Augmented Reality (AR) in Everyday Life: More than Just Gaming!
Augmented Reality (AR) in Everyday Life: More than Just Gaming!
Introduction
Previously we on quantum computing. Today we are embarking into the world of augmented reality or virtual reality. Buckle up as I am about to share my discovery on Augmented Reality.
First Encounter with VR
I was introduced into ARs at 2014 at the age of 10 when I was in grade 4. My friends took me to an mall in Potchefstroom at a gaming center called Fantasia. It was my first time using VR in Fantasia. I was in a extraterrestrial post-apocalypse virtual game where I had to combat aliens using laser guns and canons. It felt amazing, because I felt I was in the actual game and that is what makes it fun and enjoyable.
Evolution of VR gadgets
Virtual reality headsets were introduced around the early 90s. It tremendously evolved after 2010, the new versions of it were introduced by Oculus which raised 2.4 million, HTC and Sony for PlayStation 4 in 2014. Google developed a 3D mode for Street view. VR was also applied in the world of stocks and exchange analysis for the Nasdaq Stock Market in 2015.
In 2020 during Facebook Connect 7 event the new version of Oculus was released. Apple had its own VR technology as well as Facebook, in 2021 face book spent $10 billion on virtual reality and augmented reality hardware, software and their content.
Games in Augmented Reality(Pokémon)
When we mention Augmented Reality (AR), many people immediately recall popular gaming apps such as Pokémon Go. Yet, AR's scope is much broader than just gaming. Augmented Reality is a technology that superimposes computer-generated images, sounds, or other data onto our perception of the real world, thereby enhancing our interaction with our environment.
Contributions Of Augmented Reality and Virtual Reality
- Shopping: Retailers are adopting AR to enhance the shopping experience. Imagine pointing your phone at a piece of furniture and seeing how it would look in your living room or trying on clothes without stepping into a changing room.
- Education: AR can make learning more interactive and immersive. Picture textbooks where diagrams come to life, or history lessons where historical figures "step out" of the pages.
- Healthcare: Surgeons are using AR to overlay digital images on the body, providing a real-time guide during procedures. Physical therapists use AR apps to guide patients through exercises.
- Navigation: Google Maps' AR walking directions allow users to see arrows and directions overlaid on the real world, making it easier to navigate unfamiliar places.
- Home Improvement: Apps like IKEA Place and Dulux Visualizer let users see how furniture or paint colours would look in their homes before making a purchase.
Each and every technology has its own challenges. Virtual Reality technology faces motion sickness, they are extensively expensive and additional hardware for physical improvements.
My thoughts on Virtual Reality
Virtual reality is the next big step in the future of technology, it will be applied in most fields and professions. It can contribute into the world of data science where scientist can be able to manipulate data they way they want using their hands.
Suitable Commentary & Analysis
Virtual reality and augmented reality technologies have experienced significant growth and transformation over past years. Virtual reality was inspired by a novel at the beginning. The companies like Oculus, HTC and Sony have changed the industry of virtual reality and augmented reality. Oculus made a a high market interest, while HTC and Sony contributed so much in applications and gaming. Google developed an 3D models into Street View exemplified VRs potential beyond gaming, tapping into the topic of virtual tourism.
The discoveries above about evolution of VR and AR is a testament to the synergy of technological advancement. While they are been used for the entertainment industry they can also be used for problem solving. The AR and VR developments itself goes through its challenges such as cost of technology and need fror additional hardware for physical discomfort like motion sickness in VR, these issues must be addressed in this technology so that the capabilities of AR and VR may reach their dull potential so that they can bring change and make life easier.
References
- Ansul Sharma. (2019). The History of Virtual Reality: A timeline of Inventions, Discoveries & Milestones. Independently published
- Jason Jerald. (2016). The VR Book: Human-Centered Design for Virtual Reality. Morgan & Claypool Publishers
- Robert Scoble. (2016). The Fourth Transformation: How Augmented Reality & Artificial Intelligence Will change Everything. Brewster Press
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