How is virtual reality different from augmented reality? Virtual relationships: types, pros and cons, expert advice Disadvantages of virtual love.

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Augmented (AR) and virtual (VR) reality provides new experiences and opportunities. However, not everyone understands the difference between AR and VR. What is the difference and why should these two concepts not be confused?

The significant difference is that AR only embellishes and adds to the real perception of the environment, while VR creates a new non-existent space called the world.

In any case, in modern times AR and VR are used not only for entertainment and communications, but also for educational purposes, in science, for the development of medicine and even in the field of culture.

Many people already use smart watches for entertainment and communication. Also, when using modern technologies, pictures in magazines come to life, articles are supplemented with secret entries and a large number of photographs, links appear, with the possibility of virtual navigation.

Already today, augmented and virtual reality have greatly influenced medicine. With the help of augmented reality, surgeons increase the level of their professionalism, methods of treatment and diagnosis of diseases also change. In addition, thanks to virtual reality, the capabilities of doctors in operating rooms are changing, and with the help of miracle bracelets, doctors exercise full control over the condition of patients from a distance. Another good example is that microphones and micro-cameras, which are built into augmented reality glasses, help the process of rehabilitation of the deaf and accompany rapid social adaptation.

In education, augmented reality glasses make the learning process visual and hold the attention of schoolchildren and students. But in science, augmented reality glasses can be used to conduct virtual experiments. Virtual reality is also used in computer games: in online gambling there are entire virtual galaxies that you can visit without leaving your home.

Virtual assistants for drivers have already appeared in the world. Voice commands, connection to a smartphone and display of information on augmented reality glasses help in driving a car and solving urgent matters.

In general, the spread of technologies, AR and VR in everyday life will lead to the massive use of interactive digital television. You can already take virtual tours of cities and museums using your gadget screen. With smartphones you can see the virtual world, and augmented reality technologies allow you to make real purchases in virtual stores.

So, naturally, there is a difference between AR and VR, but it is also obvious that reality, thanks to them, becomes more interesting. And whether you use AR or VR does not matter: the important thing is that the world is changing, developing and transforming every day, as are new technologies of augmented and virtual reality. And if you paraphrase a well-known quote, it will turn out: “if you are not interested in AR and VR, then sooner or later AR and VR will be interested in you.”

What are VR and AR?

Virtual reality is a world created by technical means, transmitted to a person through his senses: vision, hearing, smell, touch and others. Virtual reality simulates both exposure and reactions to exposure.

Augmented reality (AR - “extended reality”) - technologies that complement the real world by adding any sensory data. Despite the name, these technologies can both bring virtual data into the real world and remove objects from it. The capabilities of AR are limited only by the capabilities of devices and programs.

It’s worth immediately clarifying the difference between AR and VR:

VR blocks out the real world and immerses the user in a digital universe. If you put on a headset and instead of the living room you suddenly find yourself in the thick of a fight with zombies, then this is VR.

AR adds elements of the digital world to the real one. If you're walking down the street and suddenly the Pokemon Dragonite appears on the sidewalk in front of you, then it's AR.


Augmented Reality Example: Pokemon GO

History of AR/VR

It is generally accepted that the development of virtual reality began in the 50s of the last century. In 1961, Philco Corporation developed the first Headsight virtual reality headsets for military use, marking the first real-life application of the technology. But based on today’s classification, the system would most likely be classified as AR technology.

Morton Heilig is rightfully considered the father of virtual reality. In 1962, he patented the world's first virtual simulator called Sensorama. The device was a bulky device, reminiscent of the slot machines of the 80s, and allowed the viewer to experience an immersive virtual reality experience, such as riding a motorcycle through the streets of Brooklyn. But Heilig’s invention aroused distrust among investors and the scientist had to stop development.


"Sensorama" Heilig


A few years after Heilig, a similar device was introduced by Harvard professor Ivan Sutherland, who, together with student Bob Sproull, created the “Sword of Damocles” - the first virtual reality system based on a head-mounted display. The glasses were attached to the ceiling, and a picture was broadcast through the computer. Despite such a cumbersome invention, the CIA and NASA became interested in the technology.

In the 80s, VPL Research developed more advanced virtual reality equipment - the EyePhone glasses and the DataGlove glove. The company was created by Jaron Lanier, a talented inventor who entered university at the age of 13. It was he who coined the term “virtual reality”.

Augmented reality went hand in hand with virtual reality until 1990, when scientist Tom Caudell first coined the term “augmented reality.” In 1992, Lewis Rosenberg developed one of the earliest functioning augmented reality systems for the US Air Force. Rosenberg's exoskeleton allowed the military to virtually control vehicles from a remote control center. And in 1994, Julie Martin created the first augmented reality theater called Dancing in Cyberspace, a production in which acrobats danced in virtual space.

There were other interesting discoveries in the 90s, for example, Australian Julie Martin combined virtual reality with television. At the same time, the development of gaming platforms using virtual reality technologies began. In 1993, Sega developed the Genesis console.

At the demonstrations and previews, however, it all ended. Games with Sega VR were accompanied by headaches and nausea, and the device was never released for sale. The high cost of devices, poor technical equipment and side effects forced people to temporarily forget about VR and AR technologies.



In 2000, thanks to the addition of AR technology, Quake made it possible to chase monsters through real streets. True, it was possible to play only armed with a virtual helmet with sensors and cameras, which did not contribute to the popularity of the game, but became a prerequisite for the emergence of the now famous Pokemon Go.

The real boom began only in 2012. On August 1, 2012, a little-known startup Oculus launched a fundraising campaign on the Kickstarter platform to raise funds for the release of a virtual reality headset. The developers promised users a “full immersion effect” through the use of displays with a resolution of 640 by 800 pixels for each eye.

The required $250,000 was raised within the first four hours. Three and a half years later, on January 6, 2015, pre-sales of the first mass-produced consumer virtual reality headset Oculus Rift CV1 began. To say that the release was expected is to say nothing. The entire first batch of helmets was sold out in 14 minutes.

This was the symbolic beginning of the boom in VR technologies and the explosive growth of investment in this industry. Since 2015, virtual reality technologies have become a truly new technological Klondike.

What is happening in the virtual and augmented reality market in the world

Although virtual reality capabilities are not yet available to the mass consumer, well-known companies are actively developing these technologies.

The owner of Universal Studios, Comcast, invested $6.8 million in the small VR studio Felix&Paul in Montreal, which has worked with Funny or Die and the White House.

The New York Times is also investing in the development of virtual reality. Many publications have already created 360-degree videos that win the Cannes Lions festival.


What's happening in the virtual and augmented reality market in Russia

If in terms of technology the leaders are most often foreign countries, then in terms of communications Russia has perhaps surpassed its foreign colleagues. In June 2015, in Russia, the Association of Augmented and Virtual Reality. There is little information about the activities of the association, but if you have questions or want to join the association, you can consult with experts on the website.

The Russian virtual and augmented reality market is mostly represented by small companies that make projects based on foreign developments (Oculus Rift, HTC Vive). Such, for example, is the company AR Production, which appeared on the market in 2011 and makes projects for various companies - including the Museum of Augmented Reality, booklets with augmented reality for Gazprom and a virtual excursion for the Kuban agricultural holding.

But not all companies want to build a business based on the developments of their Western colleagues. Thus, the Russian company Boxglass not only shoots videos in 360 format and develops AR/VR applications, but also produces its own virtual reality glasses.

The company VE Group works even better - founded about 10 years ago, it calls itself a system integrator in the field of 3D visualization and virtual reality systems. In addition to developing virtual research centers and VR rooms, the company makes VR solutions for the oil and gas industry, education and construction.

The virtual reality market in Russia is also well represented by startups, large and not so large. Among those who definitely succeeded, we can highlight the startup Fibrum, which last year agreed with the German retail chains Media Markt and Gravis to supply its virtual reality helmets. Another interesting project is the LiveMap augmented reality motorcycle helmet, the final version of which will be presented at CES 2018.


This is what a VR helmet from Fibrum looks like


Read more about the AR/VR market in Russia in Rusbase materials:

Investors in the VR and AR market

What is the easiest way for a startup to find funds to develop a project? Of course, attract an investor.

BoostVC is an accelerator focused on blockchain technology and virtual reality. Boost's latest investment is Vizor, a Finland-based VR content creation platform.

Vive X is an accelerator from VR headset manufacturer HTC. Their latest accelerator included startups in everything from enterprise tools (Snobal) to soccer athletic training (Soccerdream).

In Russia, the volume of investments in AR/VR increased 3.5 times over the past year - from $200 million in 2015 to more than $700 million in 2016. A market map of the main players prepared by AVRA is also available.

If you have created (or just want to create) a VR startup and are looking for investors in Russia, then you should pay attention to the VRTech fund, which was founded in 2016 and is focused on early-stage VR projects from Russia, America, Europe and Asia.


Read what investors think about AR/VR in Rusbase materials:

Using virtual and augmented realities

Virtual reality is an industry in which infrastructure and technology are developing in parallel with the development of content. After all, if there is a helmet or virtual reality glasses, there must be something to look through and do through them.

Therefore, we can identify several main directions for the development of the industry, depending on the content and scope of application:

  1. movie;
  2. broadcasts and shows;
  3. marketing
  4. education;
  5. and real estate;
  6. and military industrial complex.

Virtual reality items

We consider VR items to be all devices that we use to immerse ourselves in the virtual world. It can be:

    Virtual reality suit

  • Gloves

    VR room

Virtual reality suit- a device that allows a person to immerse himself in the world of virtual reality. This is a suit that completely isolates from the outside world, inside which there is a video screen, a multi-channel acoustic system and electronic devices that affect the nerve endings of the skin, causing the illusion of touch or, for example, blowing wind.

Currently, the manufacture of such a suit is impractical due to its high cost, so for partial immersion in virtual space, a virtual reality helmet and gloves are usually used.

However, the haptic virtual reality suit is quite worthy of the title i That is, including all types of skin reception, due to the work of which a tactile image is built suit from an American startup

Recently, there has been a lot of debate about how augmented reality differs from virtual reality. Both technologies are constantly heard, they are talked about in the media, discussed online, written in books and shown in films. So what is the difference between virtual reality and augmented reality?

What is virtual reality?

The concept of artificial (virtual) reality was first introduced by American computer artist Myron Krueger in the late 60s.

Virtual reality (VR) is a computer simulation of reality or a reproduction of a situation. Using technical means, it reproduces the world (objects and subjects), transmitted to the user through his senses: vision, hearing, smell, touch, etc. Virtual reality simulates both exposure and reactions to exposure.

As a rule, “immersion” in virtual reality is achieved through special gadgets. Basic goals:
- create and improve the imaginary reality of games, entertainment, videos, 3D films, etc.;
- improve the quality of life, provide the opportunity to prepare for a specific event, creating a simulation of reality where people can practice certain skills (for example, a flight simulator for pilots).

Virtual reality is created using a coding language known as VRML (Virtual Reality Modeling Language). It can be used to create a series of images and also specify the types of interactions between them.

What is Augmented Reality?

The term “augmented reality” was coined by Boeing aerospace researcher Tom Caudell in 1990.

Augmented reality (AR) is a technology that superimposes computer-simulated layers of enhancements onto existing reality. The main goal is to make it more expressive, multifaceted and bright. Augmented reality is developed in applications and used on mobile devices.

The most popular examples of DP are a parallel front colored line showing the location of the closest field player to the goal during a television showing of football matches, arrows indicating the distance from the place of a free kick to the goal, a “drawn” flight path of the puck during a hockey match, etc.

Augmented reality vs virtual reality

Augmented reality and virtual reality are opposite reflections of one in the other with what each technology seeks to provide to the user. Virtual reality offers a digital reproduction of a real-life environment, while augmented reality provides virtual elements as layers overlaid on the real world.

Similarities between virtual reality and augmented reality

Technology. Augmented and virtual reality utilize the same types of technology, and each exists to serve the benefit of users to enrich and enhance their life experiences.

Entertainment. Both technologies are capable of diversifying users’ leisure time, making it brighter and more fun. Just recently, these technologies seemed like the stuff of science fiction. But now new artificial worlds are coming to life and opening up to users who can control them. Deeper interaction with the real world also becomes achievable. Leading technology moguls are developing new adaptations, enhancements to products and applications that support augmented and virtual reality technologies.

Science and medicine. Virtual and augmented reality have great potential in modernizing medicine. With their help, not only examinations and consultations become possible, but also more serious things, such as remote surgery. These technologies have already been used to treat post-traumatic stress disorder.

Differences between virtual reality and augmented reality

Target. Augmented reality enhances the experience by adding virtual components, such as digital images, graphics, or sensations, as a new layer of interaction with the real world. In contrast, virtual reality creates its own reality, which is entirely computer generated and controlled.

Method of transmission. Virtual reality is usually presented to the user through a helmet or remote control. This equipment connects a person with virtual reality, allowing them to control and manage their actions in the environment in question, simulating the real world. Augmented reality is being used more and more in mobile devices such as laptops, smartphones and tablets to change the way the real world looks. These are the interactions of digital images and graphics.

But science has not limited itself to creating a virtual environment. AR, MR, AV, VR and even XR technologies are now being developed in technology laboratories around the world. Since there are too many realities, we suggest understanding their features.

Virtual-real continuum

When talking about new realities, we must not forget the foundation. In 1994, scientists Paul Milgram and Fumio Kishiro, in their work “Classification of Visual Displays of Mixed Reality,” introduced the concept of the reality-virtuality continuum, which is a set of different types of reality located on a straight line.

This concept divides possible realities into three types: reality, mixed reality and virtuality. We are all familiar with the first, since we have lived in it since birth (assuming, of course, that the Wachowskis were shown a lie in “The Matrix”), the latter is the now popular VR, which has already grown from scientific concepts into accessible entertainment. But what is in between? How do technologies differ from each other and why do we need so many terms?

Augmented Reality

The idea of ​​augmented reality, now known as AR, was first proposed in 1901 by Frank Baum, author of The Wizard of Oz. The writer suggested that in the future humanity will have electric screens that will superimpose images on top of reality. He turned out to be right, although almost 90 years passed between the idea and execution.

Various variations of augmented reality have appeared in cinema since the 80s (Terminator, Predator, Top Gun), but it was scientifically formulated only in 1990 by Boeing researcher Tom Caudell. That's because corporate employees used head-mounted screens that displayed information to help lay cables in the cockpit. Culture has quickly spread the central idea of ​​using AR - gaining more information about the environment. Later, other variations in the development of technology were added to it, including the manipulation of virtual objects (for example, the creation of architectural models with the ability to actively influence a virtual object).

Nowadays, augmented reality technology is actively promoted by the largest technology companies. Apple and Google are enabling the development of apps that use AR in education, gaming and work. Today's main gadget that uses the idea of ​​technology is glasses that can display information in the field of view of their user. Such devices include the now closed Google Glass project and the promising development of Microsoft - Hololens.

Augmented Virtuality

If AR complements our familiar reality with new objects, then AV forms a completely new environment based on the environment. At the same time, it is distinguished from VR by the presence of real objects (or planes) with which you can interact. This development helps to work in a virtual environment without using immersive technologies (which help to feel objects that do not exist at the physical level).

Due to greater computing power than AR, AV is used in narrower circles. So far, the technology has found its use in the architectural industry and communications.

The most famous projects are “Augmented virtual studio for architectural research” (2009, University of Münster) and “3D virtual environment for architectural collaboration” (2015). Both allow you to recreate planned structures based on real sites, which greatly simplifies the work with drawings for designers and customers. By the way, these projects not only provide a visual picture, but also allow you to feel it thanks to immersive technologies.

In communications, AV is used as an alternative to video communication. The system creates a virtual environment where it projects virtual copies of participants and allows both conversation and presentations with an emphasis on demonstrating visual content. In addition, augmented virtuality provides interactive learning opportunities. This side of it is reflected in the SAVES system, developed in 2013. It projects a model of the required building onto a given area and allows for staff training.

Mixed Reality

This term is used in two cases. On the scale of the real-virtual continuum, mixed reality refers to all intermediate levels between reality and virtuality. But practitioners use this term to designate the third type of interaction with the surrounding space - just between AR and AV.

MR are technologies that allow you to “touch” non-existent objects thanks to immersive technologies (or any other). For example, the game "Pokemon Go" is a perfect example of using augmented reality, but if Pokemon could be touched, then it would already be mixed reality. At the same time, we should not forget that formally MR is not a completely separate category - it is just an advanced form of AR. As a result, all MR is AR, but not all AR is MR.

Virtual Reality

I have already talked about the development of VR K750. The main thing to remember is that this technology creates a completely alternative reality, which is not physically connected with the one we are used to. In this case, objects in the created new world can visually repeat existing images.

Cross Reality (XR)

Newest term. All previous technologies described above no longer represent the future - they are part of the present. But there are many ideas that are now beyond the event horizon and need a more futuristic approach.

XR brings together all the experiments that try to expand the boundaries of our modern reality. The simplest example is holographic images, as well as attempts to recreate physical objects in a virtual environment and vice versa, but this is only a tiny part of the developments. Cross reality is a body of scientific research designed to change our reality. This involves biodevelopment, mechanics, programming and many other areas.

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