Virtual Reality vs. Augmented Reality: Understanding the Differences and Uses

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In recent years, Virtual Reality (VR) and Augmented Reality (AR) have emerged as two of the most exciting and rapidly developing technologies. VR transports users to a fully immersive virtual environment, while AR enhances the real-world environment by overlaying digital information. These technologies are reshaping the way people interact with information and each other and have the potential to revolutionize various industries, including entertainment, education, healthcare, and design. As interest in immersive technologies continues to grow, it is essential to understand the differences and uses of VR and AR. This essay aims to explore these topics, with a focus on VR and AR’s definitions, characteristics, applications, advantages, and disadvantages. In a world increasingly mediated by technology, understanding the implications of these developments is crucial. Why is understanding the differences and uses of VR and AR important? What are the potential and limits of these technologies? Why do these technologies matter? Ultimately, it is vital to recognize these technologies’ distinct characteristics, as conflating them leads to misunderstandings (Huang et al., 2019). VR is characterized by immersion, interactivity, and imagination, creating a sense of presence in a virtual environment. On the other hand, AR combines real and virtual worlds, both in physical space and time, creating a hybrid environment. Understanding the differences in characteristics is crucial for clarifying the implications of these technologies (Vasiljević et al., 2011). The world is at a crucial moment in the development, adoption, and integration of virtual and augmented realities.

Defining Virtual Reality and Augmented Reality

Virtual Reality (VR) and Augmented Reality (AR) technologies have rapidly advanced in recent years. Immersive headsets and mobile devices allow entry into digital environments, interacting with three-dimensional (3D) objects and characters. Digital content is changing how information is delivered, how entertainment is experienced, and how characters and objects are engaged with. VR and AR are closely related technologies that change perceptions of the physical environment and spaces, but many do not clearly understand the differences between the two. To properly understand each technology’s complexities, clear definitions are needed.

VR is a fully immersive digital environment that replaces the user’s real-world surroundings. VR is a streamed 3D computer-generated environment that enables full immersion interaction with the space and characters. Users are engaged through a head-mounted display and controllers. The display is streamed to the user in a first-person perspective, transporting them to a new environment. Everything the user sees, hears, and feels has been artificially created by computer 3D modeling/animation software. Controlling the virtual space is possible through tracked motion controllers. The technology creates a dream-like experience for the user, who can explore a new reality unlike their own. There is a growing number of industries adopting VR technology, including gaming, entertainment, healthcare, education, tourism, and urban planning (Huang et al., 2019).

In contrast, AR overlays digital information onto the physical world, enhancing the user’s perception of reality. AR is an interactive 3D computer-generated virtual object superimposed on the physical environment, viewed in real-time. Unlike VR, where the entire world is replaced with a digitally created environment, AR augments one’s current reality with information. The digital elements can be anything from 2D images and 3D objects to audio and text. The physical world is captured through the camera of a mobile device, laptop, or head-mounted display. From the viewing perspective, virtual objects are registered in a 3D space, allowing the user to explore the data freely. Several industries are using AR technology to present information, such as education, training, retail, architecture, military, and medicine. Digital data in VR environments creates a perfect reality for the user, while data in AR environments co-exists in physical space (Vasiljević et al., 2011). The two technologies also differ in immersion and interactivity levels. Immersion is the experience of depth in the environment, engaging the user in the activity. On the other hand, the degree of control in the environment is interactivity. Emphasis is placed on the interactivity level in both immersive VR and AR experiences. Users can control the speed and viewing angle when exploring virtual objects, as well as navigate and move freely in space.

Technologies Behind Virtual and Augmented Reality

Moving beyond the definitions of Virtual and Augmented Reality, a discussion of the technological framework that enables the user experience in these two environments helps better understand the differences and uses of the technologies. Virtual Reality (VR) technologies consist of hardware and software components that work together to produce a VR experience. The key hardware components users need to access VR include a head-mounted display, sensors, and controllers. The head-mounted display is an important device of VR that immerse users in a virtual environment. With a wide field of view (FOV) and stereo vision, head-mounted displays (HMDs) help users feel as though they are in a virtual space. The two most common choices to track head movement are gyroscopes/magnometers plus accelerometers and external optical tracking. Gyroscopes measure the rotation speed of the user’s head, while accelerometers track the head’s linear movement. The external optical tracking requires the user to wear a device that has infrared LEDs viewed by external cameras.

