0% found this document useful (0 votes)
25 views16 pages

F1 - Augmented and Virtual Reality

Uploaded by

Rutvi Gunjariya
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
25 views16 pages

F1 - Augmented and Virtual Reality

Uploaded by

Rutvi Gunjariya
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

FACULTY OF MANAGEMENT

MBA PROGRAMME

A Project Report
On

“A Comprehensive Study of Augmented & Virtual reality as a partial


fulfilment of Business & Technology Subject.”

Submitted to
Dr. Jasmin Padiya

Submitted By,

1. 202300620010042 – Reva Mithia


2. 202300620010053 – Rupal Parmar
3. 202300620010062 – Tanvir Sanghariyat
4. 202300620010168 – Rutvi Gunjariya
5. 202300620010391 – Vatsal Bavliya
6. 202300620010476 – Maitry Pandya

Class: F1
Batch: 2023-25
Preface

As a part of our academics, we are required to prepare a report to gain practical knowledge
regarding the company’s recruitment. The report concerns "A Comprehensive Study of
Augmented & Virtual reality.” The primary goal of this project report is to learn more about
the technology.
Besides being popular buzzwords, AR and VR are revolutionary forces that are changing
experiences, businesses, and interpersonal relationships. This introduction acts as a starting
point for our investigation into the complexities of augmented reality and virtual reality. We
will trace their beginnings, understand their technical foundation, examine their potential uses
in business, and speculate about their future.
In this report, we intend to provide an overview of the countless applications and
transformative potential of virtual and augmented reality. I hope this report sparks your interest,
inspires creativity, and opens up new opportunities for you to pursue in the ever-changing field
of technology.

I
Acknowledgement

First of all, we would like to thank our institute GLS University and Faculty of Management
Program for giving us this opportunity to do this project on the topic of “Augmented and Virtual
Reality”.
We would like to express our deepest gratitude to our Dean Dr. Hitesh Ruparel. Special thanks
to Our Professor Dr. Jasmin Padiya for his invaluable patience and guidance, who generously
provided knowledge and expertise. We are also thankful to each other in our group for their
editing help, feedback sessions, and moral support. We came to know about so many new
things.
Last, but not least, gratitude goes to all group members who directly or indirectly helped to
complete this report. We believe we will participate in more such activities in the future. We
guarantee that this project was created by us and is not a forgery.

II
Table of contents

Sr No. Particular Page No.


Preface I
Acknowledgement II
1 Introduction of Augmented Reality 1
2 Introduction of Virtual Reality 3
3 Technical Aspects 5
4 How this technology is used in business 8
5 What are the future Possibilities 9
Conclusion 11
Bibliography 12

III
Chapter – 1: Introduction to Augmented Reality

By fusing virtual and real-world elements, augmented reality (AR) modifies the user's
experience by superimposing digital content over the real world.
- Smartphones, tablets, smart glasses, and headsets can all be used to access augmented
reality experiences.
- AR has several uses in the fields of gaming, education, healthcare, retail, and
navigation.
- Augmented reality (AR) blends digital and physical realities to provide immersive and
interactive experiences.

AR technology can deliver contextual information, including instructions, product data, or


historical facts. It can also track the user's environment in real-time to properly put virtual
things.
- AR experiences can be as basic as overlays
or as sophisticated as 3D interactivity.
- AR platforms that are widely used are
Snapchat's Lens Studio, Google's
ARCore, and Apple's ARKit.
- Businesses are investing in AR technology
development for a range of applications,
contributing to its fast-expanding industry.

By allowing users to share an enhanced world, augmented reality (AR) can make distant
collaboration easier. It may find use in training simulations for the manufacturing, medical,
and aviation sectors. Algorithms for spatial mapping, machine learning, and computer vision
are frequently used in AR technologies. The use of augmented reality (AR) to see designs in
real-world situations is growing in industries such as interior and architectural design.
Achieving smooth interaction with current technology and resolving privacy issues with data
collection and utilization are two challenges facing AR development.

