Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts

Friday, 20 January 2023

How is Metaverse different from Virtual Reality? | Sanjay Pasari

A big announcement by Mark Zuckerberg that Facebook would become Meta in October 2021.

An item is said to be Meta when it refers to itself. However, it also appears to be shorthand for the metaverse.

The obvious question, "What precisely is a metaverse?" was asked in response to this statement, along with skepticism and intrigue. Although it includes virtual reality and has a similar sound, the concept is not nearly the same.

Explain Metaverse?


The idea of a metaverse has existed for some time. However, it's something that a lot of people are just now becoming aware of.

The book Snow Crash by Neal Stephenson, which was first released in 1992, is where the phrase first appeared. The metaverse in the book is a shared virtual environment that combines virtual reality, augmented reality, and the internet.

According to a professor of IIT Bangalore, Sid, “the concept of a metaverse that Facebook and other internet corporations have recently unveiled. It's simply a new version of the internet that focuses more of an emphasis on virtual worlds, however the precise description seems to vary depending on who is speaking”.  

You will access information through exploring a virtual environment with the option of using both virtual and augmented reality, as opposed to viewing websites using a browser.

Difference between Metaverse and Virtual Reality


If you are one confuse Metaverse with VR and think both are the same then you need to read the below paragraphs to discriminate between both digital realties.

1: Virtual reality is well explained but Metaverse

The biggest distinction between the metaverse and virtual reality is that while VR is now generally understood, the metaverse actually isn't.

The metaverse, in Mark Zuckerberg's words, is "an embodied internet" where "you are in the material rather than just seeing it," It was recently defined as "a persistent digital environment populated by digital twins of people, places, and objects" in a Microsoft announcement.

When compared to how we now comprehend virtual reality, these definitions are rather nebulous. Additionally, it's probable that even IT businesses themselves lack a comprehensive definition.

Facebook claims that the choice to rename was essential to creating the metaverse. They want a moniker that more accurately describes the project they were working on. However, it's not the sole justifiable explanation for doing so. Facebook has a reputation issue.

Another counterargument is that the term "metaverse" is nothing more than a catchphrase for technological advancements made to the current internet.

2: Virtual worlds are shared in the Metaverse

Internet users will have access to the shared virtual world known as the metaverse. Once more, it goes without saying that VR headsets already make it possible to accomplish this.

The metaverse's virtual world has a comparable sound to virtual reality applications now on the market.

Users are anticipated to be recognized by individual avatars that will communicate with one another in virtual spaces. They will also be able to buy or create virtual goods and settings, like NFTs.

The main distinction is that the metaverse seems to offer access to the whole internet, whereas existing virtual worlds have size restrictions.

3: Virtual Reality Will Provide Access to the Metaverse

You won't need to put on a VR headset to access the metaverse. However, it's anticipated that a significant portion of the service will be available to headset users.

This implies that the distinction between using virtual reality and utilizing the internet is likely to grow blurred. The usage of VR headgear for activities typically carried out on smartphones may begin.

VR will probably cease to be as specialized a product if the metaverse achieves the level of popularity that Facebook anticipates.

4: Metaverses are not limited to VR

In contrast, the metaverse will not be restricted to virtual reality, building on the previous premise. Instead, it will be available through both augmented reality and any internet-connected gadget you presently own.

This paves the way for a number of things that virtual reality itself cannot offer. For instance, augmented reality will make it possible to project elements of the metaverse into the physical world.

Additionally, virtual places will be created so that anybody, anywhere may access them without a headset.

5: Metaverse is much bigger than VR potentially

Today, virtual reality is employed in sports, rehabilitation, and education. However, it is still maybe best recognized as a kind of amusement.  

The metaverse sounds a lot more like a modernized version of the internet, at least in terms of scope. Since it's anticipated that it will alter how people work, access social media, and even browse the internet, it's doubtful that the metaverse will receive the same level of disregard that virtual reality did.

Thursday, 22 December 2022

Smart AR Eyewear: Is it the future or Fiction? | Sanjay Pasari

Wearable augmented reality/virtual reality (AR/VR) technology was formerly confined to science fiction films and video games, but in recent years, it has proliferated like never before. It is projected that AR/VR will fundamentally transform all aspects of our lives, including social interaction, communication, shopping, and entertainment. Sanjay Pasari, an Eye specialist says, “the only usage for which I would like to see eyewear in any AR glasses that are put on the market is for blind or visually challenged persons.”

Although Google Glass and Facebook's Oculus are the two most well-known AR/VR devices, the user experience has been subpar, with either awkward, isolating headsets or cybernetic spectacles that provided little benefit. When wearable AR/VR technology is discrete and convenient to bring and use anyplace, the real boom will begin. When it is finished, people who want to make their lives incomparably simpler will have a big demand for AR/VR.

By becoming the first to create AR/VR contact lenses paired with fashionable, lightweight spectacles that don't seem different from regular eyeglasses or sunglasses, one ground-breaking firm, “Innovega Inc.”, hopes to dominate the industry. This isn't just the fantasy of a science fiction author; Mark Zuckerberg of Facebook and Tim Cook of Apple warn us it's about to become the norm.

Innovega "has developed, created and manufactured innovative, soft disposable contact lenses with a potent micro-lens and nanotech polarizing filters," according to the investment brief. They provide an unheard-of fusion of performance and aesthetics when used in conjunction with lightweight display eyeglasses. Innovega is presently accepting forward-thinking investors who are prepared to embrace and accelerate this exciting future, even though their SeedInvest campaign has only been running for one month.