Tracking the user’s hand movement allows them to interact with a virtual environment effectively. Hand tracking can be achieved by using special controllers embedded with sensors, or some commercial VR systems incorporate low-resolution webcams to capture hand movement. Furthermore, some VR systems use a glove equipped with sensors to track finger movement. To fully experience immersion in VR, the addition of haptic feedback devices is needed. Basically, there are two types of haptic devices widely used in VR: force-feedback and non-force-feedback devices. Force-feedback devices provide a simulation of force to the user while they interact with an object in a virtual environment. In contrast, a non-force-feedback device such as a simple joystick can only indicate the user’s action but cannot simulate a force. The most significant software component of VR is the rendering engine that can create 3D models and environments for the user to view. Looking ahead, a software issue requiring increased attention is the management of multi-user VR systems.

On the other hand, the user can experience Augmented Reality (AR) by using various technologies such as smartphone apps, AR glasses, or projection systems. The simplest way to experience AR is through an app on a smartphone or tablet that has a built-in camera. The camera captures the real world, enabling the display to show a live video feed. In the video stream, computer-generated graphics are superimposed to create an AR experience. One of the most talked-about AR projects is Google Glass, a type of headset that displays useful information on a transparent lens in front of the user’s eye. Experiencing AR through eyeglasses is more natural and hands-free for the user than using a smartphone. Another way to experience AR is through projection systems that project computer graphics onto a surface. Usually, the projection works best on a flat surface, such as a tabletop. With the camera embedded in the projection system, object recognition enables virtual elements to interact with the real objects on a surface. For example, the AR table can project a virtual chessboard on a table allowing users to play chess with both virtual and real chess pieces. Similarly, AR could be provided for an entire wall or building.

In addition to these hardware technologies, software also plays an important role in creating digital AR experiences. Popular 3D engines such as Unity3D and Unreal Engine 4 can create AR content for smartphones, tablets, or projection systems. In addition, AR SDKs (Software Development Kits) provide developers with tools to easily create AR experiences. Marker-based AR requires the user to have predefined images or patterns that the camera can recognize. When a marker is detected, the preprogrammed virtual graphic model is displayed based on the marker’s location and orientation. Marker-less AR, in contrast, does not require pre-defined markers but uses geolocation or computer vision to identify a location in the real world where virtual graphics should be displayed. In recent years, advancements in graphics capabilities have enabled AR to have similar visual realism as VR. Certain AR applications utilize advanced graphical rendering techniques, such as simulating light transport to create a realistic view of a virtual object in the real world.

Advancements in both hardware and software technologies have made VR and AR growingly accessible and effective. There are many low-cost VR headsets available to experience VR using smartphones. Unlike VR, AR does not require special hardware; almost everyone can experience AR using apps on their smartphones. Recent mobile devices also have advanced capabilities such as built-in cameras, GPS sensors, accelerometers, high-quality displays, and processing power, making them suitable for AR development. These hardware and software technologies comprise a digital environment that emulates the real or the virtual, creating a sense of immersion in the experience. An interaction between the hardware and software technologies is symbiotic, with both sides continually advancing. For example, recent innovations in graphics processing units (GPUs) have increased modeling complexity and rendering speed, which enhances graphical realism in a virtual environment. Programmers can use GPU capabilities to implement sophisticated graphical effects. On the other hand, game engines handle the interaction between hardware and software technologies and provide users with high-level programming interfaces. For example, users can easily incorporate 3D models into a VR environment, and the game engine automatically takes care of the details such as how to send vertex data to the GPU. Having a domestic 3D modeling capability is critical to the development of the game engine that drives a virtual environment. Using free software such as Blender or more advanced tools such as 3D Studio Max, designers can create 3D models from scratch, including environmental elements, virtual characters, and animations. Once created, 3D models must convert into an appropriate file format so that the VR/AR system can recognize them.

Applications and Uses of Virtual Reality

Virtual reality (VR) can be described as a computer-generated three-dimensional virtual environment that can be interacted with by users inside it. This environment can either be viewed through a computer screen with a web-based platform or via head-mounted displays (HMDs) that track the user’s movement and immerse them in the virtual world. The immersive experience is one of the most marketable aspects of VR technology (Hamad and Jia, 2022). Although VR was initially created for entertainment and gaming, there are numerous current and potential applications in various sectors and fields, including education, healthcare, training simulations, marketing, and even art. The idea of creating three-dimensional virtual environments to explore, interact with, and better understand the world is beneficial for both entertainment and educational purposes. VR’s pedagogical advantages come from its effectiveness in creating engaging environments where users can easily and deeply interact with the content.

