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Virtual Reality (VR) and Augmented Reality (AR)

Virtual Reality (VR)

  • Definition: A computer-generated representation of another universe or reality, often experienced through 3D movies, virtual tours, and video games.
  • Usage: Beyond gaming and entertainment, VR is applied in training, education, and science to create immersive simulations.
  • How It Works: VR simulates vision using a headset that blocks the real world, with graphics rendered via an HDMI cable connected to a PC or mobile. It employs goggles, speakers, and wearables for a full sensory experience, including visual, audio, and haptic feedback.

Augmented Reality (AR)

  • Definition: A technology blending digital elements with the real world, enhancing physical environments with digital content.
  • Usage: AR is used in applications like score overlays on live sports, and 3D images in physical spaces.
  • How It Works: Utilizing computer vision, mapping, and depth tracking, AR overlays digital content onto the real world as viewed through devices like smartphones.

VR vs AR - What's the difference?

Difference between AR and VR

Feature Virtual Reality (VR) Augmented Reality (AR)
Environment Entirely immersive virtual environment Enhances real scene with digital elements
Sensory Control Controls the visual senses Keeps user aware of the real environment
Reality Composition 75% virtual, 25% real 25% virtual, 75% real
Bandwidth Requirement At least 50 Mbps for full immersion Up to 100 Mbps for partial immersion
Hardware Requires VR headset No headset required
User Interaction with Reality Isolated from real world Interacts with virtual items in the real world
Application Primarily gaming and fictional realities Enhances both real and virtual worlds
Level of Immersion Complete cutoff from outside world Enhances physical world without isolation

VR's Goal: To create completely immersive fictional experiences.

AR's Goal: To augment the real world with digital enhancements for practical applications, such as turning a windshield into a head-up display for driving.

Both technologies aim to enhance user experiences but differ significantly in application and user interaction with the real world.

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