Augmented reality (AR) is not only altering individual experiences but also revolutionizing
collaborative efforts. Its potential in remote collaboration extends beyond mere convenience,
enabling teams to work together seamlessly regardless of physical distance. This collaborative
aspect has significant implications for various industries, such as manufacturing, medical, and
aviation, where training simulations are crucial for skill development and safety measures.
Furthermore, the advancement of AR technology relies heavily on sophisticated algorithms and
technologies such as spatial mapping, machine learning, and computer vision. These
underlying technologies enable AR platforms to accurately track the user’s environment and
seamlessly integrate virtual elements into the real world, providing users with immersive and
interactive experiences.

1
Moreover, the application of AR extends into design fields such as interior and architectural
design, where professionals can visualize
and interact with designs in real-world
contexts. This capability not only enhances
the design process but also facilitates client
engagement and decision-making.

Despite its promising potential, AR


development faces challenges such as
achieving smooth interaction with current
technology and addressing privacy concerns related to data collection and utilization.
Overcoming these challenges will be crucial for the continued growth and adoption of
augmented reality across various industries and applications.

2
Chapter – 2: Virtual Reality

➢ Understanding Virtual Reality:

Welcome to the world of virtual reality (VR), where reality is redefined and imagination
is unrestricted. In this section, we set out to explore the history, development, and
underlying theories of virtual reality in an effort to solve its many puzzles.

Definition: A computer-generated simulation of an


immersive environment that can be interacted with
in a way that appears real or tangible is known as
virtual reality. Users can experience realistic-
sounding visuals, sounds, and experiences by
being transported to virtual worlds.

The origins of virtual reality can be traced to early immersive technology experiments
in the middle of the 20th century. We follow the development of VR technology through
significant turning points and innovations, from Ivan Sutherland's groundbreaking
work in the 1960s to its commercialization in the 21st century.

➢ Core Components:
Gaining an understanding of virtual reality's constituent parts is crucial to
comprehending its operation. We examine the many components of a virtual reality
system, such as headsets, controllers, sensors, and tools for creating immersive content.

➢ The Technology Behind Virtual Reality:

- Immersive Displays:
Immersion displays that take viewers to virtual worlds are essential to the VR
experience. It explores the technologies behind virtual reality displays, ranging from
OLED and LCD panels to state-of-the-art devices like varifocal lenses and OLED tiny
displays.
- Tracking and Motion Control:
VR immersion is dependent on precise motion control and tracking devices that record
users' motions in real time. It looks into a variety of tracking techniques, including
outside-in and inside-out tracking, gesture detection, and haptic feedback systems.
- Rendering and Graphics Processing:
To create realistic virtual environments, one needs strong graphics processing and
rendering capabilities. It explores methods like real-time rendering, ray tracing, and
texture mapping that are used to create lifelike graphics in virtual reality.

3
➢ Applications of Virtual Reality:

- Entertainment and Gaming:


With its ability to provide participatory storytelling and immersive games, virtual
reality has completely transformed the
entertainment sector. It examines well-
liked VR gaming systems, cutting-edge
gameplay elements, and new
developments in VR entertainment.

- Education and Training:


Virtual reality (VR) creates new
opportunities for experience of learning
and skill development in the fields of education and training. It looks at VR applications
for things like engineering simulations, medical education, and online learning
environments.
- Healthcare and Therapy:
Virtual reality (VR) has become a potent tool in the medical field, helping with
diagnosis, treatment, and rehabilitation. It looks into VR's potential uses in mental
health treatments, physical rehabilitation, exposure therapy, and pain management.
- Architecture and Design:
Before building starts, architects and designers use virtual reality (VR) to see and
experience architectural settings. It delves into virtual reality applications for virtual
prototyping, interior design, urban planning, and architectural walkthroughs.

