AR vs VR | What are Virtual and Augmented Realities? | @edurekaIN

edureka!
10 Sept 201809:21

Summary

TLDRThis video delves into the burgeoning fields of virtual reality (VR) and augmented reality (AR), highlighting their rapid growth and potential. With the market expected to soar from $17.8 billion in 2018 to a staggering $215 billion by 2022, investors are keenly eyeing these technologies. VR promises total immersion, whereas AR enhances the real world with virtual elements. The video explores the history, current applications in gaming, therapy, and business, and the future prospects of these technologies, suggesting AR might have the upper hand due to its seamless integration with smartphones and everyday life.

Takeaways

  • 🌐 The world is advancing rapidly with new technologies, especially in virtual and augmented reality.
  • 💹 Investors are heavily investing in VR and AR, with the market expected to grow from $17.8 billion in 2018 to $215 billion by 2022.
  • 🕶️ VR technology immerses users in a completely different, simulated world, with the Sensorama being one of the earliest examples of immersive technology.
  • 👨‍💻 Ivan Sutherland, known as the father of computer graphics, created the first VR head-mounted display in 1968.
  • 🎮 VR initially struggled to evolve beyond gaming and arcades but has now advanced to offer high-definition, immersive experiences.
  • 🏥 VR is now being used in research, therapy, and even helping people with acrophobia and PTSD.
  • 🔌 There are two types of VR tech: wired, which offers high performance but is expensive and limiting in movement, and wireless, which is more mobile but less powerful.
  • 📱 AR technology enhances the real world by overlaying virtual objects onto the existing environment, creating mixed reality.
  • 🧙‍♂️ Famous AR applications include Pokemon Go and Snapchat filters, demonstrating AR's widespread adoption.
  • 🔧 Businesses are using AR for practical applications like real-time car repairs and customer service.
  • 🤔 The future may see VR and AR combined in the same device, allowing seamless switching between fully immersive and augmented reality experiences.

Q & A

  • What is the expected market size for AR and VR products by 2022?

    -The market for AR and VR products is expected to reach as high as 215 billion dollars by 2022.

  • What does VR technology involve?

    -VR technology involves the use of computer technology to create a simulated environment in which the user can immerse themselves and interact with the experience.

  • Who is considered the father of computer graphics and what is his contribution to VR?

    -Ivan Sutherland is considered the father of computer graphics. His contribution to VR includes the creation of the Sword of Damocles, which is widely considered to be one of the first virtual reality head-mounted displays.

  • What was the outcome of Nintendo's Virtual Boy?

    -The Nintendo Virtual Boy was a huge disaster due to its low resolution display, single color use, and uncomfortable design, which made it expensive and unappealing for the average gamer.

  • How is VR being used in therapy and research?

    -VR is being used in therapy and research to help treat conditions like PTSD and acrophobia, as well as to provide a platform for patient surgeons to practice highly technical surgeries before operating.

  • What are the differences between wired and wireless VR headsets?

    -Wired VR headsets are connected to a powerful processor and offer faster, smoother performance but are expensive and limit movement. Wireless VR headsets use mobile phones and offer more freedom of movement but may not provide high-definition content due to smaller screen sizes.

  • What is the main difference between AR and VR?

    -The main difference between AR and VR is that AR enhances the real world with virtual objects, while VR creates an entirely new, simulated environment.

  • What is the significance of the term 'mixed reality' in the context of AR?

    -Mixed reality refers to the blending of real-world and virtual objects to create a new environment, which is sometimes used interchangeably with AR to describe the enhancement of reality with computer-generated images.

  • How has the game 'Pokemon Go' utilized AR technology?

    -Pokemon Go utilized AR technology by overlaying virtual Pokemon characters onto the real world, which players could then interact with as if they were in the same environment.

  • What is the potential future of VR and AR technology according to the script?

    -The script suggests that the future might see VR and AR technologies integrated into the same device, allowing users to switch between fully immersive experiences and augmented reality seamlessly.

  • How does the script suggest AR could evolve with our current use of smartphones?

    -The script suggests that AR could evolve to become an extension of our smartphones, allowing us to interact with the real world while adding virtual elements to our environment.

