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Virtual and
Augmented
Reality
By : Harsshamm Jeetendra
Virtual Reality
3
Virtual reality is an artificial environment that is created with software
and presented to the user in such a way that the user suspends belief and
accepts it as a real environment. On a computer, virtual reality is primarily
experienced through two of the five senses: sight and sound.
WHAT IS VIRTUAL REALITY ?
4
DAVID EM became the first artist to produce navigable
virtual worlds at NASA's Jet Propulsion Laboratory (JPL)
from 1977 to 1984. In 1979, Eric Howlett developed the
Large Expanse, Extra Perspective (LEEP) optical system.
The original LEEP system was redesigned for NASA's
Ames Research Center in 1985 for their first virtual
reality installation, the VIEW (Virtual Interactive
Environment Workstation) by Scott Fisher . The LEEP
system provides the basis for most of the modern virtual
reality headsets . In 1988, the Cyberspace Project at
Autodesk was the first to implement VR on a low-cost
personal computer .
HISTORY
5
Eric Gullichsen in 1990 found Sense8 Corporation and developed the WorldToolKit
virtual reality SDK (Software Development Kit)
In 1991, Sega announced the Sega VR headset for the Mega Drive home console.
In 1991 Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality
system to "drive" Mars rovers from Earth in apparent real time despite the substantial
delay of Mars-Earth-Mars signals.
In 1992, Nicole Stenger created Angels, the first real-time interactive immersive movie
where the interaction was facilitated with a dataglove and high-resolution goggles.
That same year, Louis Rosenberg created the virtual fixtures system at the U.S. Air
Force's Armstrong Labs
6
Simulation-based virtual reality
Avatar image-based virtual reality
Projector-based virtual reality
Image-based virtual reality
Desktop-based virtual reality
A head-mounted display (HMD) more fully immerses the user in
a virtual world.
FORMS
IMPLEMENTATION
Education
Travel
Gaming
Defense
Automotive
Healthcare
8
CONCERNS AND CHALLENGES
As useful as VR can be for humanity, there are a considerable number of ethical challenges
faced by developers, researchers, and marketers in terms of creating, deploying and using
VR technology.
Facial Recognition and Anonymity
Mental and Social Side Effects
Unrealistic Expectations
Reality Distortion
Manipulation and Crime
9
CODING AND METHOD
UNITY is one of the most renowned apps in this field for creating a virtual reality
application. For creating a virtual reality game with a ball moving :
Download the UNITY app and follow the steps :
In the Project view, in the Assets folder, create a new folder to hold materials for
different game objects of the app, rename it to Materials, and double-click to
open the folder.
In the menu, go to Assets > Create > Material and rename the material to floor-
color.
In the Inspector view, under Main Maps, click the Albedo color field to open a
color picker and change the color of your choice.
Repeat steps for creating different objects
10
The game objects of this app are floor, ball, and four walls and we’ll
use stock Unity plane, sphere, and cubes to build them.
Floor:
In the menu, go to GameObject > 3D Object > Plane.
In the Hierarchy view, rename it to floor.
In the Inspector view, under Transform, verify the position is set to
origin, i.e., (0,0,0). If not, reset it to (0,0,0).
Under Transform, set the scale to (2,1,2) to enlarge the floor. The plane
object is flat and does not have any volume. Therefore, by default, the Y
value is set to one.
11
Player ball:
In the menu, go to GameObject > 3D Object > Sphere.
In the Hierarchy view, rename it to player-ball.
From the Materials folder, drag and drop ball-color on the sphere.
In the Inspector view, under Transform, ensure the position is set to
(0,0,0), and set the Y value to 0.5 to let the ball rest on the floor, i.e.,
(0,0.5,0).
12
In the Inspector view, under Transform, reset the position to
(0,0,0), and set the scale to (0.5,2,20.5) to stretch the wall so
that it fits the floor edges neatly.
In the Hierarchy view, right-click the cube, and do the
following:
In the Hierarchy view, select third-wall, and in the Inspector
view, under Transform, set the rotation to (0,90,0). Repeat the
step for fourth-wall.
In the Hierarchy view, select first-wall, and in the Inspector
view, under Transform, enter the following values to
reposition the wall to surround the floor from all directions.
