Defining the term 'Virtual Reality'
Seen as one of the newest revelations in its growth through the current years, virtual reality is a medium that has been hidden away amongst many forms of the media. Originating back to 1838 when Charles Wheatstone created Stereoscopic photographs; virtual reality has developed itself into a whole new commodity. Its prime intentions was to develop an atmosphere in which the viewing audience becomes part of the adventure or sequence. One of the initial moments when the development of virtual reality came into the spotlight was the construction of the Sensorama in 1957 by Morton Heilig. His vision was to create a system in which all the senses would be put into motion, allowing full engulfment into the project on screen. This idea was later adapted in 1968 by Ivan Sutherland and his accomplice Bob Sproull; who together created the first virtual reality head mount labelled the Sword of Damocles. It was only at 1987 where the phrase augmented reality was given its initial name by Jaron Lanier; whom was a part of the first company to sell the virtual reality goggles known as the EyePhone.
There is a wide distinction between virtual reality and augmented reality. Virtual is controlled by an accelerometer which is commonly known as a camera detection device. The 3D imagery is developed by having one of the lenses slightly off-center to the other; which plays an illusion on the eye to create the final effects. All of this gives a brief insight into how far virtual reality has adapted since its origins with the Stereoscopic photographs. With many of the company giants of 2016 releasing products relating to the virtual experience, the competition and development is advancing rapidly.
Defining the term 'Augmented Reality'
With similar aspects and goals to virtual reality, augmented reality is a form of media that diverts back through a range of years of development. Whilst under the same category in 1968 with Ivan Sutherland's Sword of Damocles; augmented reality took a different approach to their development with ties into other aspects of the digital media age. Given that Myron Krueger's Videoplace tied in well with projection mapping in 1978, it's apparent that a merging of two mediums was attempted to create a more interactive experience. In a similar fashion and time period, it was only in 1990 where the term augmented reality was first coined by Tom Caudell; a Boeing researcher attempting to come up with alternatives to expensive diagrams and marking devices.
Ivan Sutherland's Sword of Damocles
Augmented reality didn't become a commercial success until 1998, when it began to push itself towards the entertainment industry due to the advancement of development in technology. From here a range of open software development systems were produced where a variety of companies spiraled it towards their own requirements and productions. It was only in 2013 where augmented reality made the major leap towards the consumer audience with car manufacturers beginning to develop their own applications. A key point in all of this was Google Glass in 2014; where the first wearable augmented reality was released publicly.
Opinions on the subject matter
Both augmented and virtual reality have proven their practicality in the media industry throughout the years; with recent developments giving them a push towards an achievable goal. Adding a new practice into the industry such as this opens a broad market that is beneficial to the development of the industry. It unlocks capabilities that weren't there beforehand which lets artists create new elements to showcase their skills. In a personal view, I see virtual and augmented reality as something that will surpass a lot of modern day technologies and become a prime aspect of the media industry.
Due to its unfamiliarity with any other products, it creates a perspective of separation from the rest of the industry. This could be directed towards its new appeal into the industry but given the possibilities this technology unlocks of the industry it has an enormous potential to become the next media normality.
Real World Applications
Given its major success in the video gaming industry, there are plenty of other practicalities involved with positioning this into a potential for businesses that are less affiliated with the media industry. Education is a prime example of this, allowing for a different insight into the world of teaching with a potential way of helping students learn through remembrance of their viewing experience. These forms of application are used in a wide range of industries venturing from communications to the military. They've adapted themselves to become case specific holding benefits in a large quantity of businesses standardized equipment. One of their largest purposes for usage is through the use of simulators; allowing them to project themselves into a reality that would be unsuitable for human trial of into an environment that surpasses human capabilities; primarily used by military personnel.
Training exercises by the military using virtual reality
Through the use and advancement of this software, the capabilities and potential for its growth and tremendous, with its recent development in the past five years spanning across such a wide platform and appealing to a range of audiences. The overall practice for this application
Connecting Two Worlds
Defining the term 'Two Worlds'
When hearing the phrase ‘connecting two worlds’, the audience is left with a lot to imagine. The ideal is based around device connection; primarily the interactivity of micro-controllers. In short, a micro-controller is a small computer which senses input from the real world and adapts its response to that. They are usually simplistic devices that are created in the purpose of running a programme that doesn’t require the full capabilities of a desktop computer. These forms of contraption are developed to be user friendly; running with basic sensors and output devices alike to avoid complication for the consumer.
The range of possibilities that can be created with this are large whilst also being limited to the capabilities of the technology. Many consumers have used this in a range of ways to display text, draw images via robotic arm and even develop small vehicles. Due to their stereotypical price ranges, the products available are simple to obtain with minimal space and understanding of the product needed to develop a project.