➢ Technical Challenges:
VR has the ability to change lives, but there are technical issues like latency, motion
sickness, and hardware limits.

➢ Ethical and Social Implications:


The increasing societal and ethical questions surrounding privacy, addiction, and the
blending of virtual and real-world realities are brought up by the growing use of VR.

4
Chapter – 3: Technical Aspects

Whereas virtual reality is entirely virtual, augmented reality makes use of a real-world
environment. While virtual reality users are under
the system's supervision, augmented reality users
have control over their presence in the actual world.
Whereas augmented reality may be accessed with a
smartphone, virtual reality requires a headgear
device. While virtual reality only improves a virtual
reality, augmented reality improves both the actual
and virtual worlds.

While both augmented reality (AR) and virtual reality (VR) are immersive technologies that
provide distinctive experiences, their technological features and intended uses are different.

1. Technology of display:
Augmented reality projects digital content into the physical world through the use of
gadgets such as tablets, smartphones, and augmented reality glasses. Virtual reality uses
head-mounted displays (hmds) to entirely obscure the outside world and create a virtual
environment.

2. Sensing and tracking:


Augmented reality systems: for augmented reality systems to overlay virtual content
smoothly, precise real-time tracking of the user's position and orientation is necessary.

Virtual reality systems: in order to record head movements and occasionally hand
motions for interaction within the virtual environment, virtual reality systems
additionally require tracking equipment.

3. Communication:
Augmented reality: to engage with augmented content, users frequently employ voice
commands, gestures, touchscreens, or even gaze detection.

Virtual reality: virtual reality allows for more immersive interaction; to manipulate
virtual objects and navigate virtual spaces, hand controllers or gloves are frequently
used.

4. Depth of immersion:
Augmented reality adds digital information to the actual environment, giving users a
semi-immersive experience while maintaining awareness of their physical
surroundings.
Virtual reality produces a completely immersive experience by immersing users in
virtual worlds that totally obscure their real-world surroundings.

5. Production of content:
Augmented reality: using programs like arkit, arcore, or unity 3d, creating augmented
reality content entails fusing digital elements with actual environments.

5
Virtual reality: creating virtual reality content involves using gaming engines such as
unity or unreal engine to create virtual worlds and assets, which frequently calls for
more intricate modelling and programming.

6. Use cases:
Augmented reality enhances real-world experiences with contextual digital information
and finds applications in gaming, navigation, retail, healthcare, education, and
industrial training.
Virtual reality offers immersive experiences in fully simulated worlds and is utilized in
gaming, simulation training, virtual meetings, architectural visualization, treatment,
and entertainment.

7. Hardware specifications:
Augmented reality: less powerful technology, like smartphones or lightweight
augmented reality glasses, is usually required for augmented reality devices.
Virtual reality: to display high-quality virtual surroundings, virtual reality devices need
more powerful technology, which frequently calls for pcs or standalone virtual reality
headsets with potent processors and graphics cards.

➢ The following are a few Indian businesses who are now utilizing virtual reality and
augmented reality technology:

• Lenskart: Augmented reality initiatives: to enable virtual try-ons for sunglasses and
spectacles, lenskart has incorporated augmented reality technology into their
smartphone app. Before making a purchase, customers may virtually try on several
frames using the cameras on their smartphones. This lets them see how the glasses look
on their faces. This augmented reality technology lowers the possibility of returns while
improving customer engagement and the online purchasing experience.

• Developers Mahindra lifespace limited: Virtual reality initiatives: Mahindra lifespace


has embraced virtual reality technology to provide realistic real estate project
visualizations and virtual tours of properties. Potential purchasers can inspect properties
and experience architectural designs in a lifelike virtual setting with Virtual reality -
enabled walkthroughs, which gives them a greater idea of the layout, features, and
general atmosphere. This virtual reality experience expedites decision-making,
improves the pre-sales procedure, and allows potential customers to see remotely.

