Extened Reality
Extened Reality
Extened 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.
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
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.
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