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Sunday, June 14, 2020


Augmented reality has come a long way from science fiction to a science-based reality. Until recently real-time cost was so widely used that designers could only dream of working on the design projects involved - nowadays things have changed and an exciting fact is also found on mobile handsets. That means that unpleasant virtual reality architecture is now the gateway to all UX designers and sizes.

The real disadvantage is the real-world, physical reality in which elements is enhanced by computer-generated input. This input can vary from audio to video, to GPS overlay images and more. The first really unpleasant idea came from a Frank L Baum novel is written in 1901 in which a collection of electronic mirrors reflected personal details; it was called a "character marker". Today, the unpleasant truth is the real thing and not the concept of science fiction.

Augmented reality is achieved through a variety of technologies; this can be done on their own or by coming together to create an uncertain reality. Including:



Processor, display, sensors and input devices. The smartphone usually contains a processor, a display, accelerometers, GPS, camera, microphone etc. It also contains all the hardware needed to be an AR tool.



It is fully capable of displaying AR data while monitoring activities are active and even other systems such as Optical projection system, headset, eyeglasses, contact lens, HUD (mirror display), optical display, SEyeTap was taken from the surroundings and replaced with computer-generated ones), Spatial Augmented Reality (SAR - which uses standard guessing techniques as a visualizer of any kind) and animations.

Sensors and input devices include - GPS, gyroscopes, accelerometers, compasses, RFID, wireless sensors, touch recognition, speech recognition, eye tracking and starters.






           In 1968, The Sword of Damocles was created by Ivan Sutherland and Bob Sproull, it was the first type of a head-mounted display. It was a distorted display of primitive computer graphics.

            In 1980, developed a first portable computer called EyeTap was developed by Steve Mann working in front of the eye. It superimposed effects by recording the elements on it later, and show it all to a user who could also play with it via head movements. 

           In 1990 marked the birth of the “augmented reality” term. It was first used in the work of Thomas Caudell and David Mizell – Boeing company researchers.

           In 2000 a Japanese scientist Hirokazu Kato designed and developed a Tool named ARToolKit – an open-source SDK. 

            In 2016 Pokemon Go game was launched by Niantic for mobile devices. The app touched heights and hiked the gaming industry up and earned $2 million in a just first week. 



Most of the AR development will be in building software to leverage hardware capabilities. There is already an Augmented Reality Mark-up Language (ARML) used to customize the XML grammar. There are a few software developments (SDK) features that also offer simple AR development scenarios.



Augmented reality (AR) compromises of a digital content fed onto a live camera feed, making that digital content look as if it is part of the physical world around you. Computer vision compels what is in the world around the user from the content of the camera feed. This helps to show digital content relevant to what the user is looking at. Then in a realistic way the content is displayed, so that it looks part of the real world - Rendering.





For each augmented reality experience we need to define some logic beforehand. This triggers the digital content when something is recognized. In the live Augmented Reality system, upon recognizing the rendering module displays the relevant content onto the camera feed, the last step in the AR pipeline.



AR is a very active field and we expect to see many exciting new developments. As computer vision gets better at understanding the world around us, AR experiences will become more immersive and exciting. Moreover, Smartphones are the critical part of augmented reality, but it can happen on any device with a camera. On availability of computational power, we expect this medium to make AR mainstream - enhancing the way we live, work, shop and play.


Sunday, June 07, 2020

Virtual Reality

The definition of virtual reality comes, naturally, from the definitions for each ‘virtual’ and ‘reality’. The definition of ‘virtual’ is close to and reality is what we have a tendency to expertise as personalities. that the term ‘virtual reality’ primarily suggests that ‘near-reality’. This could, of course, mean something however it always refers to a selected variety of reality emulation

We know the planet through our senses and perception systems. in-class we have a tendency to all learned that we've 5 senses: taste, touch, smell, sight and hearing. These are the measures but solely our most blatant sense organs. the reality is that humans have more senses than this, like a way of balance as an example. These different sensory inputs and some special process of sensory info by our brains ensures that we've a rich flow of data from the environment to our minds.

Everything that we all know concerning our reality comes by a method of our senses. In different words, our entire expertise of reality is solely a mix of sensory info and our brains sense-making mechanisms for that info. It stands to reason then, that if you'll gift your senses with made-up info, your perception of reality would conjointly amendment in response to that. you'd be given with a version of reality that isn’t extremely there, however from your perspective it might be perceived as real. one thing we might ask as a virtual reality.

“What is virtual reality?”. In technical terms it is straight-forward. Virtual
 reality is that the term accustomed describe a three dimensional, computer-generated setting which may be explored and interacted with by an individual. That person becomes a part of this virtual world or is immersed at intervals this setting and while there, is ready to govern objects or perform a series of actions.

How is virtual reality achieved? Although we have a tendency to say a couple of historical early types of virtual reality elsewhere on the location, these days virtual reality is typically enforced mistreatment technology. There square measure a spread of systems that square measure used for this purpose, like headsets, Omni-directional treadmills and special gloves. These 
are measures accustomed to stimulate our senses along so as to make the illusion of reality.

This is harder than it sounds since our senses and brains square measure evolved to supply North American country with a finely synchronous and mediate expertise. If something is even a bit off, we will sometimes tell. this is often wherever you’ll hear terms like immersive
-ness and realism enter the spoken communication. These problems that divide convincing or gratifying virtual reality experiences from jarring or unpleasant ones are part technical and part abstract. virtual reality technology has to take our physiology under consideration. as an example, the human field of regard doesn't appear as if a video frame.

Why have a virtual reality? This may look like tons of effort, and it is! What makes the event of virtual reality worthwhile? The potential recreation price is evident. Immersive films and video games are smart examples. The industry is finally a multi-billion dollar one and shoppers are continually keen on novelty.

Virtual reality has several different, additional serious, applications additionally.

Wherever it's too dangerous, valuable or impractical to try and do one thing essentially, virtual reality is that the answer. From initiate fighter pilots to medical applications initiate surgeons, virtual reality permits North American country to require virtual risks so as to achieve world expertise. because the price of virtual reality goes down and it becomes additional thought, you'll expect additional serious uses, like education or productivity applications, to comeback to the fore. Virtual reality and its cousin-german increased reality may substantively amendment the method we have a tendency to interface with our digital technologies. continued the trend of humanising our technology.

A virtual setting ought to offer suitable responses – in real-time- because the person explores their surroundings. the issues arise once there's a delay between the person’s actions and system response or latency that then disrupts their expertise. The person becomes aware that they're in a synthetic setting and adjusts their behaviour consequently which ends in an exceedingly affected, mechanical variety of interaction.

 aim is for a natural, free-flowing variety of interaction which can lead to unforgettable expertise.


Virtual reality is that the creation of a virtual setting given to our senses in such some the way that we have a tendency to expertise it as if we have a tendency to were extremely there. It uses a bunch of technologies to realize this goal and maybe
 a technically complicated exploit that has got to account for our perception and psychological feature. it's each recreation and high uses. The technology is turning into cheaper and additional widespread. we will expect to ascertain more innovative uses for the technology within the future and maybe an elementary method during which we have a tendency to communicate and work because of the probabilities of virtual reality.