scholarly journals A Review of Virtual and Augmented Reality Concepts, Technologies and Application

Author(s):  
Chris Duncan Lee

Consumers and academics are paying attention to affordable Virtual Reality (VR) (VR) remedies such as the Sony Entertainment VR, Vive VR and Oculus VR, including the Mixed-Reality Interface (MRITF) such as Hololens, which suggests it may be the next big thing in technical advancement. Nevertheless, VR has a wide history: the ideology of the remedy was initiated in 1960s, and commercialized toolkit for VR in the 1960s introduced in 1980s. This paper starts with the analysis of the development from VR to Augmented Reality (AR). We conclude by evaluating implications that MRITF, AR and VR will be capable of succeeding in the scientific disciplines, incorporating the human interaction as evident in the advent of cellular devices, altered social engagement, and understanding among individuals, as occurred with the emergence of smartphones.

2021 ◽  
Vol 2 ◽  
Author(s):  
Richard Skarbez ◽  
Missie Smith ◽  
Mary C. Whitton

Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual display technology, researchers have embraced the RV continuum while largely ignoring the taxonomy. Considering the leaps in technology made over the last 25 years, revisiting the RV continuum and taxonomy is timely. In reexamining Milgram and Kishino's ideas, we realized, first, that the RV continuum is actually discontinuous; perfect virtual reality cannot be reached. Secondly, mixed reality is broader than previously believed, and, in fact, encompasses conventional virtual reality experiences. Finally, our revised taxonomy adds coherence, accounting for the role of users, which is critical to assessing modern mixed reality experiences. The 3D space created by our taxonomy incorporates familiar constructs such as presence and immersion, and also proposes new constructs that may be important as mixed reality technology matures.


2021 ◽  
Author(s):  
Trevor Nelson

Virtual Reality (VR) and Augmented Reality (AR), provide immersive experiences that are increasingly considered for implementation within Theme Parks. This paper seeks to determine the impact of virtual technologies on the Theme Parks. The method for this paper involved interviews with industry leading experts from the Theme Park industry. The interviews were structured to determine more detailed information on how they are approaching VR/AR in Theme Park attractions. Theme Parks need to provide guests with something they can’t get at home. There are many challenges with head mounted displays (HMD) in Theme Parks, as a result, several participants pointed to Mixed Reality (MR) as a better current solution. It mixes physical spaces with digital overlays with less complicated and operationally challenging technology. New attractions using VR/AR/MR technologies need to carefully consider what content they will use, mechanics of the experience and the business case to ultimately achieve overall success.


2021 ◽  
Vol 86 (6) ◽  
pp. 70-86
Author(s):  
Valentyna V. Kovalenko ◽  
Maiia V. Marienko ◽  
Alisa S. Sukhikh

The study examines the problem of using augmented and virtual reality in the process of blended learning in general secondary education. Analysis of recent research and publications has shown that the use of augmented and virtual reality in the educational process has been considered by scientists. However, the target group in these studies is students of higher education institutions. Most of the works of scientists are devoted to the problem of introducing augmented reality into the traditional educational process. At the same time, the use of augmented and virtual reality technologies in the process of blended learning remains virtually unexplored. The study analyzes the meaning of the concept of "blended learning". The conceptual principles of blended learning are considered. It has been found that scholars differ in their understanding of the concept of "blended learning". Sometimes researchers distinguish between the components of blended learning: full-time and online learning. The study presents the special advantages of blended learning and the taxonomy of blended learning. It was found that there are some difficulties in implementing blended learning. The article outlines the practical use of virtual and augmented reality. The definition of augmented and virtual reality is given. The mixed reality is considered as a separate kind of notion. Separate applications of virtual and augmented reality that can be used in the process of blended learning are considered (MEL Chemistry VR; Anatomyou VR; Google Expeditions; EON-XR). As a result of the study, the authors propose possible ways to use augmented reality in the educational process. The model of using augmented and virtual reality in blended learning in general secondary education institutions was designed. It consists of the following blocks: goal; teacher’s activity; forms of education; teaching methods; teaching aids; organizational forms of education; pupil activity and results. Based on the model, the methodology of using augmented and virtual reality in blended learning in general secondary education was developed. The methodology contains the following components: target component, content component, technological component and resultant component. The methodology is quite universal and can be used for any subject in general secondary education. The types of lessons in which it is expedient to use augmented (AR) and virtual reality(VR) are determined. Recommendations are given at which stage of the lesson it is better to use AR and VR tools (depending on the type of lesson).