The market for Innovega's augmented reality glasses is enormous overall. The AR/VR industry is predicted to reach a value of over $67 billion by 2025! A number of industries, including healthcare, business, public safety, military, sports, education, and gaming, might be redefined by Innovega's patented and scalable eyewear.

The visually handicapped, including the legally blind, are Innovega's original target audience. 70 percent of Asians and over 60 percent of Americans need corrective lenses. Augmented reality will provide visually impaired or legally blind people new vision skills and the freedom to live more independently if prescription glasses and surgery are ineffective for them. With the help of Innovega's AR/VR technology, these patients will be able to see their surroundings up to 30 times closer and on an eyewear display that is up to five times bigger than that of any rival device. The Innovega contact lens and eyewear system seems to have countless uses and potential applications.

AR eyewear might be used as:


Innovega is a shrewd commercial organization in addition to being a leader in cutting-edge technology. They intend to quickly establish distribution channels by licensing the augmented reality eyewear and contact lenses to significant suppliers and manufacturers. As they increase their volume, they anticipate being able to lower the cost of cutting-edge AR/VR technology and make it affordable for everyday use. Want to browse the internet while relaxing by the pool? from the front row, record a fantastic concert? What about online conferences with your virtual friends and colleagues? These will become increasingly feasible without computers, cellphones, or robots.

The goal of Innovega is to create wearable AR/VR technology that is practical, accessible, and inexpensive. Wearable technology is the next big thing in personal and communication technology since your glasses can download apps from Apple, Google, and Facebook like any smartphone. Innovega offers a fantastic chance to invest now and be on the ground floor of some of the most cutting-edge AR/VR technologies available today.

For its next-generation display eyewear, Innovega aims for lightweight, fashionable, and potent. This AR/VR revolution has attracted professionals who have previously held top positions at Microsoft, AT&T, Bausch & Lomb, and Intel.

Wednesday, 21 December 2022

The AR VR Technology is taking us to the whole new WORLD | Sanjay Pasari

Do you recall how popular Pokémon GO got in 2016? Finding new Pokémon characters and checkpoints occupied everyone's time. Because of the hype, it occasionally caused havoc in public spaces throughout the globe and was even outlawed in certain areas. The game was distinctive in that it made use of the phone's GPS and camera to enable real-time Pokémon capture. It needed one to travel and discover new characters while moving one's avatar on the phone's screen.

It was the first significant mobile Augmented Reality (AR) game. The first AR headgear was developed in 1968 at Harvard by Ivan Sutherland, which is when AR first became a reality. However, the first augmented reality application debuted in 2008.

Contrarily, the history of virtual reality (VR) dates back to Sir Charles Wheatstone's 1838 description of the stereopsis idea. The term "stereopsis" refers to the sense of depth and three-dimensional structure that results from visual information being sent from the eyes to the brain.

Morton Heilig developed the Sensorama, the first VR device, in 1956. It combined a number of technologies, including sensory stimulators, music, and 3D screens. Since then, Google Maps, virtual rides at amusement parks, and video games have all made extensive use of virtual reality.

What is the science underlying AR and VR and how do they vary from one another?  

In real time, virtual items are added to the real-world dimension in a system known as augmented reality (AR). Various camera filters employed by social media platforms, where a virtual figure is either placed in the actual landscape or the face filters that offer varied looks by reading the facial geometry, would serve as a simplification of the concept.

AR relies on processing power to run the graphics, photos, objects, etc. smoothly as well as a geographical datum (a starting point for the virtual object to be put) and a surface to project the virtual object. A camera is also necessary for the AR system to track movement, which allows the virtual object to move in sync with the real thing.

Three technologies now underpin the use of AR technology:

1: SLAM (Simultaneous Location and Mapping)

Gyroscope, accelerometers, and other sensors are localized using SLAM, which then generates virtual objects and pictures over actual environments.

2: Marker-Based

The item is marked by marker-based camera sensors, which subsequently superimpose the virtual picture and object on top of it. The 3-D virtual picture is utilized to provide the consumer a rich experience.

3: Location Based

This technology uses GPS, gyroscopes, and other location-based sensors to display augmented reality representations. Directions are mostly mapped out using this method.

On the other hand, virtual reality (VR) is an interactive, immersive technology that places the user in a digitally produced, three-dimensional environment that also includes sensory experience.

Devices for input and output are necessary for VR to operate. The user can engage in the virtual, simulated environment with the use of input devices like the mouse, keyboard, joysticks, etc. Additionally, tracking sensors are used, which record physical movement and reflect it in the virtual environment.

Users that employ output devices can experience things with their eyes, their hands, their noses, or any other sense. The most well-known output types are VR glasses, haptic devices that stimulate touch, and VR headgear.

While these two technologies have been most frequently employed in the genre of video games, they have also begun to acquire popularity in a variety of other fields, including surgery, manufacturing, aerospace, military training, remote project execution, e-commerce, and education.

Research predicts that between 2020 and 2024, the worldwide AR & VR industry would grow at a 35 percent CAGR, or USD 125.19 billion. Although still in their infancy, the technologies have begun to gain root in India as well.

Technology use has increased significantly in the post-COVID era. The use of AR and VR will be essential. Utilizing cutting-edge technology to navigate the new normal is crucial for industries.

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