One of the greatest advantages of VR technology is its ability to create an immersive environment where space and time can be controlled. VR has the potential to open up a completely different world of experiences. One approach to utilizing this technology is creating educational VR applications in art history, science, architecture, and more. A specific environment of relevance can be reconstructed using VR technology, allowing students to explore that space virtually and interact with 3D representations of objects found there. An example of this would be creating an educational application for exploring ancient Roman architecture in an immersive environment, allowing students to navigate through a virtual space and look at three-dimensional models of buildings and structures. Rather than simply reading text and observing images in a textbook, this approach allows students to better visualize and comprehend the subject matter by immersively engaging them in the environment.

VR can also be applied in healthcare as a training environment for medical students to gain hands-on surgical experience with virtual patients rather than real ones. This application allows for an unlimited number of training sessions without the need to worry about real-life patient safety. Using this simulated environment, students can practice performing operations until they develop enough expertise to conduct them on actual patients. In addition, VR technology has potential therapeutic applications, such as exposure therapy for anxiety. This involves virtually exposing subjects to the source of their anxiety in a controlled environment while being observed by a therapist. VR is also being utilized in developing rehabilitation programs for patients with disabilities, allowing them to complete exercises in a virtual space that provide incentives through mini-games.

Additionally, using VR technology creates a new way of storytelling and experiencing entertainment. Entire worlds can be created from scratch in three dimensions, where users can step inside the story. This concept has been utilized in short films using VR technology, inviting viewers to enter the environment and view the scene from different angles as if they were there. VR is expanding its scope of applications in the entertainment industry beyond gaming. As technology advances and becomes more accessible, there will likely be more widespread and innovative uses for VR in everyday life.

Applications and Uses of Augmented Reality

Augmented Reality (AR) technology is becoming more widely used as it becomes less expensive and more readily available. People currently associate Augmented Reality with their smartphones, but they may not realize the extent to which the technology is implemented in their everyday social life. AR enhances experiences in various sectors, and the number of applications continues to grow. Applications that support AR allow the overlaying of digital information onto physical environments, which makes experiences even better. Retail is one major sector taking advantage of AR technology. Several AR apps have popped up to assist people in visualizing products. For example, the IKEA Place app lets users overlay furniture in different areas of their homes so they can see how it would look before buying. Another example is L’Oreal’s Makeup Genius app that allows users to try on different make-up products virtually (Minaee et al., 2022). Nowadays, shopping is done with a few swipes on the phone, but product visualization remains the biggest hassle of online shopping. An application of AR tells what a product is by making it visible.

AR is an expanding part of the educational sector. It can create interactive learning experiences, where complex and abstract subjects become more visual and understandable. An AR application called Anatomy 4D displays a 3D heart and allows different visualizations such as arteries, nerves, or veins with just a tap. In the education sector, spatial understanding of complex structures remains a key problem. Printed books are the main medium used for education, and transitioning to 3D visualizations would help in better understanding conceptual sciences. Printed media with 2D visualizations help in the understanding of mathematical equations. A possible solution would be printed media that include 3D visualizations, where AR would help in transforming 2D printed visualizations to 3D interactive ones. Another example is a maintenance procedure in Augmented Reality which contains a step-by-step procedure of a process. By tapping a particular object, all the necessary information would pop up, including text descriptions and different visualizations. AR would help in better understanding of industrial maintenance procedures where visual aids help in better and faster comprehension.

Comparison of Virtual and Augmented Reality

Virtual Reality (VR) and Augmented Reality (AR) are often discussed together, mainly because both technologies are thought to offer similar experiences and are usually exposed through the same devices. Given the commonality between the two, many people think they are the same thing. They might be considered cousins in the same family but are different in many ways. Even though they bear similarities, both technologies are radically different concerning immersion, user interaction, use cases, and so on. These differences erect VR and AR as two different mediums for information consumption. Therefore, it is crucial to understand the differences between VR and AR.

Speaking of immersion, VR is a fully immersive experience that transports users to a completely virtual environment. The sense of presence in the virtual world makes the users forget about reality. On the other hand, AR does not create a virtual environment; it will augment the user’s surrounding world with digital elements. Most AR content is seen through a mobile phone or tablet screen, which is just a window into the real environment with digital elements on top of it.

With VR, users can interact with the virtual environment they are in, where everything they see is generated digitally. User interaction can occur via data gloves, handheld controllers, or tracking systems. For AR, digital elements are embedded in the user’s physical surroundings. Hence, users can also interact with these digital elements, but the interaction lies on top of the real world. For example, users can see a video of a cute puppy playing on the floor, but they cannot touch it, AR just makes the puppy appear in front of the user’s eyes. However, they could have a play with a holographic puppy in VR, which means they can engage within a completely separate digital environment (Vasiljević et al., 2011).

