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ANSWERS TO THE 10 MOST COMMON QUESTIONS ABOUT AR/VR

Confused about virtual world and virtual reality (VR) and augmented reality (AR) technologies? If so, you are certainly not alone. To understand AR and VR at its simplest, imagine them as a bridge between the digital and physical worlds, allowing you to perceive information and content visually – the same way you would. access the world. There are many questions surrounding them, and in this article, Tech Town will help you answer 10 of the most common questions about AR and VR.

What is Augmented Reality (AR) and Virtual Reality (VR)?

Augmented reality (AR) allows users to experience the real world digitally or enhanced in some way. For example, when you look at a car engine, the AR glasses you wear explain all the parts, their functions, and how to command and replace specific parts.

 

Virtual reality (VR) erases users’ real-world experiences, replacing them with fully simulated experiences. Users experience the world as if they were in another place (e.g. museum, on a roller coaster, on the beach, on the Moon, in outer space, etc.).

 

When AR and VR are combined, the result is a mixed reality (MR).

Difference between AR and VR?

We will easily recognize the difference of these two technologies by looking at their uses. VR apps are for simulating or completely immersing yourself in a different experience. Examples include remote collaboration with 3D elements, “How would you do this” perspective training or virtual tours. In fact, the Van Gogh Museum in Amsterdam already offers a VR-based virtual tour experience.

 

On the other hand, AR apps are great for technical training. Companies are facing knowledge gaps and loss of expertise as workers retire, they are capturing digital knowledge and sharing it with less experienced workers through through AR tools. Honeywell is an example.

What is Extended Reality (XR)?

XR is an emerging term for all immersive technologies, including the ones we already have: augmented reality (AR), virtual reality (VR) and mixed reality (MR). – as well as things that have yet to be created. All of the augmented reality technologies we experience are either by combining the virtual and real worlds or by creating a fully immersive experience.

 

Mixed reality (MR) is a combination of augmented real space with digital information and virtual reality. This requires special equipment (e.g. Microsoft’s HoloLens, about $3,000) and a lot of programmed code.

 

In some cases, users enter a space where the walls are painted a green coating that allows images to be projected onto them, leaving the user immersed in the image and feeling that they are elsewhere. When combined with AR and VR technology, this blue space can turn into a hospital, flight deck or factory.

Anyone interested in AR, VR and XR?

As more workers leave their jobs to have children, retirement and fertility rates are falling in developed countries, leading to shortages in skills as well as labor supply. AR enables skill transfer from experienced workers to newcomers, with real-time instructions and real-time communication. A novice worker can handle a complex machine and receive instruction from an experienced professional on how to use the equipment efficiently, reduce errors, and cut costs.

 

With the arrival of 5G, superfast broadband in many urban areas, AR/VR deployment has become easier. 5G enables the Internet of Things (IoT) and AR/VR to be available on such fast networks.

 

Other advantages are:

  •     Video conferencing shares activities and skills.
  •     Support field service, providing technical information and skills to someone in a remote location.
  •     Effective on-the-job training.
  •     Advanced healthcare applications.

 

The AR/VR market is growing very rapidly. According to MarketsandMarkets, the AR market is expected to grow from $15.3 billion in 2020 to $77 billion in 2025, a compound annual growth rate (CAGR) of 38.1% from 2020 to 2025. VR market is expected to grow from 6.1 billion USD in 2020 and reach 20.9 billion USD in 2025, CAGR is 27.9% from 2020 to 2025. Figure shows, People are increasingly interested in AR/VR.

Does AR/VR need to develop content?

The main challenge here is to develop relevant and meaningful content for AV/VR. For AR, the following are required:

  •     Capture and process images
  •     Create a script/document to overlay an image
  •     Clean and ensure the accuracy of the material layer on the image
  •     Check and refine materials and images
  •     Deploy AR through an app that is compatible with the device being used.

 

Depending on the complexity of the scenes created, it will take anywhere from 1,000 to 3,000 programming hours to design, develop, and deploy an AR app (estimated cost is $150,000 to $450,000). Smaller applications involving simple and layered models can be done faster – it will take about 180-250 hours (estimated cost between $27,000 and $37,500).

