CHAPTER 2
VIRTUAL AND AGMENTED REALITY
2.1 Virtual reality
The paper [2] refers that The term “virtual relity” was first devised by research scholars
Paul Milgram and Fumio Kishino in 1994 to affirmatively portray the concept of alternate
realities in that era (Skarbez et al., 2021). The modern interpretation of the virtuality continuum
is, however, a spectrum of technological possibilities that exist between the actual physical world
and an entirely digital world. It embraces all the technological advancements that recast reality
by dissolving the boundaries between the living world and the digital elemental world through
computerized graphical interventions. The contemporary adaptive version of the virtuality
continuum is shown in FIG 2.1.
The continuum can be split open into multiple subsets. The real environment only accounts
for actual physical elements and the environment we live in. With the slight tint of digital
elements imposed upon the physical environment, we get the extended version of the physical
world known as AR. Augmented virtuality (AV) on the other hand is the juxtaposed class of AR
where the physical elements are included in the absolute virtual environment. VR being regarded
as the new normal follows rather dominant digital criteria for each of its elements, thus pushing
the concept of reality to its absolute maximum. Mixed reality (MR) being a collective term
encompasses all the environments where both the physical and virtual elements coexist. It often
generates materially physical experiences, which remain formally categorized as alternate
realities with little too highly integrated digital elements. The extreme nodes of the continuum
are excluded from the MR terminology.
The exact differentiation between the elements of the continuum is accurately not possible
as proportional boundaries seem to misfit this theoretical framework. Extended reality (XR) is
another related term, which embraces AR, AV, and VR techniques. This term was coined to
adequately deal with the relationship between esthetic and lifeworld levels of reality. When
additional sensory impulses like the taste, smell, touch, etc., are introduced into the VR, it gives
rise to hyper reality (HR). Therefore, an alternate reality is not only perceived as a concrete term
Virtual and augmented reality virtual and augmented reality
linked to verbal, textural, or basic media; it is also a process that can transcend text and pictorial
boundaries to exceed the level of human imagination and act as an impactful tool in shaping the
world around us.
FIG 2.1: Modified virtuality continuum
2.2 Agmented reality
The paper [4] refers thatThe term “augmented reality” was primarily coined by researcher
Tom Caudell at Boeing in the early 1990s as a form of improved data visualization aid for shop
floor workers, thus following a modified approach toward the traditional concept of text and
images . Hence, AR plays an esthetic and decisive role and contributes to shaping works of art
and texts by demonstrating a multifaceted interplay between the real and virtual world as well as
real-time interaction, which is registered in three dimensions enabling the coupling of text and
images.
Dept.of CSE,CBIT-kolar 2024-205
Virtual and augmented reality virtual and augmented reality
The major building blocks of any AR-based system involve tracking and registration
systems, display technology, and real-time rendering . When presenting a reasonable augmented
element in the real world, pin-point tracking and registration permit a sense of directness and
simultaneity of elements by precisely matching the perspectives of both environments. Superior
augmentation also needs an appropriate display medium and refined rendering to attain a precise
layer of graphical elements in the real environment in an instantaneously realistic manner.
The differentiation between the actual, augmented, and virtual realities can be best
observed in the FIG 2.2. Also, known by the names “synthetic reality” and “cyberspace,” VR is
concerned with interactive multidimensional simulations reproducing various environments and
real situations . The nexus of any VR-based application includes simulation for representation,
interaction for control, and perception for artificial sensing . Despite being developed in the late
1950s, the key components of any VR system still include vision devices for visualization,
software for managing the immense virtual data, and interaction devices to facilitate the
consistent involvement of the body and its motions in the virtual sphere to strongly emphasize
the user experience.
FIG 2.2: Different perspectives of reality
Dept.of CSE,CBIT-kolar 2024-205
Virtual and augmented reality virtual and augmented reality
2.3 Evalution of virtual and augmented reality
1960s: The Beginning
Head-Mounted Display (HMD): The first HMD was invented by Ivan Sutherland in
1965.
Virtual Environment: Sutherland's HMD displayed a virtual environment, marking the
beginning of VR.
1970s-1980s: Early Developments*
First VR Headset: The first VR headset, the Forte VFX1, was released in 1995.
Virtual Reality Labs: VR labs were established in universities and research institutions to
explore VR's potential.
1990s: Commercialization
Sega VR: Sega released the Sega VR headset in 1993, but it was discontinued due to high
costs and technical issues.
Nintendo Virtual Boy: Nintendo released the Virtual Boy console in 1995, but it failed
due to poor graphics and lack of games.
2000s-2010s: Advancements and Resurgence
Advancements in Technology: Advances in computer hardware, software, and display
technology improved VR's quality and affordability.
Oculus Rift: The Oculus Rift Kickstarter campaign launched in 2012, marking a
resurgence in VR interest.
Acquisition by Facebook: Facebook acquired Oculus VR in 2014, further boosting VR's
popularity.
2010s-Present: Mainstream Adoption
HTC Vive: The HTC Vive was released in 2016, offering room-scale VR experiences.
PlayStation VR: Sony released the PlayStation VR headset in 2016, targeting console
gamers.
Dept.of CSE,CBIT-kolar 2024-205
Virtual and augmented reality virtual and augmented reality
Standalone Headsets: Standalone headsets, like the Oculus Quest, were released,
eliminating the need for PCs or consoles.
VR Applications: VR applications expanded beyond gaming, including education,
healthcare, and entertainment.
2.4 Benefits
Increased Engagement: VR experiences can increase user engagement and participation.
Improved Learning: VR can improve learning outcomes and retention rates.
Enhanced Training: VR can enhance training effectiveness and reduce costs.
Therapeutic Benefits: VR can provide therapeutic benefits, such as reduced anxiety and
pain.
Increased Productivity: VR can increase productivity and efficiency in various industries.
Dept.of CSE,CBIT-kolar 2024-205