Different industries utilize AR and VR for various purposes. In education, VR can take the students inside the human body to learn about the organs, while AR can show additional information on a human skull model. In real estate, VR can let users experience the house before it is even built, while AR can allow users to visualize how a particular painting would look on their wall and check if it fits (Huang et al., 2019). There are countless use cases for both technologies in various fields, each having a unique advantage over the other. The purpose of this discussion is to highlight these differences, not to declare one better than the other. After all, both AR and VR are still in their infancy stages, possessing unique benefits but also limitations. Therefore, readers are encouraged to think of scenarios for which one technology works better than the other. Understanding both technologies can make proper use of either of them.

AR makes the surrounding world a medium for information consumption where digital elements are rendered on top of the user’s physical environment. It augments the user’s reality instead of replacing it. Thus, the physical world is still visible to the user, which maintains a sense of presence in reality. Generally, cameras capture the real world and project computer-generated data or objects on top of it. Merging these synthetic elements with the real view gives users the perception that the virtual and real worlds coexist. It is predominantly real-world augmented by virtual data or objects. On the other hand, VR is a computer-generated simulation of a three-dimensional environment that can be interacted with in a seemingly real or physical way. It generates a completely virtual environment that replaces the real world, blocking out everything that surrounds the user. Such a space creates a sense of presence in a virtual world, where everything viewed inside the space is imagined.

Challenges and Future Directions

Today, several challenges limit the widespread consumer acceptance of Virtual Reality (VR) and Augmented Reality (AR) technologies. These challenges can be grouped into three categories: technical limitations, user adoption issues, and content issues . First, the performance of VR and AR systems is constrained mainly by hardware-related factors. Screen resolution, sensory bandwidth, and geometric fidelity need to be increased further; however, these improvements tend to make systems more expensive and less portable. Other hardware-related issues range from a lack of multi-sensory interfaces to insufficient haptic devices and the need for novel user interfaces more natural than using a mouse and keyboard. Software development can create its own challenges too, including novice developers’ hardware constraints and mismatches between the sudden explosion of ideas and available computing resources.

Motion sickness issues arise for users of VR and AR devices, especially for game users who need to wear devices for long periods. Another major issue is the accessibility of devices to certain segments of the population, especially the aged and disabled. Second, users have broad expectations about the cost of VR and AR systems, especially consumer equipment. Currently, consumer systems available on the market are mostly entry-level systems. One notable trend for both VR and AR is ongoing research for mid-range systems that bridge the quality gap between entry-level systems and more sophisticated systems. Finally, the generation and availability of new content types, such as immersive content, can create difficulties. After initial investments in VR and AR technologies, content creation is challenging because it requires innovative approaches. Three considerations become crucial when developing content: realism, interactivity, and the situation’s context. The goal then becomes how to blend these factors while considering the target audience and accessibility issues.

Regarding the future of VR and AR, it is anticipated to focus on the hardware/software gap and accessibility issues, while also concentrating on trends. Hardware/software development is expected to continue taking parallel paths, with hardware advancement concentrating on miniaturization, sensing capabilities, and resolution improvements. During hardware development, additional concerns will likely keep moving to the software domain. Various speculative trends for the future transition of VR and AR are evident in the literature. For instance, VR and AR are expected to become more integrated with AI and machine learning technologies. Complementing VR and AR with machine learning will enhance the quality of immersion, making user experiences easier and more natural. Moreover, a broad range of mundane AR and VR applications integrated into everyday life is forecasted.

In summary, Virtual Reality (VR) and Augmented Reality (AR) are two distinct yet related technologies that offer unique strengths and potential applications. It is important to understand the differences to leverage their strengths effectively. VR is a computer-generated environment that immerses users in a digital world, primarily focusing on entertainment and training, utilizing headsets or CAVEs. In contrast, AR enhances the real-world environment by overlaying digital elements, emphasizing information enhancement and visualization, commonly using mobile phones or smart glasses (Huang et al., 2019). Both technologies share similar infrastructure but differ in applications, user experiences, content interactions, and technology preferences. VR aims for total immersion, while AR strives for information enhancement.

Currently, VR has been widely adopted in entertainment and training simulations, while AR is gaining attention for information access in fields like archaeology and medicine. However, both are still evolving, with limitations in immersion, content creation, and cost. As industries actively explore VR and AR, continued investment will drive technological advancements, resolving current challenges. Exploring how VR and AR can create value in personal or professional endeavors will inspire consideration of these immersive technologies shaping future interactions. Readers are encouraged to stay informed as VR and AR continue to impact daily lives, providing insight into current knowledge and future exploration avenues.

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