Outlines

00:00

🌐 The Evolution and Impact of Virtual Reality

The paragraph delves into the rapid advancement of technology, particularly in virtual reality (VR) and augmented reality (AR). It emphasizes the importance for investors to identify the next big thing in tech and highlights VR and AR as significant areas of investment. The market for AR and VR products was expected to grow from $17.8 billion in 2018 to $215 billion by 2022. The script explains the difference between VR, which immerses users in a completely virtual world, and AR, which enhances the real world with virtual elements. It also discusses the history of VR, starting from the Sensorama machine to the modern VR headsets like Oculus Rift, HTC Vive, and PS VR. The paragraph also touches on the use of VR in various fields such as gaming, research, therapy, and business, and compares wired and wireless VR technologies.

05:00

📱 The Rise and Potential of Augmented Reality

This paragraph focuses on augmented reality (AR), which supplements the real world with virtual images. It discusses the concept of mixed reality and how AR can create new environments by blending the real and virtual. The paragraph mentions early AR companies like Magic Leap, which secured significant investments, and the development of AR technology for content usage and high-definition viewing. It also explores AR applications in gaming, such as Pokémon Go, and social media platforms like Snapchat. The script further discusses the potential of AR in various industries, including automotive repair with Volkswagen's AR app, and the use of AR in education and training. The paragraph concludes with a prediction that AR will likely outpace VR in adoption due to its integration with smartphones and its ability to enhance reality rather than replace it, suggesting a future where VR and AR might coexist in the same device.

Mindmap

Keywords

💡Virtual Reality (VR)

Virtual Reality (VR) is a computer technology that simulates an environment, allowing users to immerse themselves in a completely artificial world. In the video, VR is discussed as a technology that has evolved significantly from early concepts like the Sensorama to modern headsets like the Oculus Rift. It's noted for its potential beyond gaming, including uses in therapy and research, exemplified by its application in helping acrophobia patients confront their fear of heights.

💡Augmented Reality (AR)

Augmented Reality (AR) is a technology that overlays digital information or images onto the real world, enhancing the user's perception of their environment. The video explains AR as a technology that doesn't replace the real world but rather adds to it, creating a mixed reality. Examples given include Snapchat filters and the game Pokemon Go, which uses AR to overlay game elements onto the player's real-world surroundings.

💡Head-Mounted Display (HMD)

A Head-Mounted Display (HMD) is a device worn on the head or as part of a helmet that has a small display or projectors close to the eyes. In the context of the video, HMDs are integral to VR technology, providing an immersive experience by tracking head movements and displaying corresponding visuals. The 'Sword of Damocles' is mentioned as an early example of an HMD system.

💡Immersive Experience

An immersive experience is one that deeply involves the user, making them feel like they are part of the virtual environment. The video discusses how VR technology aims to create immersive experiences that are close to real life, blurring the line between the artificial and the real. This is exemplified by the use of VR in training simulations for complex tasks such as surgeries.

💡Sensorama

Sensorama is an early multi-sensory simulation device that could be considered a precursor to modern VR technology. The video mentions Sensorama as an example of one of the earliest attempts at creating an immersive, multi-sensory experience, featuring screens, scents, and wind effects.

💡Ivan Sutherland

Ivan Sutherland is an American computer scientist and internet pioneer, often referred to as the 'father of computer graphics.' The video highlights his contribution to VR with the 'Sword of Damocles,' an early HMD system created in 1968, which laid the groundwork for future VR technology.

💡Market Projections

Market projections are predictions about the future size and growth of a market. The video provides market projections for AR and VR products, stating that the market was expected to grow from $17.8 billion in 2018 to as high as $215 billion by 2022, illustrating the rapid expansion and investment in these technologies.

💡The Ultimate Display

The term 'ultimate display' is used by Ivan Sutherland to describe his vision for a display technology that would create a completely convincing virtual environment. The video references this concept as a goal for VR technology, aiming to create experiences that are indistinguishable from real life.

💡Pokemon Go

Pokemon Go is a mobile game that uses AR to overlay virtual creatures onto the real world, which players can then capture using their smartphones. The video uses Pokemon Go as an example of AR's widespread adoption and its ability to engage millions of users worldwide.

💡Smart Lenses

Smart Lenses are a concept mentioned in the video that refers to contact lenses with built-in displays, allowing for AR experiences without the need for external devices. This concept is part of the discussion on the future of AR technology and its potential to become even more integrated into daily life.

💡Mixed Reality

Mixed Reality (MR) is a term coined by Microsoft to describe the blending of physical and digital realities to produce new environments where virtual objects coexist in the real world. The video discusses MR as a concept that encompasses both AR and VR, suggesting that in the future, there might be devices that can seamlessly switch between these modes.

Highlights

The world is advancing faster than ever before with new technologies emerging constantly.

Investors are heavily investing in virtual and augmented reality technologies.

