Thursday, 1 April 2021

An examination of how Virtual and Augmented Reality (VR/AR) have advanced to become mainstream technologies

 



Computer technology has changed massively over the years with end users getting more and more immersive and realistic experience. Virtual and augmented reality is also a part of the same revolution. A virtual reality (VR) refers to a computer-generated virtual reality (or virtual environment) in which a user can interact with it using specialized electronic devices like special headsets equipped with specialized sensors or gloves with electrodes. Augmented Reality (AR) describes the transformation of digital information into the visual experience of an active world, where the physical properties of the digital world are augmented by the human visual system.
One type of augmented reality uses a computer to augment the human mind perceiving the environment, either through an optical lens, screen, or any other form of sensory input. Another example is the use of digital photographs taken by a digital camera to overlay digital images in a live video experience. Virtual reality is a great source of learning about a variety of subjects. Many people have access to high-end technology at their disposal to create an environment that simulates the real world and allows them to see things from another point of view. It's also a good way to practice new skills, like talking to patients and their family members without actually having to interact with them.

Virtual experiences can also help foster creativity and problem-solving skills, which is important in both academic and workplace environments. As students become more comfortable with the idea of using a virtual environment to learn, they are also able to develop interpersonal skills that will make them better problem solvers and communicators in real-life situations. The U.S. is one of the leading countries in the field of virtual and augmented reality. Major players in this field are situated in the U.S. and are focused on introducing novel products such as headsets and technology to further the AR/VR experience.

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