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  • Mahmood Shea posted an update 1 year, 8 months ago

    AR (Augmented Reality) & Virtual Reality (VR) applications (apps) are both based on computer simulation of real-life scenarios and environments. The simulation will bear a higher a higher level resemblance with whatever has been depicted from real-life, either graphically or sensorially. The definition of ‘sensorially’ is broader than ‘graphically’ given it means as much as possible perceptible to our senses I.e. graphics, touch, sound, voice, smell and so forth. Usually, the quality of resemblance with all the original must be often times higher and much more accurate regarding VR when compared to AR apps.

    Consider the video recording of a 100-metre dash from the recent Olympic Games. The initial commentary could possibly be in English therefore, because it is, that video are not very welcome to the French. Either changing the commentary to French or adding suitable French sub-titles will make it more enjoyable with a French audience. This, essentially, is how AR finds its opportunity – augmenting the original with increased useful info – in our example, substituting French for English and thus, making this content more significant on the French-speaking. As the second example, think about the video capture of an road accident. Two cars collide on the highway and one is badly damaged. Law enforcement might not be capable to pin-point which of these two drivers was responsible for the accident by merely viewing the video. If, however, the video was pre-processed by an AR application that added mass, speed and direction info. with the cars for the video, then, the one responsible could be established with close to, maybe, hundred-percent certainty.

    VR (Virtual Reality), conversely, is pretty distinctive from AR. In fact, both the only share one thing in accordance – computer based simulation. As mentioned above, the simulation supplied by VR should be of such high quality that it is indistinguishable from reality. Theoretically, that is impossible. Therefore, for practical purposes, VR only means a qualification of approximation, sufficient for a user to obtain a ‘live’ example of the simulated environment. Moreover, VR is interactive and responds sensorially, in ‘real-time’, and simply as with real-life e.g. within a VR application, imagine you have a forest, planning to burn a pile of cut-down bushes and dry leaves. You douse the pile with gasoline. A fox is keenly watching you from a nearby place. Then you certainly throw a lighted match-stick on to the pile… it will respond immediately showing a powerful, quickly spreading fire burning around the pile, its shape occasionally altered from the wind flow… so that as in real-life… the fox (scared with the fire), must hightail it? – plus it does! The device may permit you to customize the direction, speed and alteration from the speed from the the wind, angle of throw from the match-stick etc. and also the system will respond with the new results immediately! Thus, VR enables you to definitely research real-life scenarios and acquire sufficiently accurate results just like though he/she were from the desired environment/ place, in person, but save your time, travel & resource costs etc.

    VR applications consume awesome quantities of computing power. Compared, AR applications usually are not whatsoever 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 your own Android/ iOS device, today, not understanding it! (e.g. Wordlens, Wikitude World Browser etc.).

    The reason for the real difference is always that VR apps first should correctly interpret whatever action the user performed and then ‘make out’ the correct response that the real environment would return, full of animation, movements from the right directions, sounds and so forth and in addition, according to correct physics, math and then any other sciences involved. Above all, ‘latency’, or perhaps the response time in the application, must be sufficiently high. If not, the consumer, who’s feature understandably high expectations, will get so completely put-off that he/she might burst out with a string of unprintable words to the effect "to hell using this type of dumb thing!’. In order to avoid such failures, a computer (or network of computers) furnished with unusually powerful mobile processors, high-fidelity graphics software, precision motion trackers and advanced optics, is necessary. Understanding that explains, why.

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