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VR and AR applications

VR and AR applications

The period we live in is a period in which the internet and computer are at the center of our lives. Digital applications are increasing day by day and accordingly people’s communication styles are changing (Arslan and Elibol, 2015). Augmented reality (AR) is based on the real world whereas Virtual reality (VR) is based on the virtual world. AR adds data created with computer software on real image in the form of layers, VR transforms the data onto a part of the virtual environment. I will review Virtual and Augmented Concepts below.

Augmented Reality (AR)

Augmented reality (AR) is an interactive experience that enhances the real world with computer generated perceptual information. An AR structure must integrate virtual and augmented items in a physical situation, run dynamically and in instantaneously, and associate physical and digital worlds with one another.

Integration with devices: Augmented reality experiences can be delivered and transported through various devices, including smartphones, tablets, glasses or headsets, and heads-up displays (HUDs).

Overlaying digital content or information: images, text, or 3D models, onto the user's view of the real-world space.

Real-Time Interaction: Augmented Reality systems typically track the user's position and orientation in real-time, allowing virtual objects to interact with the real-world environment.

Enhancing Perception: Augmented reality enhances the user's perception of reality by providing additional information, context, or interactive elements related to their surroundings.

Augmented Reality (AR) in education has been an innovative and a promising area in research and practice since its emphasis on superimposing virtual information over the real environment creates different contexts from traditional learning, and provides completely new imaginings about learning (Billinghurst et al., 2015).

Virtual Reality (VR)

Virtual reality (VR) is the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.

Imagination: An individual creates an illusion by imagining non-existent images of the world. Dreaming of individuals depends on the created virtual world, imagination and problem-solving efforts in this environment (Unur, 2001).

Interaction: It appeals to all sense of individuals such as hearing, sight, touch and taste. First of all, a virtual world that is not motionless is required for interaction. A reaction is created in the virtual world to the actions of individuals. Reactions, on the other hand, are verbal, visual, verbal instructions, etc., using various devices (Unur, 2001).

Immersion: Virtual reality (VR) infrastructure takes users with different devices into a virtual environment and cuts off their relations between the real worlds. Wrapping process (Unur, 2001). Immersion is the factor that completes the experiences of individuals. As the variety of senses used by users in the virtual environment increases, the rate of immersion also increases. The fact that there is feedbacks such as images, sounds and smells of the people in the virtual environment increases this rate.

The wrapping process consist of:

  • 3D graphics simulations,

  • A world with real representation,

  • The device allows you to feel as if you are a part of the virtual world.

Conclusion

Virtual and Augmented reality could offer new ways to connect educators and students in classrooms. Bringing these applications to classrooms enables new kinds of learning opportunities for students of all ages and helps them improve knowledge retention by allowing them to become fully immersed and focused on the teaching subject.

References

Mark Billinghurst, Adrian Clark and Gun Lee (2015), "A Survey of Augmented Reality", Foundations and Trends® in Human–Computer Interaction: Vol. 8: No. 2-3, pp 73-272. http://dx.doi.org/10.1561/1100000049

Arslan, A. & Elibol, M. (20150. Analysis of educational augmented reality applications: The case of Android operating system. International Journal of Human Sciences, 12(2), 1792-1817. Doi:10.14687/ijhs.v12o2.3524

Unur, K.C. (2001). Virtual Reality Aided Design, M. Sc. Thesis, Graduate School of Natural and Applied Sciences of Yıldız Technical University, Istanbul.

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