• Boyle Shea posted an update 1 month, 1 week ago

    AR (Augmented Reality) & Virtual Reality (VR) applications (apps) are generally based on computer simulation of real-life scenarios and environments. The simulation will bear a higher level of resemblance with whatever will be depicted from real-life, either graphically or sensorially. The phrase ‘sensorially’ is broader than ‘graphically’ as it means all things perceptible to your senses I.e. graphics, touch, sound, voice, smell etc. Usually, the quality of resemblance with all the original has to be more often than not higher plus much more accurate regarding VR compared to AR apps.

    Look at the videos of a 100-metre dash through the recent Olympic Games. The original commentary could be in English therefore, since it is, that video will not be very welcome to in france they. Either changing the commentary to French or adding suitable French sub-titles is likely to make it more enjoyable to some French audience. This, essentially, is where AR finds its opportunity – augmenting the first with additional useful info – in your example, substituting French for English and consequently, making the information more significant on the French-speaking. As another example, consider the video capture of an road accident. Two cars collide over a highway and something is badly damaged. The authorities is probably not capable of pin-point which of the two drivers was responsible for the accident by simply viewing the video. If, however, it was pre-processed by an AR application that added mass, speed and direction info. from the cars towards the video, then, the one responsible might be established with all-around, maybe, hundred-percent certainty.

    VR (Virtual Reality), alternatively, is fairly different from AR. In reality, both the only share something in accordance – internet based simulation. As mentioned above, the simulation supplied by VR must be of these top quality that it must be indistinguishable from reality. Theoretically, this is impossible. Therefore, for practical purposes, VR only means a qualification of approximation, sufficient for any user to acquire a ‘live’ experience with the simulated environment. Moreover, VR is interactive and responds sensorially, in ‘real-time’, and just such as real-life e.g. within a VR application, imagine you’re in a forest, about to burn a pile of cut-down bushes and dry leaves. You douse the pile with gasoline. A fox is keenly watching you the local place. Then you definitely throw a lighted match-stick onto the pile… it will respond immediately showing a strong, quickly spreading fire burning for the pile, its shape occasionally altered from the blowing wind… so that as in real-life… the fox (scared by the fire), must try to escape? – and it does! It may let you change the direction, speed and alteration in the speed in the wind flow, angle of throw in the match-stick etc. and also the system will respond using the new results immediately! Thus, VR enables anyone to experiment with real-life scenarios and obtain sufficiently accurate results equally as though he/she were within the desired environment/ place, personally, but time savings, travel & resource costs etc.

    VR applications consume awesome numbers of computing power. In comparison, AR applications are certainly not in any respect demanding on resources – AR applications run comfortably on cell phones, tablets, other hand-helds, laptops and desktops. Very probably, you use several AR apps in your Android/ iOS device, today, without knowing it! (e.g. Wordlens, Wikitude World Browser etc.).

    The reason for the gap is the fact that VR apps first should correctly interpret whatever action the consumer performed after which ‘make out’ the appropriate response the real environment would return, complete with animation, movements within the right directions, sounds and so on plus, much like correct physics, math and then any other sciences involved. Most of all, ‘latency’, or the response time from your application, needs to be sufficiently high. Or else, the person, who may have come with understandably high expectations, will 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, your personal computer (or network of computers) built with unusually powerful mobile processors, high-fidelity graphics software, precision motion trackers and advanced optics, is needed. Understanding that explains, why.

    More information about
    virtual reality development see this useful resource.