Introduction To AR, VR and MR
Introduction To AR, VR and MR
Heregger Gabriel
Institute of Informatics-Systems
Alps-Adriatic University of Klagenfurt, Universitatsstrasse 65-67
9020 Klagenfurt, Austria {gabrielhe}@edu.aau.at
Abstracts. This work initially aims to define the term "Mixed Reality" more
closely, in order to then summarize the current market and application
situation and then devote the main part to the expected development in the
next few years . Finally, the results obtained are briefly explained again for
the reader.
1 Introduction
Public interest in the field of virtual reality (VR) and augmented reality (AR) has
increased significantly in recent years. Although these terms were already discussed
and dealt with in more detail in the early 1990s, most of the areas of application
were pure fiction at the time, limited by the technology, which was far too weak
compared to today. That's why the topic disappeared from the minds of the masses
relatively soon. But since then, a lot has improved technically, and we live in a time
when VR and AR are a reality and are slowly but surely being integrated more and
more into everyday life. Increasingly efficient and, above all, smaller computers
open up new possibilities in development, innovation and application. There are
already various devices, mostly in the form of VR/AR glasses, that allow the user to
interact with the virtual space without spatial restrictions.
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2 definitions of terms
Since the areas of application for the various terms of VR and AR can often merge
into one another and sometimes cannot be clearly differentiated
are, the term Mixed Reality (MR) was chosen for this work to ¨
to cover the entire spectrum. In order to give the reader a better overview, the
various terms are briefly defined in the following points.
The term virtual reality was coined in 1982 by the author Damien
Broderick in his sci-fi novel The Judas Mandala. He found use
for the first time by Jaron Lanier in 1989. Nowadays, VR stands for the possibility to
immerse yourself in a completely computer-generated world using suitable technology
and to interact with it. In connection with VR, the concept of immersion is also of
particular importance. This describes the degree with
which the user is integrated and locked into the virtual world.
The fewer stimuli the user perceives from the real world, the more he feels
themselves as part of the virtual reality. To guarantee high immersion, it is
important to make the virtual application as real and interactive as possible.
[1]
Based on the English term “augment” (in German: expand, enrich) AR stands for
the computer-supported expansion of the perceived reality. In the course of AR, a
user does not immerse himself completely in a computer-generated world, as is
the case with VR, but rather the world around him
expanded by additional elements, although these are nowadays
mostly around visual objects, but the term AR refers to any
Sensory perception generated for the user. AR has especially with
the smartphone revolution are finding their way into everyday life more and more.
[2]
The term mixed reality was coined for the first time in 1994 in a
Publication by Paul Milgram and Fumio Kishino. [3] This is from you
Concept of the ”virtuality continuum”, i.e. the entire bandwidth between
the virtual and the reality. Thus, MR includes any merger
the real world with virtual content. Even today, the
The terms MR and AR are often used interchangeably, but the AR is part of the
MR. Most notably Microsoft uses the term MR around its VR and AR
To market products and to position oneself on the market. 1
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In general, the devices used today can be roughly divided into two categories
summarize. On the one hand the holographic and on the other hand the always
sive devices, both categories focus on the head-mounted displays
(HMD), i.e. devices that are worn fixed to the head for use. 2
must become. There are a number of versions for the latter, but they hang
these always depend on the smartphones used and do not achieve the same quality
a standalone version. In the following section, the three leading products of the VR glasses
with integrated display, which have been on the market since 2016, are described
are, considered.
Oculus Rift: The HMD, designed in 2012, was crowdfunded by its developers on
Kickstarter.com within 4 hours
funded with 2.4 million USD. That alone tells you how asked
even then this technology was. Since then, the Oculus Rift has been released several times
revised and is after the first two versions, which are 2013 and 2014 as
Developer kits, i.e. designed for developers, have been released since
March 2016 consumer version available. Among other things, the takeover by Facebook
¨
and the initially advertised costs of 300-400 USD, which were then replaced by a sales
price of 599
USD have been replaced.[5] The HMD is now available for around USD 450.
