#AR vs VR vs MR in Sports Training
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In recent years, immersive technologies like Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) have gained massive attention, reshaping industries and changing the way we interact with the world around us. From gaming to education, healthcare, manufacturing, and retail, these technologies are driving innovation. If you’re looking to explore these technologies, Simulanis stands out as a leader in this space, offering cutting-edge solutions to businesses across various sectors. Let's dive into how Simulanis, a Virtual Reality Development Company in India, Augmented Reality Development Company in India, and Mixed Reality Development Company in India, is at the forefront of this technological revolution.
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VR vs. The Dark Horse
We’re now most of the way, two thirds to be precise, through November and I’m beginning to wonder where all this time is actually going. I blinked earlier and three hours seemed to have elapsed into the ether. What on earth is happening?
I have reappeared back in the office – well, my bedroom office – after most of last week off. A week that has proven to be far busier and more stress filled than I had anticipated. One of these days I’ll be able to take time off without looming disaster or sickness decimating it. Of course, I’ve come back to find all hell has broken loose in my absence. We’ve had all sorts of news and reveals and the landscape has changed yet again. But in fairness that is always the way with virtual reality (VR), augmented reality (AR) and mixed reality (MR), that, if you’ve read some of the stories I’ve been responsible for in recent weeks, I’ve begun to refer more and more by the umbrella term of ‘immersive technologies’.
Still, I’ve been in a bit of a quandary as I’ve rolled back in straight into VR vs. and that’s not always the easiest thing to do. What exactly do I talk about when I’ve so little time to get back up to speed? I could of course discuss the response to the VRFocus review of The Elder Scrolls V: Skyrim VR, which certainly got people talking, but I think that’s more appropriate for those concerned. Or Skyrim VR as a whole and how it changes things for VR, but again there was a couple of great pieces about that already written on the site that you should probably check out.
As such I’m left thinking back to the passage of time and something that I’ve been mulling over for a few weeks. Since the year is coming to an end I’ve already begun to draft up some ideas for my 2018 predictions column. Long-time VR vs. readers will recall at the beginning of 2017 I set out a number of predictions in a three-part column appropriately called VR vs. Nostradamus. I’ve already got a number of things drafted down and, unless someone accidentally deletes the thing, will be writing it up over the next few weeks as we get ready for December and VRFocus‘ annual ‘Christmas Mode’, which’ll see a few less stories during the day and us actually seeing our families. Some of them are pretty convinced we’re some sort of myth at this point. You have been warned – and so have they.
One of my more recent trains of thought has been regarding whosoever is going to be which of the big companies is going to be the real difference maker in 2018. Is the team at Sony Interactive Entertainment (SIE) going to continue to find success, releasing even more titles and refining the PlayStation VR ever more? Will the repositioning of its VR business mean HTC accelerate forward in the battle of the PC headset? Will Oculus’ work finally pay off and the Go/Santa Cruz combo surprise everyone? Will Apple play their hand and make it a two-pronged attack in their own little private war with Google who also have new products waiting in the wings. Could it be Microsoft? Who have, despite XBox riding the fence so hard they’ve got splinters in their backsides, sought to redefine their own immersive programme – and the term ‘mixed reality’ whilst they were at it. Or… could it be Nintendo? Who cou-
No. No, it’s not going to be Nintendo. Ha ha! Let’s not be silly(!)
Oddly enough my current opinion is that the one to watch for everyone is actually none of these. Nor is it VR’s own Ol’ Reliable in Gear VR makers Samsung. The company I think we should all be keeping an eye on is actually Intel.
Now, I know that might seem fervently ridiculous considering that it was Intel who cancelled its previously announced standalone VR head mounted display (HMD) known as Project Alloy as well as shuttered their Recon AR glasses division. So how on Earth could it be Intel that changes everything up? Well, whilst the tech conglomerate isn’t exactly the noisiest company in VR, it certainly isn’t the quietest either. If we go back to 2016 Intel popped up here and there in VR stories. There was their work on retail VR solutions with InContext Solutions, they developed their team and we featured them several times on The VR Job Hub – then in November 2016 they acquired VOKE, a specialist in producing live 360 degree content for sports and other forms of entertainment.
