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  • Blum Hines posted an update 1 year, 7 months ago

    AR (Augmented Reality) & Virtual Reality (VR) applications (apps) are generally depending on computer simulation of real-life scenarios and environments. The simulation will bear an increased level of resemblance with whatever has depicted from real-life, either graphically or sensorially. The definition of ‘sensorially’ is broader than ‘graphically’ as it means as much as possible perceptible to our senses I.e. graphics, touch, sound, voice, smell and the like. Usually, the quality of resemblance with the original has to be often higher and more accurate in the matter of VR when compared to AR apps.

    Think about the videos of the 100-metre dash from the recent Olympic Games. The main commentary could be in English therefore, because it is, that video will never be very welcome to france. Either changing the commentary to French or adding suitable French sub-titles is likely to make it more enjoyable to a French audience. This, essentially, is where AR finds its opportunity – augmenting the original with additional useful info – in your example, substituting French for English and therefore, making the content more valuable to the French-speaking. As the second example, think about the video capture of a road accident. Two cars collide with a highway and one is badly damaged. Police officers is probably not able to pin-point which of the two drivers was responsible for the accident by simply viewing the playback quality. If, however, the recording was pre-processed by an AR application that added mass, speed and direction info. of the cars for the video, then, the one responsible could possibly be established with near to, maybe, hundred-percent certainty.

    VR (Virtual Reality), conversely, is fairly different from AR. The truth is, the two only share one thing in accordance – computer based simulation. As stated before, the simulation supplied by VR must be for these high quality that it’s indistinguishable from reality. Theoretically, this can be impossible. Therefore, for practical purposes, VR only means a degree of approximation, sufficient for any user to acquire a ‘live’ experience of the simulated environment. Moreover, VR is interactive and responds sensorially, in ‘real-time’, and merely like real-life e.g. in the VR application, imagine you’re in 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 from a close place. Then you throw a lighted match-stick onto the pile… the machine will respond immediately showing a strong, quickly spreading fire burning around the pile, its shape occasionally altered by the blowing wind… and as in real-life… the fox (scared by the fire), must back off? – and it does! It may enable you to change the direction, speed and alteration from the speed from the blowing wind, angle of throw from the match-stick etc. and the system will respond together with the new results immediately! Thus, VR enables one to experiment with real-life scenarios and have sufficiently accurate results equally as though he/she were within the desired environment/ place, face-to-face, but not waste time, travel & resource costs etc.

    VR applications consume awesome quantities of computing power. When compared, AR applications usually are not in any respect demanding on resources – AR applications run comfortably on cellphones, tablets, other hand-helds, laptops and desktops. Very probably, you use a couple of AR apps in your Android/ iOS device, at this time, lacking the knowledge of it! (e.g. Wordlens, Wikitude World Browser etc.).

    The reason for the gap is that VR apps first have to correctly interpret whatever action an individual performed and after that ‘make out’ the correct response how the real environment would return, detailed with animated graphics, movements inside the right directions, sounds and the like as well as, according to correct physics, math and any other sciences involved. Most of all, ‘latency’, or perhaps the response time through the application, should be sufficiently high. Or else, the consumer, that has feature understandably high expectations, will most likely get so completely put-off that he/she might burst out with a string of unprintable words to the effect "to hell with this dumb thing!’. To stop such failures, some type of computer (or network of computers) furnished with unusually powerful mobile processors, high-fidelity graphics software, precision motion trackers and advanced optics, is needed. Knowning that explains, why.

    For additional information about 3d virtual reality software please visit web site:
    this.

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