Repeat this step for the rest of the walls.
first-wall to (-10,0,0)
second-wall to (10,0,0)
third-wall to (0,0,10)
fourth-wall to (0,0,-10)
13
Step 4:
Add movement to the player ball.
In the Hierarchy view, select player-ball.
In the Inspector view, do the following:
a. Click Add Component > Physics > Rigidbody.
b. Click Add Component > New Script, set the name to
PlayerController, and click Create and Add.
c. Click the gear icon next to the PlayerController script and
click Edit Script to open it in the code editor.
14
Enter the code as script to give the ball movement
Using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
// Appears in the Inspector view from where you can set the speed
public float speed;
// Rigidbody variable to hold the player ball's rigidbody instance
private Rigidbody rb;
// Called before the first frame update
void Start()
{
// Assigns the player ball's rigidbody instance to the variable
rb = GetComponent<Rigidbody>();
}
// Called once per frame
private void Update()
{
// The float variables, moveHorizontal and moveVertical,
holds the value of the virtual axes, X and Z.
// It records input from the keyboard.
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
// Vector3 variable, movement, holds 3D positions of the
player ball in form of X, Y, and Z axes in the space.
Vector3 movement = new Vector3(moveHorizontal, 0.0f,
moveVertical);
// Adds force to the player ball to move around.
rb.AddForce(movement * speed * Time.deltaTime);
}
}
15
A. Expand Wall Material, in Size, enter 2, and in Element 0 and Element 1,
drag and drop after-collision and wall-color, respectively.
B. Click the gear icon next to Display Text and select message. Display Text
is the same field that we have declared in the ColorController.cs script I
C. In the Hierarchy view, select second-wall.
In Inspector view, click Add Components > Scripts, select ColorController
from the list, and repeat step 6.
Repeat step 7 and step 8 for the remaining walls.
Click the Play button from the top to preview your app. Press the arrow keys
on your keyboard to roll the ball around.
16
Step 7. Build and run your app.
Depending on the target platform you’ve selected in build settings, Unity builds either .apk file for
Android or .exe file for Windows. Since we have not used the Oculus Integration package, the app
may not run with Oculus Touch controllers.
Save your scene.
Go to File > Build and Run.
Double-click the file to run the app on your computer. Use your keyboard or Unity-compatible
joysticks for input.
IN SUCH A WAY A SIMPLE VIRTUAL REALITY CONCEPT CAN BE CREATED.
Augmented
Reality
18
WHAT IS AUGMENTED REALITY ?
Augmented reality (AR) is an experience where designers enhance parts of users’ physical world with
computer-generated input.
(AR) is one of the biggest technology trends right now, and it’s only going to get bigger as AR ready smartphones
and other devices become more accessible around the world.
AR let us see the real-life environment right in front of us—trees swaying in the park, dogs chasing balls, kids
playing soccer—with a digital augmentation overlaid on it.
the most famous example of AR technology is the mobile app Pokemon Go, which was released in 2016 and
quickly became an inescapable sensation.
19
HISTORY
Augmented reality was first achieved, to some extent, by a cinematographer called
Morton Heilig in 1957. He invented the Sensorama which delivered visuals, sounds,
vibration and smell to the viewer.
Then in 1968, Ivan Sutherland the American computer scientist and early Internet
influence, invented the head-mounted display as a kind of window into a virtual
world.
In 1975, Myron Krueger, an American computer artist developed the first “virtual
reality” interface in the form of “Videoplace”
Steve Mann, a computational photography researcher, gave the world wearable
computing in 1980.
Thomas P Caudell of Boeing coined the phrase “augmented reality” in 1990.
The first properly functioning AR system was probably the one developed at USAF
Armstrong’s Research Lab by Louis Rosenberg in 1992.
20
IMPLEMENTATIONS
Education
Travel
Translation
Locators
Gaming
Defense
Automotive
Healthcare
21
TECHNOLOGY
Intelligent display technology: With the development of intelligent display technology, augmented reality
becomes a possibility, which is pushed to a new height by the various kinds of display devices generated based
on intelligent display technology.
3D registration technology : As one of the most critical technologies in the augmented reality system, 3d
registration technology enables virtual images to be superimposed accurately in the real environment.
