century VR and AR mass technologies. Oculus Rift headsets
In the 1980s, VPL Research more modern equipment for virtual reality - EyePhone glasses and DataGlove glove
In 1961, Philco Corporation the first Headsight virtual reality helmets for military purposes.
In 1968, Ivan Sutherland the first prototype of an augmented reality headset, which, despite its bulkiness, laid the foundation for modern AR devices.
The development of virtual reality began in the 50s of the last century
Hardware and software solutions used in VR and AR
01
HARDWARE SOLUTIONS
VR/AR devices: VR headsets: Oculus Quest 2, HTC Vive, PS VR – immersion in the virtual world. AR glasses: HoloLens, Magic Leap – augmented reality. Sensors: Motion sensors, controllers (Oculus Touch), lidars. Equipment: Powerful PCs with video cards (NVIDIA RTX 4090)..
02
ADDITTIONAL EQUPMENT
Treadmills for VR: Virtuix Omni allows the user to physically move in virtual space. Haptic Feedback Gloves: Tesla Suit and HaptX provide the ability to sense touch and interaction with objects.
03
SOFTWARE SOLUTIONS
Software for VR and AR: development platforms, engines, applications for various industries. Development engines• Unity: One of the most popular engines supporting development for VR and AR. It has built-in tools for working with Oculus and HTC Viva.• Unreal Engine: architectural visualizations and games.• ARKit (Apple) and ARCore (Google): development of augmented reality applications on mobile devices.
Simulation software
• Blender and Autodesk Maya: Programs for creating 3D models used in VR and AR. • ZBrush: Software for highly detailed 3D sculpting.
• Vuforia: Platform for developing AR applications using computer vision. • Microsoft Mixed Reality Toolkit (MRTK): A tool for creating mixed reality (MR).
• NVIDIA CloudXR: Allows you to stream VR/AR content via the cloud. • Amazon Sumerian: Service for creating and deploying AR/VR applications.
MEANS OF INTERACTION
CLOUD TECHNOLOGIES
Theoretical significance and practical significance
VR and AR deepen understanding of how the brain processes virtual stimuli and adapts to new conditions. This is important for studying human interaction with artificially created environments.
Technologies allow you to create accurate process models and conduct experiments that are not available in a real environment. Application: engineering, architecture, physics, medicine (simulators for surgeons, diagnostics with AR).
VR and AR introduce interactive teaching methods adapted to the peculiarities of perception, improving the transfer of knowledge and the development of new pedagogical approaches.
Virtual and augmented reality technologies, despite their advantages, raise concerns. impact on the psyche, “cyber disease”, with prolonged use of VR, addiction and alienation from the real world. Ethical issues arise from the manipulation of consciousness through technology, such as for advertising or propaganda, which requires strict regulation.
Development prospects
01
1)Comcast $6.8 million for VR studio Felix&Paul Montreal 2)New York Times. 360-degree videos, wins the Cannes Lions festival. 3)2014, Facebook acquired Oculus VR for $2 billion, launching a social network with 3D avatars and VR interaction capabilities
1)VR - creation of simulators, surgeons can practice skills in performing complex operations 2)AR - “see” the internal structures of the patient’s body in real time, increases the accuracy of diagnosis and treatment
Education
edu cation
VIRTUAL CLASSES
1)VR - virtual classrooms and laboratories, interact with educational materials in an interactive environment 2)AR - create tutorials that overlay digital elements on real objects
Architecture
ARCHI TECTURE
VIRTUAL TOURS
1) VR – create virtual tours of buildings and interiors, helps clients better understand the project. 2) AR – overlaying digital models on real objects.
Conclusion
Virtual and augmented reality are technologies that are already having a significant impact on many aspects of our lives. Their study and development require a serious approach. This opens up a wide range of opportunities for scientific work, and new horizons for progress for society.