Also with regard to the development for Oculus Rift has changed in recent years
done some things. The manufacturers are currently offering a free and open source one
Development Kit and engines like Unity, Unreal Engine and Source Engine
are already adjusted for development. WebVR, a programming interface for the Mozilla
Firefox and Google Chrome browsers, also supports it
Using Oculus Rift. [4] 3
HTC Vive: In cooperation with the company Valve, HTC developed the HMD, which
¨
was presented to the public in 2015. Valve started researching VR in 2012 and
presented the Steam VR platform they developed for the first time in 2014. In addition
to the HMD, the HTC Vive also requires two controllers, one for each hand, and a so-
called base station, which uses laser beams that are detected by sensors on the
headset and the controllers to carry out the necessary calculations, the so-called
Lighthouse System. The entire package is currently available for just under 700 EUR.
Valve has also published the source code of their OpenVR programming interface on
GitHub, which can be used for other headsets and input devices besides Steam VR.[6]
4
PlayStation VR: The general interest in and supply of MR devices is currently strongest
in the gaming sector, so the fact that Sony is also involved with the Playstation VR,
initially known as Project Morpheus, is not surprising. Although a Playstation 4 is
required to use this HMD, the Playstation VR is comparatively relatively cheap at
around EUR 350. Since its launch in October 2016, 12.2 million VR titles have been
sold for the system. In the coming year, the number of available titles, currently almost
150, is expected to almost double. [7]
The flagship from Microsoft when it comes to Mixed Reality is the so-called HoloLens,
with which the fundamental difference to conventional VR systems lies in the fact that
on the one hand it does not require any additional devices and is therefore not tied to a
specific location and on the other hand On the other hand, the user does not completely
immerse himself in a virtual world, but rather expands the real environment by means of
3D projections. The special thing about this is that objects are detected using sensors
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The possible uses in industry are far-reaching and have experienced an increasing
upswing in recent years. Like so many things in the market economy, mixed reality
has found its way into the industry because it helps to reduce costs. Personnel
who operate large machinery, for example, no longer have to be trained directly on
it, but can learn the basics by means of simulation on the digital image. The
company pool3 has already developed a number of MR applications for various
partners, including a VR tour through an object from the Hartl Haus company, as
well as an AR tool for easier operation of a combination forklift from Jungheinrich.
[11]6
MR can also help to optimally design and market a product from the design process
through production to product presentation. This makes it easier to create designs
in a VR environment and, for example, in 360ÿ
Present showrooms to customers interactively. By means of virtual business
premises, customers can be advised without geographical restrictions.
Machine Translated by Google
The first MR headsets have been on the market since the end of 2017 and, according to Microsoft,
¨
their future lies in the seamless transition from VR and AR. However, the first versions currently
available are not much more than conventional ones
VR headsets, although they bypass the so-called base stations with the help of new ones
tracking capabilities, but they don't offer any fusion of VR and AR.
[15] Nevertheless, it is very likely that in the next few years more technologies will move in the direction
¨
of MR and realize this transition from the real to the virtual more and more effectively.
exercises always depends on the other participants and their ability to take on a role. MR applications will
soon offer the option of using so-called avatars, i.e
5.4 Wireless
The trend in the next few years will undoubtedly be towards wireless use. Oculus
plans to launch a portable version of their VR glasses for just $199 in 2018 with
Oculus Go. In connection with their Santa Cruz project, two hand-held controllers,
users should in future receive a full 6DOF (Six Degrees Of Freedom) experience,
i.e. a direct mapping of their movements in virtual space. [18]
6 Conclusion
MR is far from being achieved and there are no devices that would fall into this
category yet, there is already a lot of interest from both private and public sectors
in MR only these technologies exist. The potential for future developments is great
and the countless possibilities are only limited by the state of the art. It can
therefore be said that precisely because of the rapid technological progress of our
time, MR will become an ever-growing part of our everyday life within the next few
decades and will soon become indispensable.
Machine Translated by Google
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