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Virtual Augmented Reality For Dummies


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Virtual reality (VR) and augmented reality (AR) have some similar core technologies but differ in a number of ways. These differences have likely contributed to their current state of technological maturity.


Options for consuming content are readily available for virtual reality (VR). VR devices cover a spectrum from high-end options to low-end options to everything in between, with more devices being released every day.


The future of virtual reality (VR) and augmented reality (AR) looks to be an interesting one. Although both VR and AR have been utilized in small doses in various industries in the past, both have experienced a resurgence in interest both publicly and within commercial industries in the past few years. VR rose to public prominence with the Kickstarter release of the Oculus Development Kit 1 in 2013, and AR saw a large boost with the announced releases of ARKit and ARCore in late 2017.


Paul Mealy has worked with virtual reality since the release of the Oculus Rift DK1 in 2013. He has architected, designed and developed applications for Oculus Rift, HTC Vive, Samsung Gear VR, Windows Mixed Reality, Google Daydream, and Google Cardboard. He has worked with numerous augmented reality hardware and technologies including the Microsoft HoloLens, ARKit for iOS, ARCore for Android and cross-platform solutions such as Vuforia.


Paul Mealy has worked with virtual reality since the release of the Oculus Rift DK1 in 2013. He has architected, designed and developed applications for Oculus Rift, HTC Vive, Samsung Gear VR, Windows Mixed Reality, Google Daydream, and Google Cardboard. He has worked with numerous augmented reality hardware and technologies including the Microsoft HoloLens, ARKit for iOS, ARCore for Android and cross-platform solutions such as Vuforia. Permissions Request permission to reuse content from this site


Let's start with a definition. Per Mashable: "Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a game. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Artificial information about the environment and its objects can be overlaid on the real world."


We spend a lot of time looking at screens these days. Computers, smartphones, and televisions have all become a big part of our lives; they're how we get a lot of our news, use social media, watch movies, and much more. Virtual reality (VR) and augmented reality (AR) are two technologies that are changing the way we use screens, creating new and exciting interactive experiences.


Virtual reality uses a headset to place you in a computer-generated world that you can explore. Augmented reality, on the other hand, is a bit different. Instead of transporting you to a virtual world, it takes digital images and layers them on the real world around you through the use of either a clear visor or smartphone.


Virtual reality immerses you in a virtual world through the use of a headset with some type of screen displaying a virtual environment. These headsets also use a technology called head tracking, which allows you to look around the environment by physically moving your head. The display will follow whichever direction you move, giving you a 360-degree view of the virtual environment.


Augmented reality (AR) adds digital elements to a live view often by using the camera on a smartphone. Examples of augmented reality experiences include Snapchat lenses and the game Pokemon Go.


Neurosurgery has undergone a technological revolution over the past several decades, from trephination to image-guided navigation. Advancements in virtu




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