Rowland Melgaard posted an update 1 month, 3 weeks ago
AR (Augmented Reality) & Virtual Reality (VR) applications (apps) tend to be determined by computer simulation of real-life scenarios and environments. The simulation will bear an increased amount of resemblance with whatever will be depicted from real-life, either graphically or sensorially. The phrase ‘sensorially’ is broader than ‘graphically’ given it means as much as possible perceptible to the senses I.e. graphics, touch, sound, voice, smell and so forth. Usually, the degree of resemblance using the original should be more often than not higher plus more accurate in the case of VR when compared to AR apps.
Take into account the videos of the 100-metre dash from your recent Olympics. The first commentary could be in English therefore, since it is, that video will not be very thank you for visiting france. Either changing the commentary to French or adding suitable French sub-titles is likely to make it more pleasurable to some French audience. This, in essence, is where AR finds its opportunity – augmenting the main with an increase of useful info – in your example, substituting French for English and thus, making the information worth more towards the French-speaking. As another example, consider the video capture of the road accident. Two cars collide on the highway and one is badly damaged. Police officers most likely are not able to pin-point which of the drivers was accountable 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. in the cars on the video, then, normally the one responsible might be established with all-around, maybe, hundred-percent certainty.
VR (Virtual Reality), conversely, is fairly completely different from AR. In reality, the 2 only share another thing in common – internet based simulation. As stated before, the simulation supplied by VR needs to be for these high quality that it’s indistinguishable from reality. Theoretically, that is impossible. Therefore, for practical purposes, VR only means a college degree of approximation, sufficient to get a user to acquire a ‘live’ experience with the simulated environment. Moreover, VR is interactive and responds sensorially, in ‘real-time’, and just as with real-life e.g. within a VR application, imagine you have a forest, getting ready to burn a pile of cut-down bushes and dry leaves. You douse the pile with gasoline. A fox is keenly watching you against a nearby place. Then you throw a lighted match-stick to the pile… it will respond immediately showing a strong, quickly spreading fire burning about the pile, its shape occasionally altered through the wind flow… so when in real-life… the fox (scared from the fire), must hightail it? – plus it does! It may enable you to affect the direction, speed and alteration within the speed in the wind flow, angle of throw in the match-stick etc. as well as the system will respond with all the new results immediately! Thus, VR enables one to experiment with real-life scenarios and obtain sufficiently accurate results equally as though he/she were from the desired environment/ place, face-to-face, but not waste time, travel & resource costs etc.
VR applications consume awesome levels of computing power. In contrast, AR applications aren’t in any way demanding on resources – AR applications run comfortably on mobile phones, tablets, other hand-helds, laptops and desktops. Very probably, you use a couple of AR apps on the Android/ iOS device, right now, not understanding it! (e.g. Wordlens, Wikitude World Browser etc.).
The real reason for the real difference is the fact that VR apps first should correctly interpret whatever action the consumer performed then ‘make out’ the correct response that this real environment would return, detailed with animated graphics, movements within the right directions, sounds and the like and in addition, as per correct physics, math and then any other sciences involved. Most significantly, ‘latency’, or even the response time through the application, needs to be sufficiently high. Or else, the user, who may have come with understandably high expectations, will most likely get so completely put-off that he/she might burst by helping cover their a string of unprintable words on the effect "to hell using this dumb thing!’. To avoid such failures, some type of computer (or network of computers) built with unusually powerful mobile processors, high-fidelity graphics software, precision motion trackers and advanced optics, is essential. Understanding that explains, why.
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