We see more and more virtual technology opportunities every day, applying points of interest or advertising RA experience for companies. The purpose of this work is to understand what augmented reality is, what are the technological problems (current problems and challenges) and what this causes in our economic society. How companies can sell us these new products that include and what it generates with the customer. This document consists of four parts: the first is devoted to the history of augmented reality and describes that there is both hardware and software. It highlights the technological challenges that are currently faced.
The second part is devoted to various marketing analyzes, including an overview of this technology for the public and travel agencies. Various marketing processes are studied to understand consumer behavior, as well as a company that sells its integrated augmented reality product. The third explores the application of various existing methods to better understand the functioning of augmented reality. This part helped me a lot to write other parts, better understanding the problems that these methods face. The fourth analyzes the future of augmented reality in various fields and shows some possible results.
The model reveals the following concepts: reality, augmented reality, augmented virtuality, virtuality and mixed reality. I will appeal to each of them. Reality: this is our real environment, that which is around us, that we can see. This concept indicates that something exists specifically, in contrast to what is fictitious or virtual. Augmented reality: this is our reality (mainly a view) with a virtual scene attached to it (simulated by a computer). Usually this is additional information superimposed on reality.
Augmented virtuality: This is a computer simulation of spaces, real or unreal places in five senses in which a person is immersed. This is not a simple video game, but an accurate representation of the exact universe in several axes (five senses). Virtuality: a representation of what is produced by a digital entity and that has no consequences for the current one. For example, traditional video games (without a motion sensor or other). Mixed reality: includes parts that are neither fully real nor fully virtual. In the diagram, this represents two “augmented” parts, namely RA and VA.
Device Location: This is where the device is and where the camera lens is pointing. Depending on where the user is located, we cannot project the same shapes, because the context is not the same. This step exists only if the device used is mobile; in the case of a camera connected to a computer, this is not done, because usually it is static. Choosing an object: to project a shape, you need to know which one. In some applications / programs, you can select one of the available libraries. In other cases, only one object is available, so there is no need to select / select. Environmental analysis. The environment is analyzed to take measures for better integration of the previously selected object. Projection. After determining the location and all measurements, a calculation mechanism is used. is responsible for the transfer of this information. Thanks to this, he can easily project the object in question.
What are the most famous benefits of virtual technology? For a long time, reality and virtuality were two separate and different worlds. Virtual always scared part of the population. For others, a virtual is an opportunity to do things unimaginable in reality and even have a second life controlled by his care (for example, Second Life). In fact, people feel limited or dare because of the impact that this can have on their lives. Virtual allows them to escape from this reality, where they feel in a straitjacket. Virtual leaves more freedom and opportunities; since it is virtual, often there are no clearly defined restrictions. Reality is often perceived as monotonous, demanding, and full of commitment. Some people hide in a separate world to form their image. However, many drifts take place.
Video game players often do not distinguish between reality and virtual reality, which can lead to murders because the person believed in a war game, but it was “only reality.” Some people also become addicted to this virtuality, because their life is not as good as they actually built, and they feel rejected by society. Some Asian countries have cures for detoxifying video games, and some related videos are pretty cruel.