Current Trends, Challenges, and Future Prospects for Augmented Reality and Virtual Reality

Current Trends, Challenges, and Future Prospects for Augmented Reality and Virtual Reality

Sathiya Narayanan, Nikshith Narayan Ramesh, Amit Kumar Tyagi, L. Jani Anbarasi, Benson Edwin Raj
DOI: 10.4018/978-1-7998-4703-8.ch015
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Abstract

In the recent years, innovations such as Augmented Reality (AR), Virtual Reality (VR), and internet of things have enhanced user experience dramatically. In general, AR is completely different from VR and provides real-time solutions to users by projecting layers of information on real-world environments. Advancements in computer-generated sensory have made the concept of believable virtual environments a reality. With the availability of such technologies, one can investigate “how these technologies can be applied beyond gaming or other useful applications” and “how further improvements can be made to allow for full digital immersion.” This chapter provides a detailed description about AR and VR, followed by interesting real-world examples of AR applications. In addition, this chapter discusses the issues and challenges faced with AR/VR with a motivation of exploring the options for improvement.
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2. History Of Using Ar And Vr

In the middle of the 20th century, VR products were modelled in the form of glasses, masks (Robotics Business Review, n.d.). The reality was built using 3D imaging, widescreen vision and stereo sound. In 1970s and 1980s, the focus was on developing gloves. The first wired glove was built in 1977 and then it was improved in 1980s. The gloves used optic flex sensors for sensing and magnetic and ultrasonic waves for hand position tracking. The first functional AR system, the virtual fixtures, was built by the US Air Force in 1992 (Rosenberg, 1992)-(Rosenberg, 1993). In 1990s, the commercial AR systems were built for gaming businesses only. Later the AR/VR experience was extended to others fields: education, entertainment, communication and healthcare. In the beginning of 21st century, advanced AR/VR systems were built utilizing computer vision techniques. In smart phones, AR/VR was used for object recognition tasks. Interactive AR systems were shown to provide realistic experience for the users through digitally manipulated information. Table 1 shows the details of AR/VR systems along with the timeline.

Table 1.
Details of AR/VR systems
S. NoAR/VR/MR systemFeaturesYear/Timeline
1Telesphere Mask The first ever Head-Mounted Display (HMD) VR developed by Morton Heilg1960
2Sayre GloveThe first wired glove with AR/VR technology invented by scientists at the University of Illinois - Electronic Visualization laboratory1977
3Power Glove and DatagloveRenovated glove-modelled sensor that used optical sensor for hand position tracking.
Developed by Thomas G. Zimmerman and Jaron Lanier
1982
4.Virtual Fixtures First functional AR system developed by U.S. Air Force to provide mixed reality experience1992
5.Arcade machines and video gamesVideo game consoles and full body suit simulations created jointly by NASA and Nintendo1990s
6.Smart Phones with AR camerasUsed for object recognition applications21st Century
7.HoloLens headset (Dupzyk, 2016)Mixed reality headset introduced by Microsoft2013
8.VR headsetIntroduced by Oculus2013
9.Google CardboardAn eyewear virtual reality simulation available for $152014
9.Apple’s AR KitPaved way for several iPhone and iPad Apps2016
10.Sony Playstation VR add-onVirtual reality headset for gamers (Samsung and HTC also have this option)2016

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