En este post incluyo todas las partes de nuestro proyecto final, cuyo tema es Realidad Virtual y Aumentada.
- Mi blog post de Realidad Virtual y Aumentada
- El blog post de mi compañero, Kevin
- El artículo
- El informe de entrevistas
- La presentación:
Odds are you’ve heard of augmented and virtual reality. Maybe you know what virtual reality is because of gaming consoles, but you’re not sure what augmented reality is. In this post, we will be explaining both terms so that you can understand what each term means and the difference between them.
Augmented reality is a version of the real physical, real-world reality, whose elements are enhanced (or augmented) by computer-generated or real-world extracted sensory input. This can be audio, video, graphics or haptics.
Virtual reality, on the other hand, is a computer-generated scenario that simulates a realistic experience.
In summary, the main difference between them is that virtual reality creates a new environment that resembles reality, whereas augmented reality adds digital elements to a real environment.
A brief history of augmented reality:
A brief history of virtual reality:
Augmented reality: Augmented reality technology can work in any of three ways: SLAM (Simultaneous Localization and Mapping), recognition based augmented reality or location based augmented reality. New Gen Apps says the following about these technologies:
“SLAM simultaneously localizes sensors with respect to their surroundings, while at the same time mapping the structure of the environment.
SLAM is an approach to solve complex AR simulation problems and is not any specific algorithm or software. The SLAM system is, in fact, a set of algorithms aimed at solving simultaneous localization and mapping problem. This can be done in multiple ways and now every augmented reality development kithas its upon to providing SLAM functionality.”
About recognition based augmented reality:
“Recognition (or marker) based augmented reality uses a camera to identify visual markers or objects, such as a QR/2D code or natural feature tracking (NFT) markers, to showcase an overlay only when the marker is sensed by the device. Marker-based AR technology depends upon device camera to distinguish a marker from other real-world objects.”
About location based augmented reality:
“Location-based AR relies on a GPS, digital compass, velocity meter, or accelerometer to provide data about the location and the augmented reality visualizations are activated based on these inputs. It is also known as markerless augmented reality. The location detection features in smartphones make it easy to leverage this type of augmented reality technology. Some common uses of location-based AR include mapping directions, finding nearby services, and other location-centric mobile apps.”
Virtual reality: An article by Tomasz Mazuryk and Michael Gervautz says:
“The user is equipped with a head mounted display, tracker and optionally a manipulation device. As the human performs actions like walking, head rotating, data describing his/her behavior is fed to the computer from the input devices. The computer processes the information in real-time and generates appropriate feedback that is passed back to the user by means of output displays.
In general: input devices are responsible for interaction, output devices for the feeling of immersion and software for a proper control and synchronization of the whole environment.”
An illustration of the technology is available on page 14 of the article.
According to the paper, sense of embodiment comes from the sense of agency, the sense of body ownership and self-location. The authors claim that sense of embodiment is more malleable than people assume. The paper’s purpose is to use virtual reality to experiment with people’s sense of embodiment.
Galvan Debarba H, Bovet S, Salomon R, Blanke O, Herbelin B, Boulic R (2017) Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality. PLoS ONE 12(12): e0190109. https://doi.org/10.1371/journal.pone.0190109
This paper is not so different to the one above, in that it deals with the ways virtual reality may limit the perception of a person’s target, thus affecting movement planning and execution. The authors conclude that head-mounted displays provide more perception and depth than 2D screen setups.
Gerig N, Mayo J, Baur K, Wittmann F, Riener R, Wolf P (2018) Missing depth cues in virtual reality limit performance and quality of three dimensional reaching movements. PLoS ONE 13(1): e0189275. https://doi.org/10.1371/journal.pone.0189275
This study tested learners’ ability to learn about historical differences between past and present historical locations through two mobile AR apps in a laboratory and outdoors.
Harley, J., Poitras, E., Jarrell, A., Duffy, M., & Lajoie, S. (2016). Comparing virtual and location-based augmented reality mobile learning: emotions and learning outcomes. Educational Technology Research & Development, 64(3), 359-388.
This paper discusses the legal questions about augmented reality games such as Pokémon GO, and how they fit with modern property laws.
McClure, W. T. (2017). When the Virtual and Real Worlds Collide: Beginning to Address the Clash Between Real Property Rights and Augmented Reality Location-Based Technologies Through a Federal Do-Not-Locate Registry. Iowa Law Review, 103(1), 331-366.
This paper talks about sensory cues required to perform different tasks in virtual reality environments. They explain that tactile and auditory cues are particularly helpful, especially when someone has to reach out and grab a virtual object.
Cooper, N., Milella, F., Pinto, C., Cant, I., White, M., & Meyer, G. (2018). The effects of substitute multisensory feedback on task performance and the sense of presence in a virtual reality environment. Plos ONE, 13(2), 1-25. doi:10.1371/journal.pone.0191846
In the video above, Meron Gribetz, founder and CEO of Meta, gives a TED Talk explains the potential for augmented reality in the future while emphasizing on humans being the operating system or augmented reality.
Here are a few Twitter accounts of VR and/or AR experts: