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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395 -0056
Volume: 04 Issue: 03 | Mar -2017 www.irjet.net p-ISSN: 2395-0072
© 2017, IRJET | Impact Factor value: 5.181 | ISO 9001:2008 Certified Journal | Page 1358
Augmented Reality and Virtual Reality on Web:
Be Ready For Second Life
Shubham Darda
Software Analyst at Capgemini, India
Abstract – “The constant evolution of the technology is a
pervasive force, it impacts the way that business is conducted,
communication is relayed, healthcare is negotiated and
knowledge is acquired.” Make no mistake, the next couple of
years are going to see huge developments for the technology
industry and bring about a seismic shift in the way that we do
business and education on the web. The catalyst for this
change is going to be AR and VR which will completely blow
current technologies out of the water. As the internet has
completely change the perspectives of business,
communication and more; augmentedandvirtualrealityalter
the way we engage in all kinds of activities on the web.
AR and VR are the key to experiences, feelings, touching and
interactions fueled by the desire to become immersed in a
simulated land for education, entertainment and play or to
add a new dimension of interaction to experience things that
are not accessible in real life or even not yet created infactare
often combined together to generate an even moreimmersing
experience. Augmented reality adds informationandmeaning
to a real object or place. Dissimilar to virtual reality,
augmented reality does not createasimulatedreality. Instead,
it takes a real object or space and uses technologies to add
contextual data to deepen understanding of it. So, this paper
brushes the importance of this stimulated reality stating how
VR has gone through advancements giving us a cutting edge
technology. As people riveting on VR mainly forentertainment
but their real impacts are in arts, business, communication,
design, education, engineering, medicine, path planning and
many other fields.
Key Words: Augmented Reality (AR), Immersive System,
Virtual Reality (VR), Virtual Worlds
1. INTRODUCTION
The former times of computers is one of increasing
intimacy. In 1990s, augmentedrealityandvirtual reality was
on the lips of everyone as multiple companies tried and
failed to make it happen. As technology is improving at a
rapid pace, as many things are possible today that were not
possible ten years ago even if we tried our best to make it
happen. Today, some of the impossible things are rising to
the occasion in the form of augmented reality and virtual
reality.
We are living in the world through our senses and
perception systems. In school we all learned that we have
five senses: hearing, sight, smell, taste and touch. These are
however only our most obvious sense organs. The truth is
that humans have many more senses than this, such as a
sense of balance. The other sensoryinputs,plussomespecial
processing of sensoryinformationbyourbrainsensuresthat
we have a rich flow of information from the environment to
our minds. [1]
Every single thing that we know about our reality comes by
way of what we perceive by our senses. Generally our entire
experience of reality is simply a combination of sensory
information collected from sensoryreceptorsandourbrains
sense-making mechanisms for that information. It stands to
reason then, that if you can present your senses with made
up information, your perception ofrealitywouldalsochange
in response to it. You would be presented with a version of
reality that isn’t really there, but from your perspective it
would be perceived as real.
2. AUGMENTED REALITY
Augmented reality is a growing phenomenon and very
neat concept. In this we take a view of the world around us
and supplement it with images, text,sound,videoanditturns
the environment around you into a digital interface by
placing virtual objects in the real world, in real-time. AR can
be seen through a wide variety of experiences. Following are
the three categories of augmented reality tools.
1. Augmented Reality 3D viewers allow users to place
life size 3D models in your environment with or
without the use of trackers.Trackersareimagesthat
3D models can be attached to in AR.
2. Augmented Reality browsers enrich your camera
display with contextual information. For example,
you can point your smartphone at a building to
display its history or estimated value.
3. AR is generally experienced through gaming,
creating immersive gaming experiences that utilize
your actual surroundings. Imagine shooting games
with zombies walking in your own bedroom. The
biggest use of augmented reality gaming to-date is
Pokemon Go which entranced the users in 2016 as
well as allowing users to catch virtualPokemonwho
are hidden throughout a map of the real world.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395 -0056
Volume: 04 Issue: 03 | Mar -2017 www.irjet.net p-ISSN: 2395-0072
© 2017, IRJET | Impact Factor value: 5.181 | ISO 9001:2008 Certified Journal | Page 1359
AR technology mainly workswith the help of thesensorsand
is also a stretched virtual reality technology as AR is a close
cousin to virtual reality. Theuserswillbeabletoexperiencea
real environment while using this technology, for e.g. if we
are watching a live telecast of a game, AR will give us the
same ambiance of sitting inside that stadium. [2][3]
3. VIRTUAL REALITY
Virtual Reality is a real time and interactive technology
means the computer is able to detect user inputs and alter
the virtual world instantaneously. Virtual interactivity and
its captivating power contribute to the feeling of being the
part of the action on the environment that the user
experience.
On the other side of coin, Virtual worlds combine the power
of 3D graphics and the internet, giving users the ability to
create new versions of themselves literally within a virtual
world. VR has been defined as “...a realistic and immersive
simulation of a three-dimensional environment, created
using interactive software and hardwareandexperienced or
controlled by movement of the body” besides VR is an
artificial, computer-generated simulation or recreation of a
real life environment or situation. It immerses the user by
making them feel like they are experiencing the simulated
reality firsthand, primarily by stimulating their vision and
hearing.
Creating Virtual World: With this busy world and stresses
of everyday life in actual reality,why wouldindividualswant
to create another reality, in the virtual world? Or is leaving
the actual world an escape from reality?Do people enterinto
this virtual world to get away from the daily influences that
effect our behavior and mood? Reasons for creatinga virtual
life are endless and vary from person to person, but from
what I have found there are three main reasons individuals
enters a virtual reality. [1][3]
1. We all love to play the games. Whether it’s a card
game or a computer game, we love games; it often
brings out the child inside from all of us. Games are
an outlet to create something or do something we
cannot do in actual reality. Whether it is being a
murderer in the game of clue or maneuvering a
Warthog in Halo to find the opponent, we enjoy
games. Games allow us to become something
without the natural consequences of reality.
2. Living in a world on your computerprotectspeople,
you and others. It protects others from your facial
expressions that often times express more emotion
than your words. It protectsyoufrom beingrejected
or teased. Living a lifeonyourowncomputerscreen
protects peoples’ emotional stability.Livinga lifeon
your private computer saves the embarrassment of
sweaty hands or shifty eyes.
3. Comparing, we all do it. There are things we may
not particularly like about ourselves in normal life.
Perhaps some of us are not as tall as we would like
to be or not as athletic or creative. But having a
second life in the virtual world can change that
completely.
Fig: Interaction with Virtual Reality Headset
4. EFFECT OF AUGMENTED REALITY AND VIRTUAL
REALITY ON E-COMMERCE
In a world where brands struggle to keep themselves
different from the rest, augmented and virtual reality was
born to serve the brands just what they needed. There are
many websites that give real time experience of augmented
and virtual reality to the customers. Bridging the gap
between the virtual and physical worlds, Augment reality
changes the way we see, imagine and learn about the world
around us. Augmented reality is the evolution of online
product visualization. It connectsonlineandofflinechannels
creating a seamless Omni channel retail experience to drive
engagement and sales.
Online and in-store customers want to interact with a
product to get a feel of how it works before heading to the
checkout. Augmented reality uses animations to allow
shoppers to see how complex products like appliances or
electronics work and function. Before making a purchasing
decision, customers often want to see various color
selections and explore other modifications that might be
available. Historically, customization options have been
difficult for online retailers to convey to their customers.
Augmented reality and computer graphics make it easy for
customers to explore their options and make personalized
modifications while shopping online. With retailers who
offer augmented reality, customers can change the color of
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395 -0056
Volume: 04 Issue: 03 | Mar -2017 www.irjet.net p-ISSN: 2395-0072
© 2017, IRJET | Impact Factor value: 5.181 | ISO 9001:2008 Certified Journal | Page 1360
furniture they’re looking to buy to see how it looks in their
home.
It isn’t rare for a customer to start shopping in one channel
and end up purchasing through another. A true Omni
channel retail approach is about creating a customer
experience that is seamless across all mediums. Augmented
reality is helping to solve these dilemmas with product
visualization. AR makes it possible to see virtual products in
your actual environment, and the integration of AR in
ecommerce is quickly changing how consumers shop by
allowing them to see what they want to buy before any
purchase is made. [2][5]
Even with the knowledge of a product’s dimensions, it’s still
challenging to envision how it will look in your home or on
your counter beyond a simple eyeball test. Augmented
reality is set to revamp the online shopping experience in
that sense. What if customers could see the product in front
of them right now? AR is providing value to retailers and
customers in the following areas:
1. Keeping customers engaged throughoutthe buyer’s
journey is a priority for all retailers, but it’s still a
difficult task. Engaging users through augmented
reality leads to longer times spent browsing an
online store, interacting with products and testing
additional functionality through AR. Additionally,
AR provides true value when it comes to making a
purchase decision.
2. While shopping online, customers have to imagine
and interpret what an item would feel like in their
hands or look like in their home. AR technology
helps overcome this online buyer’s challenge by
transforming imagination into a reality.
5. APPLICATION OF AUGMENTED REALITY
1. Automobile engineering
2. Information technology
3. Medical instruments
4. Projectors
5. Virtual retina displays
6. Location tracking and mapping
7. Sports telecasting
8. Video gaming consoles and mobile gaming
9. Virtual keyboard
6. APPLICATION OF VIRTUAL REALITY
1. Architecture
2. Sport
3. Medicine
4. Arts
5. Entertainment
7. FUTURE WORK
In the forthcoming years, as moreresearchisdone we are
bound to see both augmented and virtual reality become as
foundation in our homes and at work. As the computers
become faster, they will be able to create more realistic
graphic images to simulate reality better. It will be
interesting to see how it enhances artificial reality in the
years to come. Besides augmented and virtual reality have
the potential to become the next big computing platform.
The technology is becoming cheaper and more widespread.
We can expect to see many more innovative uses for the
technology in the future and also it is possible that in the
future we will be communicating with virtual phones. The
future is augmented as well as virtual reality,anditsbenefits
will remain immeasurable.
8. CONCLUSION
Augmented and virtual reality have the potential to
improve productivity in real world tasks. Ultimate goal of
virtual reality is the creation of a virtual environment
presented to our senses in such a way that we experience it
as if we were really there. It uses a host of technologies to
achieve this goal and is a technically complex feat that hasto
account for our perception and cognition.
REFERENCES
[1] Brief Introduction of Virtual Reality & its
Challenges, International Journal of Scientific &
Engineering Research
[2] Foundations and future of augmented reality and
ecommerce
[3] Wikipedia augmented reality and virtual reality
[4] Bringing VR for commercial Web sites
http://www.sciencedirect.com/science/article/pii/
S1071581903001344
[5] C. Cruz-Neira: Virtual Reality Overview.
SIGGRAPH’93 Course, No. 23 (1993)

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Augmented Reality And Virtual Reality On Web: Be Ready For Second Life

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395 -0056 Volume: 04 Issue: 03 | Mar -2017 www.irjet.net p-ISSN: 2395-0072 © 2017, IRJET | Impact Factor value: 5.181 | ISO 9001:2008 Certified Journal | Page 1358 Augmented Reality and Virtual Reality on Web: Be Ready For Second Life Shubham Darda Software Analyst at Capgemini, India Abstract – “The constant evolution of the technology is a pervasive force, it impacts the way that business is conducted, communication is relayed, healthcare is negotiated and knowledge is acquired.” Make no mistake, the next couple of years are going to see huge developments for the technology industry and bring about a seismic shift in the way that we do business and education on the web. The catalyst for this change is going to be AR and VR which will completely blow current technologies out of the water. As the internet has completely change the perspectives of business, communication and more; augmentedandvirtualrealityalter the way we engage in all kinds of activities on the web. AR and VR are the key to experiences, feelings, touching and interactions fueled by the desire to become immersed in a simulated land for education, entertainment and play or to add a new dimension of interaction to experience things that are not accessible in real life or even not yet created infactare often combined together to generate an even moreimmersing experience. Augmented reality adds informationandmeaning to a real object or place. Dissimilar to virtual reality, augmented reality does not createasimulatedreality. Instead, it takes a real object or space and uses technologies to add contextual data to deepen understanding of it. So, this paper brushes the importance of this stimulated reality stating how VR has gone through advancements giving us a cutting edge technology. As people riveting on VR mainly forentertainment but their real impacts are in arts, business, communication, design, education, engineering, medicine, path planning and many other fields. Key Words: Augmented Reality (AR), Immersive System, Virtual Reality (VR), Virtual Worlds 1. INTRODUCTION The former times of computers is one of increasing intimacy. In 1990s, augmentedrealityandvirtual reality was on the lips of everyone as multiple companies tried and failed to make it happen. As technology is improving at a rapid pace, as many things are possible today that were not possible ten years ago even if we tried our best to make it happen. Today, some of the impossible things are rising to the occasion in the form of augmented reality and virtual reality. We are living in the world through our senses and perception systems. In school we all learned that we have five senses: hearing, sight, smell, taste and touch. These are however only our most obvious sense organs. The truth is that humans have many more senses than this, such as a sense of balance. The other sensoryinputs,plussomespecial processing of sensoryinformationbyourbrainsensuresthat we have a rich flow of information from the environment to our minds. [1] Every single thing that we know about our reality comes by way of what we perceive by our senses. Generally our entire experience of reality is simply a combination of sensory information collected from sensoryreceptorsandourbrains sense-making mechanisms for that information. It stands to reason then, that if you can present your senses with made up information, your perception ofrealitywouldalsochange in response to it. You would be presented with a version of reality that isn’t really there, but from your perspective it would be perceived as real. 2. AUGMENTED REALITY Augmented reality is a growing phenomenon and very neat concept. In this we take a view of the world around us and supplement it with images, text,sound,videoanditturns the environment around you into a digital interface by placing virtual objects in the real world, in real-time. AR can be seen through a wide variety of experiences. Following are the three categories of augmented reality tools. 1. Augmented Reality 3D viewers allow users to place life size 3D models in your environment with or without the use of trackers.Trackersareimagesthat 3D models can be attached to in AR. 2. Augmented Reality browsers enrich your camera display with contextual information. For example, you can point your smartphone at a building to display its history or estimated value. 3. AR is generally experienced through gaming, creating immersive gaming experiences that utilize your actual surroundings. Imagine shooting games with zombies walking in your own bedroom. The biggest use of augmented reality gaming to-date is Pokemon Go which entranced the users in 2016 as well as allowing users to catch virtualPokemonwho are hidden throughout a map of the real world.
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395 -0056 Volume: 04 Issue: 03 | Mar -2017 www.irjet.net p-ISSN: 2395-0072 © 2017, IRJET | Impact Factor value: 5.181 | ISO 9001:2008 Certified Journal | Page 1359 AR technology mainly workswith the help of thesensorsand is also a stretched virtual reality technology as AR is a close cousin to virtual reality. Theuserswillbeabletoexperiencea real environment while using this technology, for e.g. if we are watching a live telecast of a game, AR will give us the same ambiance of sitting inside that stadium. [2][3] 3. VIRTUAL REALITY Virtual Reality is a real time and interactive technology means the computer is able to detect user inputs and alter the virtual world instantaneously. Virtual interactivity and its captivating power contribute to the feeling of being the part of the action on the environment that the user experience. On the other side of coin, Virtual worlds combine the power of 3D graphics and the internet, giving users the ability to create new versions of themselves literally within a virtual world. VR has been defined as “...a realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardwareandexperienced or controlled by movement of the body” besides VR is an artificial, computer-generated simulation or recreation of a real life environment or situation. It immerses the user by making them feel like they are experiencing the simulated reality firsthand, primarily by stimulating their vision and hearing. Creating Virtual World: With this busy world and stresses of everyday life in actual reality,why wouldindividualswant to create another reality, in the virtual world? Or is leaving the actual world an escape from reality?Do people enterinto this virtual world to get away from the daily influences that effect our behavior and mood? Reasons for creatinga virtual life are endless and vary from person to person, but from what I have found there are three main reasons individuals enters a virtual reality. [1][3] 1. We all love to play the games. Whether it’s a card game or a computer game, we love games; it often brings out the child inside from all of us. Games are an outlet to create something or do something we cannot do in actual reality. Whether it is being a murderer in the game of clue or maneuvering a Warthog in Halo to find the opponent, we enjoy games. Games allow us to become something without the natural consequences of reality. 2. Living in a world on your computerprotectspeople, you and others. It protects others from your facial expressions that often times express more emotion than your words. It protectsyoufrom beingrejected or teased. Living a lifeonyourowncomputerscreen protects peoples’ emotional stability.Livinga lifeon your private computer saves the embarrassment of sweaty hands or shifty eyes. 3. Comparing, we all do it. There are things we may not particularly like about ourselves in normal life. Perhaps some of us are not as tall as we would like to be or not as athletic or creative. But having a second life in the virtual world can change that completely. Fig: Interaction with Virtual Reality Headset 4. EFFECT OF AUGMENTED REALITY AND VIRTUAL REALITY ON E-COMMERCE In a world where brands struggle to keep themselves different from the rest, augmented and virtual reality was born to serve the brands just what they needed. There are many websites that give real time experience of augmented and virtual reality to the customers. Bridging the gap between the virtual and physical worlds, Augment reality changes the way we see, imagine and learn about the world around us. Augmented reality is the evolution of online product visualization. It connectsonlineandofflinechannels creating a seamless Omni channel retail experience to drive engagement and sales. Online and in-store customers want to interact with a product to get a feel of how it works before heading to the checkout. Augmented reality uses animations to allow shoppers to see how complex products like appliances or electronics work and function. Before making a purchasing decision, customers often want to see various color selections and explore other modifications that might be available. Historically, customization options have been difficult for online retailers to convey to their customers. Augmented reality and computer graphics make it easy for customers to explore their options and make personalized modifications while shopping online. With retailers who offer augmented reality, customers can change the color of
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395 -0056 Volume: 04 Issue: 03 | Mar -2017 www.irjet.net p-ISSN: 2395-0072 © 2017, IRJET | Impact Factor value: 5.181 | ISO 9001:2008 Certified Journal | Page 1360 furniture they’re looking to buy to see how it looks in their home. It isn’t rare for a customer to start shopping in one channel and end up purchasing through another. A true Omni channel retail approach is about creating a customer experience that is seamless across all mediums. Augmented reality is helping to solve these dilemmas with product visualization. AR makes it possible to see virtual products in your actual environment, and the integration of AR in ecommerce is quickly changing how consumers shop by allowing them to see what they want to buy before any purchase is made. [2][5] Even with the knowledge of a product’s dimensions, it’s still challenging to envision how it will look in your home or on your counter beyond a simple eyeball test. Augmented reality is set to revamp the online shopping experience in that sense. What if customers could see the product in front of them right now? AR is providing value to retailers and customers in the following areas: 1. Keeping customers engaged throughoutthe buyer’s journey is a priority for all retailers, but it’s still a difficult task. Engaging users through augmented reality leads to longer times spent browsing an online store, interacting with products and testing additional functionality through AR. Additionally, AR provides true value when it comes to making a purchase decision. 2. While shopping online, customers have to imagine and interpret what an item would feel like in their hands or look like in their home. AR technology helps overcome this online buyer’s challenge by transforming imagination into a reality. 5. APPLICATION OF AUGMENTED REALITY 1. Automobile engineering 2. Information technology 3. Medical instruments 4. Projectors 5. Virtual retina displays 6. Location tracking and mapping 7. Sports telecasting 8. Video gaming consoles and mobile gaming 9. Virtual keyboard 6. APPLICATION OF VIRTUAL REALITY 1. Architecture 2. Sport 3. Medicine 4. Arts 5. Entertainment 7. FUTURE WORK In the forthcoming years, as moreresearchisdone we are bound to see both augmented and virtual reality become as foundation in our homes and at work. As the computers become faster, they will be able to create more realistic graphic images to simulate reality better. It will be interesting to see how it enhances artificial reality in the years to come. Besides augmented and virtual reality have the potential to become the next big computing platform. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and also it is possible that in the future we will be communicating with virtual phones. The future is augmented as well as virtual reality,anditsbenefits will remain immeasurable. 8. CONCLUSION Augmented and virtual reality have the potential to improve productivity in real world tasks. Ultimate goal of virtual reality is the creation of a virtual environment presented to our senses in such a way that we experience it as if we were really there. It uses a host of technologies to achieve this goal and is a technically complex feat that hasto account for our perception and cognition. REFERENCES [1] Brief Introduction of Virtual Reality & its Challenges, International Journal of Scientific & Engineering Research [2] Foundations and future of augmented reality and ecommerce [3] Wikipedia augmented reality and virtual reality [4] Bringing VR for commercial Web sites http://www.sciencedirect.com/science/article/pii/ S1071581903001344 [5] C. Cruz-Neira: Virtual Reality Overview. SIGGRAPH’93 Course, No. 23 (1993)