• Tata elxsi: synopsis initiatives related to augmented reality and virtual reality tata elxsi
has been aggressively utilizing augmented reality and virtual reality technologies to
improve its service offerings and give customers and end user’s immersive experiences.
Among the instances are:

In summary, a wide range of hardware, software, and integration skills are included in the
technical components of augmented reality and virtual reality, all of which enhance immersive
user experiences. Sophisticated hardware elements, like controllers, sensors, and head-
mounted displays, are necessary for both augmented reality and virtual reality to generate
virtual worlds and superimpose digital content on the physical world. In order to create and
optimize augmented reality and virtual reality apps, software components such as computer

6
vision algorithms, rendering engines, and development tools like arkit and unity are essential.
Applications in gaming, education, healthcare, and manufacturing are made possible by the
enhanced functionality and adaptability of augmented reality and virtual reality experiences
through integration with cloud services, location-based services, internet of things (iot) devices,
and business systems. As these technologies develop further, motivated.

7
Chapter – 4: How this technology is used in business

Technologies like AR (Augmented Reality) and VR (Virtual Reality) are being incorporated
into more business operations to boost productivity, improve customer experience and drive
innovation. Here are some ways they are utilized in business:
1. Virtual Reality training and simulation: In order to allow employees to practice
procedures in a secure, controlled environment, virtual reality is used for creating
immersive training simulations especially within sectors such as aviation, health care
or manufacturing. Augmented Reality is capable of overlaying instructions or
information onto real-world objects, helping to train on the job.

2. Product Visualization: Businesses may present their products in a more engaging and
dynamic way with the help of both AR and VR. While AR uses smartphone apps or
smart glasses to superimpose virtual things into the real world, VR allows users to
experience products in a virtual environment.

3. Remote Collaboration: AR can help with remote assistance by superimposing


instructions or annotations onto physical objects in a technician's field of view. VR
platforms provide virtual meeting spaces where geographically dispersed teams can
collaborate in real-time, improving communication and minimizing the need for travel.

4. Sales and Marketing: Augmented reality (AR) can be used to generate interactive
marketing campaigns that let consumers see things in their own settings before deciding
to buy them. Virtual reality (VR) experiences can also be used for product demos and
immersive brand storytelling.

5. Customer Engagement: Retail businesses, museums, theme parks, and other


establishments can all benefit from the application of AR and VR to improve the
customer experience.

6. Data Visualization: By displaying large, complicated datasets in three dimensions,


virtual reality might help people make better decisions and gain deeper insights. AR
enables users in a variety of professions, including architecture, urban planning, and
logistics, to access contextual information by superimposing real-time data onto
physical items or location.

Overall, AR and VR technologies give companies new methods to boost productivity, foster
teamwork, and provide customers and staff with compelling experiences.

8
Chapter – 5: What are the future Possibilities

Augmented Reality:
Augmented reality (AR) has enormous potential in the future for a wide range of industries,
including gaming, healthcare, education, retail, and more. Imagine being able to instantly
superimpose digital data onto your physical surroundings, improving your awareness of and
ability to engage with the world around you. AR has the power to completely change the way
we communicate, learn, work, and pass the time. We should anticipate more smooth AR
integration into daily life as technology develops, opening up new possibilities and uses for the
technology.
There are some specific areas where AR could potentially transform the future:
i. Education: AR’s immersive and interactive experiences have the power to
completely transform. 3D models of organs and bodily systems over their textbooks
using AR.
ii. Medical Care: AR has the potential to help healthcare workers with a range of tasks,
including patient care. During surgeries, surgeons can utilise augmented reality to
superimpose patient data and medical imaging onto their field of view.
iii. Sale: By enabling customers to virtually try on clothing, see furniture in their homes
before making a purchase, or receive tailored recommendations based on their tastes
and browsing history, augmented reality can improve the shopping experience.
iv. Workplace Training: maintenance technicians can receive step-by-step instructions
on repairing equipment without having to refer to manuals.
v. Tourism and Navigation: AI can provide real-time information and guidance to
travellers.
vi. Communication and Collaboration:
This could revolutionize remote work and virtual meetings by providing more
immersive and interactive experiences.