Intelligent interaction technology : Intelligent interactive technology is closely related to intelligent display
technology, 3d registration technology, ergonomics, cognitive psychology and other disciplines.
22
CONCERNS AND CHALLENGES
As useful as AR can be for humanity, there are a considerable number of ethical challenges faced by developers,
researchers, and marketers in terms of creating, deploying and using AR technology.
Facial Recognition and Anonymity
Mental and Social Side Effects
Unrealistic Expectations
Reality Distortion
Manipulation and Crime
23
CODE AND METHOD
In Augmented reality , UNITY can be used to create an
augmented reality application . We can follow the
given steps to create an application (in your android
device as well) :
24
We now need to install the packages required to allow for
AR foundation in our scene.
So to do that you will see at the top of the screen you can
click on window -> package manager like this.
You should now get a screen where you can install packages
something like this.
Give it a chance to load all the packages, because they won’t
show initially when you open this window.
Once loaded you should have something that looks like this.
25
Setting up plane detection
One of the most basic and amazing features of unity ar
foundation is to use plane detection and object placement.
With this principle alone you could create so many
augmented reality projects. To setup plane detection we
need to add a plane manager.
Click on ar session origin.
Then go ahead and add a component called ar plane
manager.
26
We now need to go and add a plane prefab. You can easily
do this by going over to your hierarchy. Then right click and
go down to XR -> AR Default Plane . Drag that AR Default
Plane from your scene to your assets folder.
27
Placing an object in augmented reality
Now let us look at how we can place a basic cube object in our
augmented reality scene.
To start off we need to create a script called PlaceObject. So right
click in your assets folder and create a c# script and name it
PlaceObject.
28
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
[RequireComponent(typeof(ARRaycastManager))]
public class PlaceObject : MonoBehaviour
{
// Start is called before the first frame update
public GameObject objectToPlace;
private ARRaycastManager _arRaycast;
private Vector2 touchPosition;
static List<ARRaycastHit> hits = new List<ARRaycastHit>();
void Awake()
{
_arRaycast = GetComponent<ARRaycastManager>();
}
bool detectTouch(out Vector2 touchPosition)
{
if (Input.touchCount > 0)
{
touchPosition = Input.GetTouch(0).position;
return true;
}
else
{
touchPosition = new Vector2(0,0);
return false;
}
29
}
// Update is called once per frame
void Update()
{
if (!detectTouch(out Vector2 touchPosition)) return;
if(_arRaycast.Raycast(touchPosition,hits,TrackableType.Plan
es))
{
var hitPose = hits[0].pose;
Instantiate(objectToPlace, hitPose.position,
hitPose.rotation);
}
}
}
(code ends)
30
To explain how this works. We will be taking input from our mobile
augmented reality app.
If we have more than 0 touch points we will detect a touch and get the hit
pos from the raycast we are projecting to our detected AR plain.
We then track that position and instantiate a objectToPlace in our app.
We can assign any object to our objectToPlace but let us use a basic cube.
Save your script and add it to the AR Session Origin by dragging it on the AR
Session Origin so you have this.
31
How to build augmented reality app
We need to change our target platform to either IOS or
android. To do this go to file -> build settings.
Choose either android or IOS, I am choosing android
because I have an android phone.Click build and run.
Make sure you phone is plugged in.
32
If you have done everything correctly
you should end up with something like
this.
33
Differences and similarities of Augmented reality and Virtual reality
⩥ How are AR & VR similar ?
AR uses a real-world setting while VR is completely virtual. AR users can control their presence in the real
world; VR users are controlled by the system. VR requires a headset device, but AR can be accessed with a
smartphone. AR enhances both the virtual and real world while VR only enhances a fictional reality.
⩥ Can AR & VR be used together ?
Yes! Together, augmented reality, robotics, and virtual reality can be the 'Three Amigos. ' VR and AR can offer an
immersive medium to operate robots. With the help of low-latency networks, people can utilize robots remotely
using intuitive AR and VR controls.
⩥ Requirements for learning AR & VR :
To become an AR/VR developer, you must be able to work with video game engines such as Unity or Unreal.
These are two platforms that allow you to recreate environments in 3D. Besides, AR/VR developers must be able
to understand programming languages such as C++, C#, JavaScript, or Swift.