 

For VR applications (simulation or tour) that depend on complexity, there are several things to do:

  •     Development of diagrams and scenarios
  •     Design experience guide
  •     Creating and layering images and sounds
  •     Edit and test

 

Creating VR can be done with some simple tools like Adobe Captivate, Amazon Sumerian, Aframe.io, they are becoming easier to use. Some simple VR simulations can be created in 150-200 hours.

Examples of AR and VR?

VR has been implemented in education before. Many teachers have used Google Expeditions to “take” students on field trips, explore the lives of scientists or take a close look at space. Here are some other examples:

  •     The Wisconsin Police Department is currently using VR to train officers to hone their skills in crisis situations.
  •     Produced for the BBC by Immersive VR Education, 1943 Berlin Blitz at 360° uses authentic footage from the Nazi nighttime raid to help students understand what it feels like to live through an important historical event. how important.
  •     The SkyView app allows students to explore the universe using an AR overlay of the night sky. With SkyView, anyone can point their mobile device to the sky to identify stars, constellations, planets and even satellites.
  •     A teacher can now use AR to create a tornado, then bring it into the classroom so students can experience these destructive storms up close. Students can also take a virtual reality tour of a beehive to see its inner workings and discover how bees work together to support the community.
  •     Apprentice engineers can be guided to repair motors with AR glasses or get help completing welds through a combination of AR and real-time connection with an instructor in a remote location.

What are the limitations of AR/VR?

The big challenge facing AR makers is providing a wide field of view (FOV). Field of view is defined as the extent of the observable world at any given time. Ideally, with the human eye having a visual field of ~200° horizontally and 135° vertically, current AR and VR can provide up to 90° FOV. For AR devices to create immersive experiences, they must capture as much FOV as possible.

 

Another big challenge for AR/VR device and app makers is providing low-latency displays. Errors caused by lag (the speed of the image to the eye and the speed of a new image to replace the old one) often result in visual lag. During gameplay, high input lag makes the game feel sluggish and unresponsive. Lower input lag allows gamers to enjoy a seamless control experience, as on-screen movements respond instantly to commands. This is one of the biggest technical challenges facing AR manufacturers, especially since these devices are largely being adopted by healthcare, aerospace, and international applications. room, where any late response will lead to catastrophic results.

What equipment is needed to use AR/VR?

For AR, there are a variety of smart glasses equipped with audio components that allow users to view and experience the real world with image, audio, and text overlays. These glasses range from $500 to $3000 a set, available from brands like Epson, Google, Toshiba and Vuzix.

 

For VR, there are dedicated headsets that can be inserted into a Smartphone, connected to a computer or console. These include the Oculus Rift gaming headset ($716) and the VR headset for smartphones (ranging from $50-$200).

 

AR devices help us connect to the real world; VR devices seek to separate us from the real world.

Are there AR/VR training materials?

A variety of commercial developers are collaborating with training institutions and post-secondary institutions to develop and implement AR/VR technologies for teaching and learning. ClassVR from Avantis Systems has worked on significant projects around the world and has amassed an active following. InstaVR has also been operating worldwide in a similar fashion, focusing largely on training. They partnered with Emporia State University to support the implementation of AR/VR across a number of faculties/faculties.

 

In Canada, Brock University has partnered with Etobicoke AR/VR firm UP360 to assist them in using AR for marketing projects.

 

Mohawk College has partnered with EON Reality Inc to create the XR Development Centre, which develops XR solutions for industry and education.

 

Many organizations are evolving their AR/VR implementations through the use of appropriate software and in-house support.

AR/VR app development company?

If your business is looking for a reputable AR VR application development company, a team of highly qualified engineers with reasonable costs, Tech Town is confident to become the right choice for your business.

 

Tech Town is a technology company from Vietnam, with representative offices in the United States, Japan, Canada, the Netherlands,… We provide AR & VR application development services for businesses, optimize content delivery with immersive technologies, enhance the performance of decentralized systems, enhance customer experience, and delight next-generation users. In more than 4 years of operation, Tech Town has become a reputable technology partner trusted by startups and enterprises from many countries around the world such as the US, Canada, the Netherlands, Japan, the UK and other countries. other developers.

 

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