The market for AR and VR products is expected to grow from $17.8 billion in 2018 to $215 billion by 2022.

Virtual Reality (VR) technology creates simulated environments where users can immerse themselves.

Sensorama is one of the earliest examples of immersive multi-sensory technology.

Ivan Sutherland is regarded as the father of computer graphics and created an early VR head-mounted display in 1968.

VR technology uses head tracking to allow users to look around the simulated environment.

In the 90s, VR technology was hyped but failed to deliver due to limited capabilities.

Today's VR technology can create high-definition 3D content and immersive experiences close to real life.

VR is now being used in research, therapy, and for treating phobias like acrophobia.

VR content is useful for PTSD and cognitive therapy, and even for practicing surgeries.

There are two types of VR technology: wired, which is connected to a processor, and wireless, which uses mobile phones.

Wired VR headsets are faster and smoother but expensive and limit movement.

Wireless VR headsets offer more mobility and are more affordable but have lower definition.

Augmented Reality (AR) enhances the real world by mixing it with virtual objects.

AR technology allows users to interact with virtual content in the real world.

Pokemon Go is an example of AR technology with over 380 million users at its peak.

Snapchat's filters are based on AR technology, overlaying virtual content on the real world.

AR can be used for practical applications like car repairs and real-time assistance.

Microsoft's HoloLens is a famous example of AR technology.

AR is expected to have a higher adoption rate than VR due to its integration with smartphones and tablets.

There may be a future where VR and AR coexist in the same device, allowing seamless switching between the two.

The future may hold high-definition graphics that make AR and VR indistinguishable from reality.

Transcripts

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[Music]

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welcome to the age of new realities

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virtual and augmented the world is

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advancing faster than it has ever before

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it is hard to keep up with the

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day-to-day technological advancement so

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at any given time there is a plethora of

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new technologies to keep your eye on

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especially if you're an investor is the

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investors job to know the next big thing

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and one of the things that the investors

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are heavily investing is in virtual and

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augmented reality we are surely spending

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most of our time looking at screens

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beaten laptop TV or a cell phone they

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have become a big part of our lives and

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VR and AR are the two technologies that

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are changing the way we use screens

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creating new and exciting experiences

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both in a different way the market for

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AR and VR products in 2018 is expected

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to be seventeen point eight billion

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dollars but by 2022 it is expected to go

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as high as two 150 billion dollars now

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that's a lot of dollars to think about

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especially when we had just four years

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away from 2022 now AR and we are both

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are two different things and each has

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its strengths and weaknesses so let's

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start with via emerging yourself into an

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totally different world that is the

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virtual world is the whole concept of

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the VR technology the use of computer

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technology to create simulated

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environment of which we become a part

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and can live that experience the

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sensorama was a machine that is one of

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the earliest known example of immersive

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multi-sensory technology which could be

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considered as some sort of virtual

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reality thing it had screens you could

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have smells you can experience the wind

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blowing through your hair and much more

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now I when Edward Sutherland is an

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American computer scientist and internet

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pioneer widely regarded as the father of

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computer graphics now the soir of

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damocles is widely considered to be the

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fourth virtual reality head-mounted

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display which is the hmd system it was

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created in 1968 by Ivan Sutherland

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with the help of a student Bob sprout

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before he began working towards what he

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termed the ultimate display now virtual

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reality uses head technology who every

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move our head to look around what's

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happening although we are made a lot of

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promises back in the late 80s and 90s it

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did not evolve much apart from gaming

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and arcades Sega introduced the concept

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of VR headset in the market but it was

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actually a Nintendo which released the

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infamous Virtual Boy now when I say

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infamous

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I'll explain why it was such a huge

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disaster the display was only 244 pixel

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wide and there was only a single color

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used that is red moerewa it was

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uncomfortable and expensive for an

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average gamer to buy that headset there

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was a lot of hype in the 90s but the

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technology wasn't right and ready to

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deliver that hype today we have the

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right technology where we can create

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high-definition 3d content and create

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immersive experience that are very close

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to real life although it mostly used for

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gaming it was supposed to give us an

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experience of travel with our traveling

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and experience Intel in new words it is

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now being used in research and therapy

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too which is also used for people having

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acrophobia which is the phobia of height

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how is your anxiety now I still feel

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okay quite high up to be this close to

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the edge with very little barrier ok

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nowadays VR content is useful for PTSD

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and cognitive therapy patient surgeons

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are using VR to practice highly

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technical surgeries before operating and

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businesses are using them to give a

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virtual tour now talking about the types