⩥ Software / Applications used for AR & VR :
AR – UNITY , Vuforia , ARToolkit , GoogleARCore , MAXST , AppleARKit , Wikitude.
VR -- Unity , Amazon Sumerian , Google VR for everyone , Unreal Engine 4 (UE4) , CRYENGINE , Blender , 3ds
Max , SketchUp Studio.
34
COMMON QUESTIONS ASKED :
35

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VIRTUAL REALITY & AUGMENTED REALITY

  • 3. 3 Virtual reality is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. On a computer, virtual reality is primarily experienced through two of the five senses: sight and sound. WHAT IS VIRTUAL REALITY ?
  • 4. 4 DAVID EM became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984. In 1979, Eric Howlett developed the Large Expanse, Extra Perspective (LEEP) optical system. The original LEEP system was redesigned for NASA's Ames Research Center in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation) by Scott Fisher . The LEEP system provides the basis for most of the modern virtual reality headsets . In 1988, the Cyberspace Project at Autodesk was the first to implement VR on a low-cost personal computer . HISTORY
  • 5. 5 Eric Gullichsen in 1990 found Sense8 Corporation and developed the WorldToolKit virtual reality SDK (Software Development Kit) In 1991, Sega announced the Sega VR headset for the Mega Drive home console. In 1991 Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals. In 1992, Nicole Stenger created Angels, the first real-time interactive immersive movie where the interaction was facilitated with a dataglove and high-resolution goggles. That same year, Louis Rosenberg created the virtual fixtures system at the U.S. Air Force's Armstrong Labs
  • 6. 6 Simulation-based virtual reality Avatar image-based virtual reality Projector-based virtual reality Image-based virtual reality Desktop-based virtual reality A head-mounted display (HMD) more fully immerses the user in a virtual world. FORMS
  • 8. 8 CONCERNS AND CHALLENGES As useful as VR can be for humanity, there are a considerable number of ethical challenges faced by developers, researchers, and marketers in terms of creating, deploying and using VR technology. Facial Recognition and Anonymity Mental and Social Side Effects Unrealistic Expectations Reality Distortion Manipulation and Crime
  • 9. 9 CODING AND METHOD UNITY is one of the most renowned apps in this field for creating a virtual reality application. For creating a virtual reality game with a ball moving : Download the UNITY app and follow the steps : In the Project view, in the Assets folder, create a new folder to hold materials for different game objects of the app, rename it to Materials, and double-click to open the folder. In the menu, go to Assets > Create > Material and rename the material to floor- color. In the Inspector view, under Main Maps, click the Albedo color field to open a color picker and change the color of your choice. Repeat steps for creating different objects
  • 10. 10 The game objects of this app are floor, ball, and four walls and we’ll use stock Unity plane, sphere, and cubes to build them. Floor: In the menu, go to GameObject > 3D Object > Plane. In the Hierarchy view, rename it to floor. In the Inspector view, under Transform, verify the position is set to origin, i.e., (0,0,0). If not, reset it to (0,0,0). Under Transform, set the scale to (2,1,2) to enlarge the floor. The plane object is flat and does not have any volume. Therefore, by default, the Y value is set to one.
  • 11. 11 Player ball: In the menu, go to GameObject > 3D Object > Sphere. In the Hierarchy view, rename it to player-ball. From the Materials folder, drag and drop ball-color on the sphere. In the Inspector view, under Transform, ensure the position is set to (0,0,0), and set the Y value to 0.5 to let the ball rest on the floor, i.e., (0,0.5,0).
  • 12. 12 In the Inspector view, under Transform, reset the position to (0,0,0), and set the scale to (0.5,2,20.5) to stretch the wall so that it fits the floor edges neatly. In the Hierarchy view, right-click the cube, and do the following: In the Hierarchy view, select third-wall, and in the Inspector view, under Transform, set the rotation to (0,90,0). Repeat the step for fourth-wall. In the Hierarchy view, select first-wall, and in the Inspector view, under Transform, enter the following values to reposition the wall to surround the floor from all directions. Repeat this step for the rest of the walls. first-wall to (-10,0,0) second-wall to (10,0,0) third-wall to (0,0,10) fourth-wall to (0,0,-10)
  • 13. 13 Step 4: Add movement to the player ball. In the Hierarchy view, select player-ball. In the Inspector view, do the following: a. Click Add Component > Physics > Rigidbody. b. Click Add Component > New Script, set the name to PlayerController, and click Create and Add. c. Click the gear icon next to the PlayerController script and click Edit Script to open it in the code editor.
