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  • Everett Snow posted an update 1 year, 1 month ago  · 

    AR (Augmented Reality) & Virtual Reality (VR) applications (apps) are both according to computer simulation of real-life scenarios and environments. The simulation will bear a higher amount of resemblance with whatever has been depicted from real-life, either graphically or sensorially. The definition of ‘sensorially’ is broader than ‘graphically’ since it means as much as possible perceptible to the senses I.e. graphics, touch, sound, voice, smell and the like. Usually, the quality of resemblance together with the original should be more often than not higher plus more accurate in the case of VR when compared to AR apps.

    Look at the video recording of an 100-metre dash from the recent Olympics. The original commentary could possibly be in English and if so, as it is, that video will never be very welcome to the French. Either changing the commentary to French or adding suitable French sub-titles is likely to make it more enjoyable to a French audience. This, in simple terms, is how AR finds its opportunity – augmenting the original with additional useful info – within our example, substituting French for English and thus, making the information worth more towards the French-speaking. As another example, look at the video capture of a road accident. Two cars collide on a highway then one is badly damaged. Police officers most likely are not capable to pin-point which of the two drivers was in charge of the accident by simply viewing the video. If, however, the recording was pre-processed by an AR application that added mass, speed and direction info. of the cars for the video, then, usually the one responsible may be established with near to, maybe, hundred-percent certainty.

    VR (Virtual Reality), conversely, is pretty different from AR. The truth is, the two only share one thing in accordance – internet based simulation. As pointed out above, the simulation supplied by VR has to be of such good quality that it must be indistinguishable from reality. Theoretically, this really is impossible. Therefore, for practical purposes, VR only means a degree of approximation, sufficient to get a user to acquire a ‘live’ experience of the simulated environment. Moreover, VR is interactive and responds sensorially, in ‘real-time’, and just as with real-life e.g. within a VR application, imagine you have a forest, planning to burn a pile of cut-down bushes and dry leaves. You douse the pile with gasoline. A fox is keenly watching you from a nearby place. Then you certainly throw a lighted match-stick to the pile… the device will respond immediately showing a solid, quickly spreading fire burning around the pile, its shape occasionally altered with the breeze… and as in real-life… the fox (scared by the fire), must try to escape? – also it does! The device may let you affect the direction, speed and alteration in the speed with the the wind, angle of throw with the match-stick etc. and the system will respond with all the new results immediately! Thus, VR enables you to definitely try out real-life scenarios and get sufficiently accurate results equally as though he/she were from the desired environment/ place, directly, but time savings, travel & resource costs etc.

    VR applications consume awesome amounts of computing power. When compared, AR applications usually are not in any way demanding on resources – AR applications run comfortably on mobiles, tablets, other hand-helds, laptops and desktops. Very probably, you are using a couple of AR apps in your Android/ iOS device, at this time, with no knowledge of it! (e.g. Wordlens, Wikitude World Browser etc.).

    The real reason for the main difference is that VR apps first have to correctly interpret whatever action the person performed then ‘make out’ the correct response how the real environment would return, filled with animated graphics, movements from the right directions, sounds etc and in addition, according to correct physics, math and then for any other sciences involved. Above all, ‘latency’, or even the response time in the application, must be sufficiently high. Otherwise, the user, who’s have understandably high expectations, will most likely get so completely put-off that he/she might burst out with a string of unprintable words towards the effect "to hell using this dumb thing!’. In order to avoid such failures, your personal computer (or network of computers) equipped with unusually powerful mobile processors, high-fidelity graphics software, precision motion trackers and advanced optics, is required. Understanding that explains, why.

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