INFLUENCE OF AR AND VR IN MODERN SOCIETY
The world in which we are living now is not the same as we used to know. In the last few decades, there has been an exponential rise in new technology which has directly affected our way of living. The concept of far and near can now only be seen in books, as like if someone wants to visit any place all he has to do is type the name of the place in his/her mobile and need to find some 360-degree view photos and then apply your VR (Virtual Reality) set and boom who will feel like you are standing in that place.
Earlier to talk or to send message to someone we have to write a letter then we have to post it and after few days maybe sometimes after the month the message/letter is finally received then telephones were introduced where just by dialing the number the call is connected in any part of the world and we can talk freely and now maybe we can say after the introduction of 4G Network we started using video call where we can see as well can talk simultaneously taking the technology to the ultimate level. But that wasn’t even sufficient for us, after the introduction of 5G we are planning to move a little bit too ahead with communication where we will not only be able to talk as well as can see in fact we will feel like we are itself present in the room something we have dreamed of but now within coming years, it will become a reality.
This can be achieved by the introduction of new technology like Augmented Reality (AR) and Virtual Reality (VR). Recent studies have shown that by the end of 2030 the market for augmented reality and virtual reality will be more than 30$ billion. Also, due to covid where physical interactions were limited, virtual communication and interaction will be normal for many years to come.
What Are Augmented, Virtual, and Mixed Reality?
Virtual reality (VR): this replaces reality with a completely new 3D digital environment. By using VR devices, users can be transported into several real-world and imagined environments such as in the middle of any city or anywhere around the globe.
Augmented reality (AR): this overlays digital content on top of the real world or it adds digital elements to a live view often by using the camera on a smartphone for example Pokemon go game.
Mixed reality, (MR): adds superimposed digital content that superficially interacts with the environment in real-time or can say it combines elements of both VR as well as AR.
Starting from 2010, the products using virtual, augmented, and mixed reality have continued to receive high levels of funding and investment. Also during this period, there has been immense hype over this product with some of the experts believed that it will be used in every aspect of day to day life.
How does it work?
As mentioned, VR requires several devices such as a headset, a computer/smartphone, or another machine to create a digital environment, and a motion-tracking device in some cases, and is made from components like optics, displays, sensors, and haptic. Each of these parts must fit together seamlessly to create a completely immersive experience for the user. Within optics, waveguides are an important part of augmented and mixed reality displays, transmitting the image from the display to the user’s eye. Many different requirements must be fulfilled, and although currently there are optical artifacts present in some headsets, it is likely in the future that these will be removed as the technology evolves and improves.
For user interaction there are several options:
· Head tracking: The head tracking system in VR headsets follows the movements of your head to sides and angles. It assigns X, Y, Z axis to directions and movements, and involves tools like an accelerometer, gyroscope, and a circle of LEDs (around the headset to enable the outside camera).
· Eye-tracking: Some headsets contain an infrared controller that tracks the direction of your eyes inside a virtual environment. The main aim of this is to get a more realistic field view.
· Motion tracking: Though up till now it has not been engineered and implemented well enough motion tracking would take VR to a totally new level. Due to this your motion would not be limited in VR and you will be able to look around and move around.
Industries that are using this technology:
These applications are used in many different industries like manufacturing, remote assistance, education, and training. One of the most well-known uses of VR headsets is in gaming applications. Companies such as Oculus, HTC, and Sony, have created a range of products that consumers can use for a total immersive gamine experience. On the other hand, AR and MR products are being used to solve the “Skills Gap” problem. This problem occurs when skilled workers retire, and with them their skilled knowledge they have gained. This knowledge now needs to be transferred to new workers and here the use of AR comes into play, the skilled workers can record workflows and processes which the new employees can follow in a safe hands-free environment. They can also work on real-life problems and can bend themselves according to the condition. Other than this some major areas where VR is used most is:
· Education: to acquire certain skills by training;
· Science: visualization of data and research;
· Medicine: monitoring, training, diagnosing also giving doctors to practice surgery on critical body parts.
· Industrial design and architecture;
· Gaming and entertainment: immersive and interactive experiences.
Impact of covid:
The Impact of covid played a huge role in boosting this technology as now since work from home has become mandatory organization are trying to find new ways to conduct the online session, meetings or interview where Microsoft meet played a huge role though for now, one can see Microsoft meet as just an application for video calling Microsoft teams are currently working to enable VR and AR modes in it. Not only this India Telecomm Giant Jio has launched the Jio Glass with the help of which we can conduct the virtual meeting or can say it’s the best example of MR or VR enabled with motion tracking.