  • 14. 14 Enter the code as script to give the ball movement Using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { // Appears in the Inspector view from where you can set the speed public float speed; // Rigidbody variable to hold the player ball's rigidbody instance private Rigidbody rb; // Called before the first frame update void Start() { // Assigns the player ball's rigidbody instance to the variable rb = GetComponent<Rigidbody>(); } // Called once per frame private void Update() { // The float variables, moveHorizontal and moveVertical, holds the value of the virtual axes, X and Z. // It records input from the keyboard. float moveHorizontal = Input.GetAxis("Horizontal"); float moveVertical = Input.GetAxis("Vertical"); // Vector3 variable, movement, holds 3D positions of the player ball in form of X, Y, and Z axes in the space. Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical); // Adds force to the player ball to move around. rb.AddForce(movement * speed * Time.deltaTime); } }
  • 15. 15 A. Expand Wall Material, in Size, enter 2, and in Element 0 and Element 1, drag and drop after-collision and wall-color, respectively. B. Click the gear icon next to Display Text and select message. Display Text is the same field that we have declared in the ColorController.cs script I C. In the Hierarchy view, select second-wall. In Inspector view, click Add Components > Scripts, select ColorController from the list, and repeat step 6. Repeat step 7 and step 8 for the remaining walls. Click the Play button from the top to preview your app. Press the arrow keys on your keyboard to roll the ball around.
  • 16. 16 Step 7. Build and run your app. Depending on the target platform you’ve selected in build settings, Unity builds either .apk file for Android or .exe file for Windows. Since we have not used the Oculus Integration package, the app may not run with Oculus Touch controllers. Save your scene. Go to File > Build and Run. Double-click the file to run the app on your computer. Use your keyboard or Unity-compatible joysticks for input. IN SUCH A WAY A SIMPLE VIRTUAL REALITY CONCEPT CAN BE CREATED.
  • 18. 18 WHAT IS AUGMENTED REALITY ? Augmented reality (AR) is an experience where designers enhance parts of users’ physical world with computer-generated input. (AR) is one of the biggest technology trends right now, and it’s only going to get bigger as AR ready smartphones and other devices become more accessible around the world. AR let us see the real-life environment right in front of us—trees swaying in the park, dogs chasing balls, kids playing soccer—with a digital augmentation overlaid on it. the most famous example of AR technology is the mobile app Pokemon Go, which was released in 2016 and quickly became an inescapable sensation.
  • 19. 19 HISTORY Augmented reality was first achieved, to some extent, by a cinematographer called Morton Heilig in 1957. He invented the Sensorama which delivered visuals, sounds, vibration and smell to the viewer. Then in 1968, Ivan Sutherland the American computer scientist and early Internet influence, invented the head-mounted display as a kind of window into a virtual world. In 1975, Myron Krueger, an American computer artist developed the first “virtual reality” interface in the form of “Videoplace” Steve Mann, a computational photography researcher, gave the world wearable computing in 1980. Thomas P Caudell of Boeing coined the phrase “augmented reality” in 1990. The first properly functioning AR system was probably the one developed at USAF Armstrong’s Research Lab by Louis Rosenberg in 1992.
  • 21. 21 TECHNOLOGY Intelligent display technology: With the development of intelligent display technology, augmented reality becomes a possibility, which is pushed to a new height by the various kinds of display devices generated based on intelligent display technology. 3D registration technology : As one of the most critical technologies in the augmented reality system, 3d registration technology enables virtual images to be superimposed accurately in the real environment. Intelligent interaction technology : Intelligent interactive technology is closely related to intelligent display technology, 3d registration technology, ergonomics, cognitive psychology and other disciplines.
