Both AR and VR are complex
modern technological industries. To break each down further and more
specifically, here are some details about them: VR can be broken into three
categories: text-based, graphical, and 3-Dimensional. Text-based VR are mainly
directed towards education and used for courses and teaching programs.
Graphical VR entails more integrated virtual imagery and text compared to
text-based VR. Lastly, 3-Dimensional VR contain immersive virtual reality
environments (Erdem & Solak, 2015, p. 22). Each category of VR creates a
different amount of fabricated reality, however, each individual user may be
impacted differently regardless of the level of VR intensity. “The basic idea
of VR is to give the impression and feeling of being somewhere else by tricking
our brains in an artificial sensory world.” (Erdem & Solak, 2015, p. 22). AR
differs from VR, as it does not fully immerse the user into a
computer-generated environment. “AR provides a real-time direct or indirect view
of a real, physical world that is enhanced or augmented by adding virtual
information to it.” (Kim & Hyun, 2016, p. 28). AR is more connected to the
real world than VR, however still provides a surreal technological experience
for the user. “With AR closer to the real world and VR, into which real-world
objects are merged, closer to the virtual World.” (Kim & Hyun, 2016, p.
28). In relation to smartphones, here is a breakdown of how AR is used: “The
smartphone stores image-based data from the camera into a database, allowing it
to recognize what the camera is looking at (i.e., visible markers placed on
objects in the real environment). The AR system pulls the digital data from web-based
sources (e.g., Google) to overlay onto the markers that the camera is tracking.
As a result, the user has more digitalized virtual information than reality
provides.” (Kim & Hyun, 2016, p. 28) These technologies are the future of technological application use and it will be interesting to see the implications they bestow onto society and our perception of the world.
References
Kim,
H. h., & Hyun, M. m. (2016). Predicting the use of smartphone-based
Augmented Reality (AR): Does telepresence really help?. Computers In Human
Behavior, 5928-38. doi:10.1016/j.chb.2016.01.001.
Solak, E. e., & Erdem, G.
(2015). A Content Analysis of Virtual Reality Studies in Foreign Language
Education. Participatory Educational Research, 21-26.
doi:10.17275/per.15.spi.2.3
A few months ago I turned on my television only to find a program in which they were discussing how VR can be used to treat some phobias. In it, they were attempting to treat a woman who had a fear of heights by placing her in a VR simulation and asking her to perform tasks, such as jumping into a hole. The example probably relates best to 3-Dimensional VR, then. After completing the tasks, they tested her and compared her results to the ones before she used the VR and concluded that she was somewhat better - but that she obviously needed more work to be done. They then spoke about the potential to use VR for related issues and more - which is interesting because it gives us some insight into the possible applications for such innovations.
ReplyDeleteAlso interesting is that it relates to a topic we've discussed in class: does innovation come from a genuine place, made from people who really want to improve conditions, or does it more often come from a place of greed. I think it's safe to conclude that the two binaries are not so good at understanding the case of innovation. Often the two blend in and play off of one another, but, in any case - we sometimes benefit from them no matter what the motivation behind making them was.
This is very interesting! It is very innovative that some technologies such as virtual reality can be used to treat certain phobias. I have heard of a similar tactic before, but instead of phobias, virtual reality can be used to help treat PTSD. One article I read discusses that exposure therapy is used in combination with virtual reality technology to help some military personnel with their PTS symptoms. A patient can experience the specific situation again, but in a safe and controlled setting. It is extremely interesting to learn about the different ways that technologies such as VR can assist people with their different phobias and stresses, and help them to cope with daily life.
Deletehttp://ict.usc.edu/prototypes/pts/
Augmented reality was a completely foreign concept to me until about halfway through this past summer when the fad cellphone app "Pokémon Go" was discovered in Waterloo. The app uses the back camera on the phone to capture the surroundings while using AR technology to lay Pokémon on the image along with Google Maps to track your location and landmarks around you. If you were in Waterloo at the time you can probably attest to the fact that people went nuts for this game. People were walking around and gathering all over the city trying to catch Pokémon.
ReplyDeleteBut in Reem’s comment above he brings up a very good point when talking about the intentions of innovation being an interesting binary of improving conditions or greed. On one hand this game brought a lot of happy “Pokémon Go-ers” who experienced the nostalgia of playing this game as a kid. On the other hand, many businesses benefitted greatly from the application. The game included “Pokéstops” and “Pokégyms” which users of the app would go to in order to advance in the game. Obviously, this increased traffic and sales at the businesses. Another not so great outcome of this app is the abundance of stories of people trespassing on property to visit a gym or catch a rare Pokémon. But, as I mentioned above, Pokémon Go was a fad that faded by late August...in this area at least!
You can read up more about what the article below refers to “Pokéconomy” at the following link:
http://www.pcmag.com/article/346047/pokemon-go-how-the-pokeconomy-is-changing-business-one-lur