Extened Reality

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Extended Reality

ARJUN THUMMAR

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What is Extended Reality?

• Extended reality (XR) is an umbrella term used to refer to a combination of virtual reality
(VR), augmented reality (AR), and mixed reality (MR). All these buzz terms refer to a
combination of different types of technologies. This also means that each of these offers a
different level of immersion and interactivity.
• The ‘X’ in ‘XR’ could be considered a variable that may be replaced by either ‘V’, ‘A’, or
‘M’. Therefore, XR could be defined as the combination of any of these immersive
technologies.
• XR, thus, describes the entire spectrum of reality and everything in between. It reduces
the difference between the digital and the real world. XR diminishes the virtuality/reality
divide.
History of Extended Reality

The 1800s
In 1838, scientist Sir Charles Wheatstone outlined the concept of “stereopsis” or
“binocular vision” – where the brain combines two images (one from each eye) to make
a single 3D image. This led to the development of the first stereoscopes, devices that took
a pair of images and turned them into a 3D image with the illusion of depth.
Stereoscopic displays are used in today’s VR systems to bring a sense of depth to digital
images – thereby enhancing the feeling of immersion.
The 1950s to the 1970s
 In 1956, cinematographer Morton Heilig created Sensorama, the first VR
 machine. This movie booth combined 3D, color video (using the stereoscopic) with audio, smells, and a vibrating chair to
immerse the viewer in the movie.
 Heilig would go on to patent the first head-mounted display – combining stereoscopic 3D Images with stereo sound – in 1960.
 Building on Heilig’s idea, engineers from Philco created the Headsight headset in 1961. Designed for military use, this was
the first VR headset with motion tracking technology.
 Also in the 1960s, computer scientist Ivan Sutherland presented a paper outlining his concept of the “Ultimate Display,” a
virtual world so realistic that the user wouldn’t be able to differentiate it from reality.

From the 1980s to 2000


 In the 1980s, new technology emerged to enhance the VR experience. The first company to sell VR goggles and
gloves, VPL Research Inc, was founded in 1985 – and it was one of VPL’s founders, Jaron Lanier, who coined the term
“virtual reality” in 1987. (The term “augmented reality” was coined in 1990 by Boeing researcher Tom Caudell.) Then
along came VR arcade machines in the early 1990s, like the SEGA VR-1 motion simulator. And by the mid-90s,
affordable VR headsets were becoming available for home use.
from 2010 to 2020
 In 2010, 18-year-old Palmer Luckey created the prototype for the Oculus Rift VR headset. With its 90-degree field of
vision and use of computer processing power, the revolutionary headset reignited interest in VR. A Kickstarter campaign
for the headset later raised $2.4 million, and Luckey’s company Oculus VR was acquired by Facebook in 2014 for around
$2 billion.
 Also in 2014 – a busy year for XR – Sony, and Samsung announced they were creating their own VR headsets.
Meanwhile, Google released its first Cardboard device, a low-cost cardboard VR viewer for smartphones, and unveiled
its Google Glass AR glasses, which overlay digital information onto the real world and allow users to access apps like
Gmail. Consumer response to Google’s AR glasses was lukewarm – users were dubbed “glassholes” – but Google would
go on to have more success with enterprise editions of Google Glass.
 Then, in 2016 Microsoft released its HoloLens headset, which took the idea of AR to a new level by creating a more
interactive experience (hence, the phrase “mixed reality”). This was also the year in which the Pokémon GO game bought
AR into the mainstream. By the end of 2016, hundreds of companies were developing VR and AR experiences.
 In 2017 we saw an early application of AR in mainstream retail, with the release of the IKEA Place app, which lets users
see how furniture would look in their home before they buy.
 What is augmented reality?
Augmented reality (AR) is a computer-based technology that superimposes digital
images into the real world. It works on the computer vision of real-world surfaces and
objects detected using object recognition, face recognition, movement tracking, and
more.

