Monday, July 29, 2019

Augmented Reality and Virtual Reality

Pixelcase in Australia is the organization using the revolutionary use of the augmented reality (AR) and virtual reality (VR). The following report outlines the above factors providing the problem statements and benefits of the technologies. For the past few years Pixelcase experimented over photogrammetry under VR. This helped one of the effective workflows of VR modeling in the world. They have also developed their own linear scanning software of automated drone increasing the VR experience qualities. The VR photogrammetry currently transports the users in the VR to the walkable, tangible and real locations anywhere in the world. The service has been appropriate for asset management, film, education, museums, heritage and many more (Biocca and Levy 2013). The augmented reality has been related with the advertisement campaigns, science-fiction movies or gimmicked situations. The VR on the other hand has been created for the smart-phones. This is built as the standalone device and provided with powerful systems of gaming. There have been various real-life usages for these technologies (Dunleavy and Dede 2014). The trends related to AR are the AR headsets, mobile experiences, retail sectors and mixed reality.   The innovation in e-commerce is rapidly rising and AR is bringing the physical presence to the online shopping. The trends of VR lie in the fact that, the wireless virtual reality technology is creating a huge splash. This would also help in shopping. The Internet-of-Things has been making wireless VR more beautiful and dangerous.   This turns into the killer app for the phones and people might get addicted to it. The augmented reality has been the live view of the real world scenarios. Its elements are augmented via sensory inputs generated by computer like video, sound or GPS data. This enhances the reality of perception and the techniques are performed in the real time. This is done under the semantic context with the environmental elements like overlapping supplemental data (Barfield 2015). The VR is the computer technology that makes use of the VR headsets. This has been sometimes in assimilation with the multi-projected scenarios generating sounds, realistic images and sensations simulating the physical presence of the users in a virtual environment. People using the equipment could look around the new world with large quality movements interacting with virtual items (Earnshaw 2014). The problem statements regarding the technologies for Pixelcase are that why should they experiment with the technologies, how is VR suitable for their brands and their scopes in future market. The benefits lie in the fact that it would provide the consumer of Pixelcase to access events and locations. It is perfect for the brand because some industries would lend themselves to the technology more naturally like the entertainment companies. The trends of Pixelcase are researched in this report along with its potential applications. Both of the technologies have been earning lots of media attention promising tremendous rise. They could disrupt as well as reshape the current markets and the business models. Cloud processing and computing and auxiliary smart environment: This would enable the concepts of AR. Miniaturization of the devices: This rises the opportunities. Choosing place on the spectrum of the VR technology: This would help the journalists. Barfield, W. ed., 2015.  Fundamentals of wearable computers and augmented reality. CRC Press. Biocca, F. and Levy, M.R. eds., 2013.  Communication in the age of virtual reality. Routledge. Dunleavy, M. and Dede, C., 2014. Augmented reality teaching and learning. In  Handbook of research on educational communications and technology  (pp. 735-745). Springer New York. Earnshaw, R.A. ed., 2014.  Virtual reality systems. Academic press.

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