VIRTUAL REALITY
Through the use of technology, virtual reality (VR) generates a simulated environment that lets
people interact and fully immerse themselves in a world created by computers. Users can feel
as though they are physically there in the virtual environment by donning specialised gear like
controllers and headphones, which also typically allow them to move and interact with items
much like they would in real life. Virtual reality (VR) offers new opportunities for immersive
experiences and simulations and has applications in a variety of industries, including gaming,
education, healthcare, architecture, and entertainment.
i. Social interaction: enabling people to connect with friends, family and communities
in virtual spaces. This could include virtual events, concerts, and meetups.

9
ii. Art and Creativity: as 3D sculpting, painting in virtual space, and immersive
storytelling. This opens up new possibilities for artistic innovation and
collaboration.

iii. Transportation and urban Planning: Virtual reality has a bright future in both urban
planning and transportation. Transportation infrastructure projects can be simulated
and visualised with VR, giving planners the opportunity to test various designs and
situations in a virtual setting before to execution. This may result in better
accessibility and safety for drivers, bikers, and pedestrians as well as more
economical and efficient urban development. Furthermore, virtual reality can
improve public involvement by offering immersive experiences that help
stakeholders comprehend planned community changes.

iv. Hardware Advancement: it holds promise for several key areas:

- Resolution and Display


- Field of View
- Weight and Form Factor
- Wireless Connectivity
- Eye tracking and Foveated Rendering
- Haptic Feedback
- Biometric Sensors

In summary, augmented reality (AR) and virtual reality (VR) present enormous potential for a
wide range of industries, including gaming, education, healthcare, and more. While VR
immerses users in fully virtual surroundings, AR enhances user experiences by superimposing
digital content onto the actual world. Both have advantages and disadvantages; AR is
increasingly incorporated into daily life through smartphones and wearable technology, while
VR offers more immersive experiences but necessitates specialised gear. AR and VR are
predicted to have a big impact on how people communicate, work, and enjoy entertainment in
the future as technology develops.

10
Conclusion

The comprehensive study of augmented reality (AR) and virtual reality (VR) presented in this
report highlights the transformative potential of these technologies across various industries.
AR seamlessly blends digital and physical realities, offering contextual information and
enhancing real-world experiences. VR, on the other hand, immerses users in virtual
environments, providing opportunities for training, simulation, and entertainment.
The technical aspects explored in this report delve into the hardware and software components
driving AR and VR experiences, showcasing their capabilities in creating immersive user
interactions. From product visualization to remote collaboration, AR and VR offer innovative
solutions to enhance business operations, improve customer engagement, and drive innovation.
Looking ahead, the future possibilities of AR and VR are vast. In education, healthcare, retail,
and beyond, these technologies have the potential to revolutionize how we learn, communicate,
work, and interact with our surroundings. Advancements in hardware and software, along with
increasing adoption, are set to propel AR and VR into mainstream use, reshaping industries and
daily life.
In conclusion, AR and VR represent not just technological advancements but also opportunities
for businesses to adapt, innovate, and thrive in an increasingly digital world. As these
technologies continue to evolve, embracing AR and VR can unlock new levels of productivity,
creativity, and engagement, ushering in a future where virtual experiences seamlessly blend
with reality.

11
Bibliography

https://www.techtarget.com/whatis/definition/augmented-reality-AR
https://www.iberdrola.com/innovation/virtual-reality
https://sopa.tulane.edu/blog/whats-difference-between-ar-and-vrv
https://www.datasciencecentral.com/how-ar-and-vr-are-transforming-the-future-of-
businesses-1/
www.google.com

12

You might also like