It then overlaps the system-generated data like graphics, sounds, images, and texts on
the visuals detected before. In doing so, AR enhances the interaction between the real
and digital world. A great example of AR is Pokémon Go that overlays digital
creatures into the real world.
 What is virtual reality?
Virtual reality (VR) is a technology that uses headset-like devices and software to
replace the real-world view with a digitally-created view.  The full-coverage headsets
completely block out the user’s surroundings while the LCD or OLED panels inside
the headset display a computer-generated virtual environment.

VR enables people to have fully immersive virtual experiences. This along with
realistic sounds, 360-degree visuals, and motion-capture equipment can allow for
interactive encounters in simulated environments.
 What is mixed reality?
Mixed reality (MR), also known as hybrid reality, is a combination
of AR and VR. It blends real-world and digital elements. Although
MR is a technology used for mixing the physical and virtual world,
the highlight of MR is the realistic interaction between users and
digital objects. A great example of MR is Microsoft HoloLens, a
headset that allows users to place digital objects and interact with
them.
Small Understanding
Examples
AR

VR
MR
Hardware

Jio Glass Microsoft Hololens

Oculus Quest 2 Samsung Gear VR


SoftWare
Top Editor
Companies
 XR is used in various industries for training purpose.
 Aviation use XR for flight simulation.
 Hospitality industries use for teaching complex study of human body.
 Gaming industries use for play real world game give user more reliable Experience.
 It helps in students study.
 XR reduce cost by providing virtual environment of training.
 XR helps deliver unusual experiences. Visualizing a radically different reality enables companies to
provide their users with the possibility to visit places of interest without having to leave their
homes.
 XR provides users with a more realistic view of the subject matter and allows efficient information
uptake.
 XR has a particular application in employee training. Those working in high-risk conditions like
military, healthcare, or space can train safely from their conventional classrooms.
 XR allows seamless data access and removes barriers to smoothly access remote data.
Industry-specific use cases
1. The retail sector can massively benefit from XR since it can enable customers to
experience a product before its actual acquisition. This creates an opportunity for
potential clients to try products remotely and reduce eCommerce returns.
2. XR can benefit education and training to support employee training initiatives. Take
the example of NASA or Boeing who use XR to train their workers on repair and
maintenance.
3. Marketing is another industry that can benefit from XR. Companies can entice
customers with immersive marketing techniques like trying products and services in a
virtual environment.
4. XR can also benefit the real estate industry. It can allow agents to send home or
property buyers on virtual tours, giving them the luxury of exploring real estate
properties without having to physically visit a location.
5. The most obvious use case of XR is in the entertainment industry. XR technology can
help discover more ways to engage the audience through interactive media.
Artificiality
No matter how realistic XR training may be, it doesn’t have the same consequences as training and working in the real
world, where factors like psychological state may come into play.

Lack of Flexibility
Training with XR lacks the flexibility of traditional training, where employees can give suggestions and ask questions.
With XR, it’s impossible to adapt training in the moment, and learning is restricted by the software.

High Costs
Developing, updating and supporting software and headsets for VR, AR and MR, is still expensive, as is the creation and
deployment of training content in a 3D environment.

Health Risks
Immersive technologies pose certain health risks for users. Wearing headsets for long periods of time may cause stress and
anxiety, nausea, and eye strain. When learners use them alone, XR devices may even cause injuries by, for example,
stumbling over real-world objects.

Privacy and Data Security


Capturing information about employees and recording their performance during VR training raises ethical questions. There
is a fine line between gathering relevant data and total surveillance. In addition, VR providers typically can’t ensure
complete personal data security.
Conclusion

The extended reality tech is consistently having breakthroughs and


finding new ways to enhance users’ experiences. With applications in
numerous industries, XR can help augment and increase productivity.
When it comes to SaaS, there are already many businesses that offer
AR, VR, and MR-based services.
Special Thanks

www.SaaSworthy.com
bernardmarr.com

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