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of VR tech available right now we have

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wired and wireless now wired are the

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ones which are connected to a good

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processor and usually work a lot faster

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and smoother but the thing about the

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wired we are at cert is that first of

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all they are expensive and secondly the

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movement is limited at the headset is

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connected to a system or a processor

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which is doing the heavy computing now

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when it comes to wireless we use the

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mobile phones and talk them into the VR

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headset although the mobile screens do

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not provide a very high definition and

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the fast processing content as the

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screen size is small it provides you

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with the ability to move as it as well

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as you can carry 8

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anywhere and it does not very much so

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the famous example of the via headset is

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the oculus rift

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we have HTC vive and we also have the PS

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we are in the wireless category we have

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Samsung gear we are and the Google Data

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in view on one hand where we are takes

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you to only the world they are at thanks

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to the existing world the word argument

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has derived from the latin word our grid

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which means to add or increase it does

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not cut out the real world but rather

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it's an enhancement of the real world

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where we mix the real world with virtual

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objects and that creates beauty that's

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why it is sometimes referred to as mixed

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reality now when a person's real

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environment is supplemented or augmented

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with the computer-generated virtual

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images it is known as augmented reality

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magically was one of the first company

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to introduce air to the wall it's

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secured around 15 million dollar

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investment in 2014 and released the most

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famous magically one recently who will

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invested 2.3 billion dollars to this

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company you can think of it as the

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oculus rift of air technology they have

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been making great advancement in content

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usage and the high-definition wide-angle

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view there is also the concept of smart

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lenses it is similar to a lens but helps

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in creating content and that too without

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using any external devices but just your

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eye with AR you can interact with stuff

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right in front of you as if it was an

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object in the room you kind of

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manipulate it and it completely creates

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a new environment around you you might

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have heard about the wisely famous

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Pokemon go I know you have now more than

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three hundred and eighty million users

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were playing it at one single point that

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has one out of every 20 people on the

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earth now if you've used snapchat then

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you are already using air there various

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phase filter are all AR based what

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snapchat does is that it presents a

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layer of reality over the reality in

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which we are already in now AI users can

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interact with the virtual content in the

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real world and can distinguish between

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the two if we look at the usage of the

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er technology apart from gaming if

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implemented right business can use it

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correctly to work customers through the

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repairs

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or efficiently the best suited example

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for this one is the Volkswagen Mota it

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is an app which provides the real-time

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augmented reality implementation of how

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to repair your car other examples

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include the Google Translate then again

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we have the Google glass and we have the

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most famous hololens by Microsoft now it

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was Microsoft who first coined the term

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mixed reality not talking about the

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different types of realities AR and VR

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they had two different things and each

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has its own strengths and weaknesses in

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the long run

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here is gonna be the winner now that's

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what I think because the future is

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molted it was AR because if you look at

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what's happened with our cell phones

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over the last 10 years they have become

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more and more an extension for ourselves

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into the lives and the world we have

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been augmenting reality with our phone

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this whole time it's it's sort of an

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extension to what we are already doing

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with our cell phones it allows you to

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interact with the real world and still

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add virtual things to the environment if

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we look at the different VR gears

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only a few people have it so it's

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widespread adoption rate is much lower

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as compared to the air technology and

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where the only thing you need is a

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smartphone or a tablet now this doesn't

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mean that we are does not have as place

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they can be many wonderful application

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of virtual reality not just in gaming

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but also in therapy there are even

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studies where people with paralyzed

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limbs and people in shock have learned

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to walk again which helped them to

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visualize their feet stepping one in

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front of the other it helps them to

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recreate it in the real life now one

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thing I do want to say here is that in

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the future there might be a scenario

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where we have VR and they are in the

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same device and you can switch between

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the two seamlessly one moment you are

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walking in your office and doing other

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work when suddenly you feel tired and

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want to sister VR I have a smooth and

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relaxing experience I believe that the

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gap between these two are going to end

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very soon and that too in the side of

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air but who knows if we might develop

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some dope technology where we have such

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high definition graphics that it looks

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almost like reality and we are then

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takes on air who knows

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let us know in the comments below what

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you think is the future

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I hope you have enjoyed listening to

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this video please be kind enough to like

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it and you can comment any of your

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doubts and queries and we will reply

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them at the earliest do look out for

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subscribe to any rekha channel to learn

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more happy learning

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Virtual RealityAugmented RealityTech AdvancementInvestment TrendsImmersive TechGaming InnovationTherapeutic UsesMixed RealityMarket GrowthFuture Predictions
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