2021 ◽  
Author(s):  
Trevor Nelson

Virtual Reality (VR) and Augmented Reality (AR), provide immersive experiences that are increasingly considered for implementation within Theme Parks. This paper seeks to determine the impact of virtual technologies on the Theme Parks. The method for this paper involved interviews with industry leading experts from the Theme Park industry. The interviews were structured to determine more detailed information on how they are approaching VR/AR in Theme Park attractions. Theme Parks need to provide guests with something they can’t get at home. There are many challenges with head mounted displays (HMD) in Theme Parks, as a result, several participants pointed to Mixed Reality (MR) as a better current solution. It mixes physical spaces with digital overlays with less complicated and operationally challenging technology. New attractions using VR/AR/MR technologies need to carefully consider what content they will use, mechanics of the experience and the business case to ultimately achieve overall success.


2021 ◽  
Vol 11 (7) ◽  
pp. 3253
Author(s):  
Umile Giuseppe Longo ◽  
Sergio De Salvatore ◽  
Vincenzo Candela ◽  
Giuliano Zollo ◽  
Giovanni Calabrese ◽  
...  

Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.


2021 ◽  
Vol 11 (8) ◽  
pp. 3711
Author(s):  
Selma Rizvić ◽  
Dušanka Bošković ◽  
Vensada Okanović ◽  
Ivona Ivković Kihić ◽  
Irfan Prazina ◽  
...  

Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.


2018 ◽  
Vol 108 (04) ◽  
pp. 251-256
Author(s):  
U. Bracht ◽  
M. Schlegel

Augmented- und Virtual-Reality-Brillen haben signifikante Fortschritte in ihrer technischen Leistungsfähigkeit gemacht. In diesem Fachartikel wird der aktuelle Stand der Technik von AR- und VR-Brillen beschrieben, die bisherigen Hemmnisse für die Verwendung in der Fabrikplanung erörtert und Einsatzpotenziale aufgezeigt, die sich durch die verbesserte Hardware erschließen lassen.   Virtual and Augmented Reality Glasses have made significant progress. This paper shows the current state of technology as well as previous impediments in usage and points out applications for an efficient factory planning.


2020 ◽  
Vol 12 (7) ◽  
pp. 2728
Author(s):  
Ferran Calabuig-Moreno ◽  
María Huertas González-Serrano ◽  
Javier Fombona ◽  
Marta García-Tascón

Technology has been gradually introduced into our society, and the field of education is no exception due to technology’s ability to improve the teaching–learning process. Furthermore, within the area of physical education (PE), its importance has been highlighted by the existence of specific apps for physical activity that can be used inside and outside the classroom to assess physical condition, as well as through the potential that virtual and augmented reality can have in such assessment. Therefore, the main objectives for this study were (1) to perform a bibliometric analysis of the articles published in the Web of Science (WoS) on technology in PE and (2) to analyze the articles published on augmented or virtual reality in PE found through this search. The results show that although studies on technology in PE (461 articles) have begun to consolidate over the last five years (there was a turning point in 2015), with the USA being the most influential country in this area, specific research on the use of augmented reality (AR) and virtual reality (VR) is still at a very early stage (22 articles with a small growth in 2017), with Spain being the most influential country; much more research is needed to achieve its consolidation.


2017 ◽  
Vol 26 (1) ◽  
pp. 16-41 ◽  
Author(s):  
Jonny Collins ◽  
Holger Regenbrecht ◽  
Tobias Langlotz

Virtual and augmented reality, and other forms of mixed reality (MR), have become a focus of attention for companies and researchers. Before they can become successful in the market and in society, those MR systems must be able to deliver a convincing, novel experience for the users. By definition, the experience of mixed reality relies on the perceptually successful blending of reality and virtuality. Any MR system has to provide a sensory, in particular visually coherent, set of stimuli. Therefore, issues with visual coherence, that is, a discontinued experience of a MR environment, must be avoided. While it is very easy for a user to detect issues with visual coherence, it is very difficult to design and implement a system for coherence. This article presents a framework and exemplary implementation of a systematic enquiry into issues with visual coherence and possible solutions to address those issues. The focus is set on head-mounted display-based systems, notwithstanding its applicability to other types of MR systems. Our framework, together with a systematic discussion of tangible issues and solutions for visual coherence, aims at guiding developers of mixed reality systems for better and more effective user experiences.


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