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Professional Diploma in
Introduction to Technology

Immersive Technologies:
Augmented Reality
and Virtual Reality
Lesson 3: Summary Notes

PROFESSIONAL DIPLOMA IN INTRODUCTION TO TECHNOLOGY


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Contents
3 Lesson outcomes

Immersive technologies

5 Distinguishing between AR and VR

6 Immersive technologies in practice

7 References

PROFESSIONAL DIPLOMA IN INTRODUCTION TO TECHNOLOGY


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Lesson outcomes
You will learn about immersive technologies in this lesson, an overview
of immersive technologies, immersion and suspension of disbelief,
trends in immersive technologies and hardware and software. You will
also learn how to distinguish between augmented reality (AR) and virtual
reality (VR), what each of these are, the various misconceptions around
them and how to choose between these two solutions. We will also look
at examples of immersive technologies in practice within business and
education.

Immersive technologies
Overview of Immersive Technologies

Immersive technologies refer to any technology


that extends reality or recreates a new reality
by leveraging our 360 space. Users are able
to look in any direction and see 3D content.
Some types of immersive technologies extend
reality by overlaying digital images on a user’s
environment. Others create a new reality by
completely displacing a user’s real view of
the rest of the world and immersing them in a
Immersion and suspension of disbelief
digital environment. Popular types of immersive
Immersion is the suspension of disbelief possibly being
technologies include (Covarrubias):
given by any media. It enables the user to feel present
in a world other than where they actually are – often a
• VR = Virtual Reality
virtual world. There are two types of immersive systems
• AR = Augmented Reality
(Boas, 2013):
• MR = Mixed Reality

• Non-immersive
• Fully immersive

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Trends in immersive technologies

• By 2025 AR, MR, and MR will be as ubiquitous as mobile devices. (BidOn Studio)
• The U.S. dominated the global industry by accounting for about 50% of the overall share in 2014. (Market
Watch, 2020)
• The global VR market is expected to grow from USD 5.34 Billion in 2017 to USD 56.25 Billion by 2025. (Globe
Newswire, 2020)
• Headsets get smaller, more mobile and more powerful
• 5G opens new possibilities for VR and AR. (Marr, 2020)

Obstacles in mass adoption Hardware and software – AR

• User experience • Microsoft Hololens


• Lack of content • Magic Leap
• Consumers and business reluctant to adopt tech • Mobile AR
• Cost to consumers
Hardware and software
Hardware and software - VR
There is a variety of software for developers to use
• Oculus Rift when developing content for popular VR and AR
• HTC Vive platforms
• Samsung Gear VR
• Unity
• Unreal Engine
• 3ds Max

NOTES

PROFESSIONAL DIPLOMA IN INTRODUCTION TO TECHNOLOGY


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Distinguishing between AR and VR

What is virtual reality?

With VR, a user is completely shut out from the rest of the world while being surrounded by content through a head
mounted display. (HMD)

What is augmented reality?

AR is a different type of immersive technology where digital images are presented on top of the real world. This
means that users who leverage AR aren’t completely shut off from the world. (Covarrubias)

Misconceptions of AR and VR

• The technology is meant for gamers only


• VR can cause motion sickness
• The technology is a recent development
• VR and AR can cause social isolation

Choosing between AR and VR solutions

• Choosing between the two will be determined by end user needs.


• VR is excellent when you want to recreate a digital space that replaces the user’s immediate environment.
• AR is best if you want to superimpose digital information onto the user’s immediate environment.

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Immersive technologies in practice


VR in entertainment

The real-life simulations and immersive user experiences have led to the widespread adoption of virtual reality in
the gaming and entertainment industry. (Kaushik)
• Movies
• Gaming
• Sports

AR and VR in business

With AR and VR, businesses can create valuable experiences for both internal and external stakeholders in
a risk free and cost effective way.
• E-Commerce
• Data visualisation
• Engineering

VR in education

Virtual reality can be used to enhance student learning and engagement. VR education can transform the
way educational content is delivered.

VR in education – benefits

• Increased engagement and concentration


• Improved knowledge acquisition of abstract concepts
• High fidelity simulations create real-world scenarios
• Ability to recreate hazardous environments to train in
(Dede, 2009)

NOTES

PROFESSIONAL DIPLOMA IN INTRODUCTION TO TECHNOLOGY


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References
• BidOn Studio (no date) Predictions and trends of immersive technologies in 2019-2025. Available at: https://www.
bidon-gs.com/predictions-trends-of-immersive-technologies-in-2019-2025
• Boas, Y. (2013) ‘Overview of Virtual Reality Technologies’, Mms.Ecs.Soton.Ac.Uk. Available at: http://mms.ecs.soton.
ac.uk/2013/papers/yavb1g12_25879847_finalpaper.pdf.
• Covarrubias, C. (no date) Immersive Technology: What is it and How can we Use it Today? Available at: https://advrtas.
com/immersive-technology/
• Dede, C. (2009) ‘Immersive interfaces for engagement and learning.’, Science (New York, N.Y.), 323(5910), pp. 66–69.
doi: 10.1126/science.1167311.
• Globe Newswire (2020) Global VR Market is Expected to Reach USD 56.25 Billion by 2025 : Fior Markets. Available at:
https://www.globenewswire.com/news-release/2020/02/25/1989760/0/en/Global-VR-Market-is-Expected-to-Reach-
USD-56-25-Billion-by-2025-Fior-Markets.html
• Kaushik, S. (no date) Transforming The Entertainment Industry With Virtual Reality | by Sachin Kaushik | Medium.
Available at: https://medium.com/@kaushik.sachin/transforming-the-entertainment-industry-with-virtual-reality-
3d32116abf85
• Market Watch (2020) Immersive Virtual Reality Market 2016-2022 / Trends, Technological Innovation And Forecasts
- MarketWatch. Available at: https://www.marketwatch.com/press-release/immersive-virtual-reality-market-2016-
2022-trends-technological-innovation-and-forecasts-2020-05-05?mod=mw_quote_news
• Marr, B. (2020) The 5 Biggest Virtual And Augmented Reality Trends In 2020 Everyone Should Know About, Forbes.
Available at: https://www.forbes.com/sites/bernardmarr/2020/01/24/the-5-biggest-virtual-and-augmented-reality-
trends-in-2020-everyone-should-know-about/#3cdf500124a8

NOTES

PROFESSIONAL DIPLOMA IN INTRODUCTION TO TECHNOLOGY

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