  • 22. 22 CONCERNS AND CHALLENGES As useful as AR can be for humanity, there are a considerable number of ethical challenges faced by developers, researchers, and marketers in terms of creating, deploying and using AR technology. Facial Recognition and Anonymity Mental and Social Side Effects Unrealistic Expectations Reality Distortion Manipulation and Crime
  • 23. 23 CODE AND METHOD In Augmented reality , UNITY can be used to create an augmented reality application . We can follow the given steps to create an application (in your android device as well) :
  • 24. 24 We now need to install the packages required to allow for AR foundation in our scene. So to do that you will see at the top of the screen you can click on window -> package manager like this. You should now get a screen where you can install packages something like this. Give it a chance to load all the packages, because they won’t show initially when you open this window. Once loaded you should have something that looks like this.
  • 25. 25 Setting up plane detection One of the most basic and amazing features of unity ar foundation is to use plane detection and object placement. With this principle alone you could create so many augmented reality projects. To setup plane detection we need to add a plane manager. Click on ar session origin. Then go ahead and add a component called ar plane manager.
  • 26. 26 We now need to go and add a plane prefab. You can easily do this by going over to your hierarchy. Then right click and go down to XR -> AR Default Plane . Drag that AR Default Plane from your scene to your assets folder.
  • 27. 27 Placing an object in augmented reality Now let us look at how we can place a basic cube object in our augmented reality scene. To start off we need to create a script called PlaceObject. So right click in your assets folder and create a c# script and name it PlaceObject.
  • 28. 28 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.ARFoundation; using UnityEngine.XR.ARSubsystems; [RequireComponent(typeof(ARRaycastManager))] public class PlaceObject : MonoBehaviour { // Start is called before the first frame update public GameObject objectToPlace; private ARRaycastManager _arRaycast; private Vector2 touchPosition; static List<ARRaycastHit> hits = new List<ARRaycastHit>(); void Awake() { _arRaycast = GetComponent<ARRaycastManager>(); } bool detectTouch(out Vector2 touchPosition) { if (Input.touchCount > 0) { touchPosition = Input.GetTouch(0).position; return true; } else { touchPosition = new Vector2(0,0); return false; }
  • 29. 29 } // Update is called once per frame void Update() { if (!detectTouch(out Vector2 touchPosition)) return; if(_arRaycast.Raycast(touchPosition,hits,TrackableType.Plan es)) { var hitPose = hits[0].pose; Instantiate(objectToPlace, hitPose.position, hitPose.rotation); } } } (code ends)
  • 30. 30 To explain how this works. We will be taking input from our mobile augmented reality app. If we have more than 0 touch points we will detect a touch and get the hit pos from the raycast we are projecting to our detected AR plain. We then track that position and instantiate a objectToPlace in our app. We can assign any object to our objectToPlace but let us use a basic cube. Save your script and add it to the AR Session Origin by dragging it on the AR Session Origin so you have this.
  • 31. 31 How to build augmented reality app We need to change our target platform to either IOS or android. To do this go to file -> build settings. Choose either android or IOS, I am choosing android because I have an android phone.Click build and run. Make sure you phone is plugged in.
  • 32. 32 If you have done everything correctly you should end up with something like this.
  • 33. 33 Differences and similarities of Augmented reality and Virtual reality
  • 34. ⩥ How are AR & VR similar ? AR uses a real-world setting while VR is completely virtual. AR users can control their presence in the real world; VR users are controlled by the system. VR requires a headset device, but AR can be accessed with a smartphone. AR enhances both the virtual and real world while VR only enhances a fictional reality. ⩥ Can AR & VR be used together ? Yes! Together, augmented reality, robotics, and virtual reality can be the 'Three Amigos. ' VR and AR can offer an immersive medium to operate robots. With the help of low-latency networks, people can utilize robots remotely using intuitive AR and VR controls. ⩥ Requirements for learning AR & VR : To become an AR/VR developer, you must be able to work with video game engines such as Unity or Unreal. These are two platforms that allow you to recreate environments in 3D. Besides, AR/VR developers must be able to understand programming languages such as C++, C#, JavaScript, or Swift. ⩥ Software / Applications used for AR & VR : AR – UNITY , Vuforia , ARToolkit , GoogleARCore , MAXST , AppleARKit , Wikitude. VR -- Unity , Amazon Sumerian , Google VR for everyone , Unreal Engine 4 (UE4) , CRYENGINE , Blender , 3ds Max , SketchUp Studio. 34 COMMON QUESTIONS ASKED :
  • 35. 35