scholarly journals VR Reality of the Relationship between Augmented Reality and Virtual Reality in the Context of Virtual Reality

2021 ◽  
Vol 2066 (1) ◽  
pp. 012056
Author(s):  
Yongming Pan

Abstract With the development of virtual reality technology and its application in various fields, how to realize the natural and efficient interaction between human and virtual environment has always been a hot research issue. This paper mainly studies the realistic analysis of the relationship between augmented reality and virtual reality under the background of VR virtual reality. Starting from the research on virtual reality, this paper combines the features of virtual reality with the elements of visual presentation to conduct research on visual presentation in the sensory experience of virtual reality, analyze and find out the types and quantitative methods of visual presentation. This paper is supported by advance research, which is more in line with people’s perceptual needs for visual presentation. This study expands the research content of virtual reality visual presentation, provides guidance for virtual reality design practitioners, and has certain value and practical application prospects.

Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


2020 ◽  
Vol 3 (1) ◽  
pp. 103
Author(s):  
Dwi Ridho Aulianto

This study aims to determine the benefits of Augmented Reality and Virtual Reality technology applied to libraries in the Z generation era. The research method used study of literature by collecting several reference as sources that are relevant to the study material and and interviews with several generation Z informants. The results of the study found that the implementation of Augmented Reality technology can be used to create and read the Interactive Opac Brochure with AR; Utilization of Library Collection Display; Utilization for Searching Library Collections in Shelves through AR; Utilization for Interactive Learning Media for Users. While the implementation of Virtual Reality technology can be used for tours or library tours; Library Services; Information Literacy and Online Catalog. 


2021 ◽  
Vol 40 ◽  
pp. 03028
Author(s):  
Omkar Jadhav ◽  
Anish Patil ◽  
Jeffy Sam ◽  
M Kiruthika

With the rise in Virtual Reality technology now it is possible to bring the same experience of offline shopping in the online platform. Virtual Dressing using Augmented Reality is a platform where users can try clothes virtually. As users cannot physically try the dress in online mode this application will help the user to make a better judgement on how the dress will look on him. The proposed system will consist of an application where users can create their 3D model with just their pictures and can apply the garment on their model, which can be viewed in AR space to make a judgement of how the model looks on a person.


Author(s):  
Liang Sun ◽  
Weikang Tan ◽  
Yanbing Ren ◽  
Xiang Ji ◽  
Zhi Wang ◽  
...  

As the physical environment of urban underground streets space is continuously perfect, people start to anticipate that underground streets with negative impression could satisfy their psychological comfort appeal as traditional ground streets do. Streets’ pavement is of great significance in creating humanized and comfortable underground spatial atmosphere, and different ground pavements of underground commercial streets display different visual comfort effects. We conducted field investigations of a dozen typical underground streets in eight big cities in China with 42 test samples, and this research obtained the pavement elements’ data of underground commercial streets, built virtual 3D scenes based on orthogonal analysis and virtual reality technology of computer vision, acquired the psychological data of spatial experience through virtual reality test, and analyzed the relationship between six elements (glossiness, roughness, color, dimension, pattern, and collage of ground pavement in underground commercial streets) and spatial visual comfort based on quantitative analysis of experimental data. Results show that, “Cold–hot sensation”, “Glossiness”, and “Collage ordered degree” are chief elements for underground commercial streets’ pavement design. The pavement design featured with neutral color, medium- and large-scale and ordered collage form are the design preference and emphasis for underground commercial streets. Neutral color of underground commercial streets pavement may have a great influence on the recognition of pavement glossiness.


2020 ◽  
Vol 2020 ◽  
pp. 1-7
Author(s):  
Xu Cong ◽  
Tingting Li

With the continuous development of information technology and digital medicine, computer-assisted virtual medicine has become the development trend of a new generation of clinical surgery, which aims to improve the accuracy of surgery, reduce the risk of surgery, and achieve precise and minimally invasive treatment. The interface design in the computer-aided virtual medical system is a medium for transmitting and exchanging information between humans and machines. This article uses virtual reality technology and augmented reality technology to develop a virtual medical system interface, which aims to solve the interaction problem between users and virtual medical systems and satisfy users. The multidemand psychology is an effective way of interaction. It provides users with a multichannel and comprehensive communication method, which truly meets the design goals that meet the user’s psychological needs. It also expands applications for virtual reality technology and augmented reality technology.


2019 ◽  
Vol 26 ◽  
pp. 01014
Author(s):  
Xiangyu Meng

"VR+ education" is the development trend of educational technology in the future. Aiming at the difficult problem of combining virtual reality technology with educational technology, and based on the purpose of adapting to the future development needs, this paper uses formal logic method to analyze the promotion conditions of "VR+education", and puts forward the application strategies and impact evaluation, which can provide reference for the practical application of the new model in the field of teaching.


2015 ◽  
Vol 0 (2) ◽  
pp. 98
Author(s):  
Анна Юрьевна Скворцова ◽  
Олег Олегович Варламов ◽  
Георгий Сергеевич Сергушин ◽  
Ангелина Игоревна Белоусова

2021 ◽  
Vol 2 ◽  
Author(s):  
Rabindra Ratan ◽  
Josephine K. Boumis ◽  
Sarah Kuang ◽  
Andrew Gambino ◽  
Kuo-Ting Huang

This study examined the relationship between stereotype threat, game modality (augmented reality, virtual reality), and stereotypic beliefs about STEM fields. Results of a 2 [modality] x 2 [stereotype threat] factorial, between-subjects experiment with women participants (N = 64) suggest that gender stereotypes primed before playing the STEM game in AR induced stereotype threat, but induced stereotype reactance in VR. Specifically, for participants who played in AR, the stereotype-reinforcing prompt (compared to a counter-stereotype prompt) was associated with worse STEM-game performance, which mediated an increase in stereotypical beliefs about women in STEM. Conversely, for participants who played in VR, the stereotype-reinforcing prompt was associated with better STEM-game performance and more positive (i.e., counter-stereotypic) beliefs about women in STEM, though without mediation. These findings support the claim that stereotypes triggered in a STEM-gaming context have the potential to reinforce stereotypes in STEM fields. Researchers and practitioners should consider the implication that VR is potentially more male-stereotyped than AR, while AR makes stereotyped identity characteristics more accessible than VR.


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