“Together, we can innovate and scale our new immersive sports business faster to bring fans the most personalized, fully immersive VR experience ever imagined and change the way networks, sports leagues and teams engage with their audiences.” Said Intel at the time, and it certainly was the start of their positioning as a broadcaster (or broadcast partner) for VR. This thread has continued to develop throughout 2017 up until, just a couple of weeks ago. Intel have featured in almost five pages worth of stories if you look the Intel tag up on VRFocus.
Intel has this year alone:
Been involved with Framestore in creating a VR reproduction of the Smithsonian American Art Museum.
Been developing a haptic vest with D&E Tech for the Chinese market.
Discussed its thoughts on both VR and eSports on numerous occasions, the latter being something it is increasingly involved in, especially with the VR Challenger League which is in partnership with ESL and Oculus.
Was revealed to be one of VR’s biggest investors.
Announced to be working with HTC Vive on a WiGig Wireless Solution, something VRFocus got hands on with back in June – before the project was discontinued.
And Surgical Theatre on surgical imaging technology.
Worked with Microsoft on getting MR devices to run on integrated graphics. They also worked with Blueprint Reality on MR.
In entertainment they worked with Linkin Park, demonstrated immersive movie pods with Positron, the Dunkirk VR Experience, took people behind the scenes on Spider-Man: Homecoming VR,
Whilst in sport they provided 360 degree highlights for the NCAA’s March Madness after becoming a corporate partner. They also brought VR broadcasting innovations to the International Cricket Champions Trophy, streamed MLB games, and PGA Golf – a deal which they subsequently extended. Intel also announced they were to provide VR/360 degree technology to the Olympics up until 2024, and revealed that the 2018 Olympic Winter Games would be coming to Windows Mixed Reality.
That’s a pretty busy year in anyone’s book. Intel has its own VR Center for Excellence of course and often utilises its True VR technology.
Its latest announcement again revolved around broadcasting sport; following on from its role in broadcasting the NCAA the NBA signed Intel as a the exclusive provider of VR content for the organisation, and providing Turner Network Television and its broadcast partners with live content and highlights. As I mentioned at the time in that week’s This Week In VR Sport, this would, presumably freeze out the previous partner NextVR.
An ever-increasing sports broadcast portfolio, diverse utilisation of their own technology systems and smart investments combined with partnerships with three of the ‘main’ platform holders. Slowly and diligently Intel have positioned themselves as a go-to partner and one with potentially a lot of power going forward in VR’s development.
I for one will be interested to see where they go next.
from VRFocus http://ift.tt/2jc5U0M
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Without these high-performing components working in sync, you could have a pretty miserable experience. A powerful system will ensure that you’ll have fun as you lean in, stand up, or walk around. VR that lags makes it impossible for the virtual world to respond as you expect, which can lead to more than just disappointment; it increases the risk of motion sickness.A high-end processor assists in positional tracking and controls how real and immersive your virtual environment will be, so you'll enjoy a deeper experience in a higher-fidelity environment. For a great VR experience, consider the latest generation Intel Core™ i7 processor.A discrete graphics processing unit (GPU) is recommended, or in the case of Oculus Rift*, HTC Vive*, and Windows Mixed Reality Ultra*, it is required. The GPU is responsible for rendering the high resolution, immersive images needed for VR. Oculus, HTC, and Microsoft all have profiler tools that you can download from their websites, and you can use to run on your PC to determine if it meets the minimum requirements for their VR headsets.Choose Your Experience New VR and AR technologies and products continue to come to market, making new environments accessible to the masses. Virtual, Augmented, Mixed—the choice for a new reality is up to you. Let your imagination, and your readiness to try new gear, enhance your experience!Key VR Terms to Know Use this chart to learn more VR terms and definitions.Using Virtual Reality Technologies From gaming, to movies, to medicine, the uses for Virtual Reality, Augmented Reality, and Mixed Reality are expanding.Healthcare—For training, such as for surgical simulationsFilm and TV—For movies and shows to create unique experiencesVirtual travel—For virtual trips to an art museum—or another planet—all from homeProfessional sports—For training programs like STRIVR to help pro and amateur athletesGaming—For over 1,000 games already available, from first-person shooters to strategy games to role-playing adventuresDemystifying the Virtual Reality Landscape
The differences between Virtual Reality, Augmented Reality, and Mixed Reality, and how you can get ready to experience a new reality for yourself.
Learn more about this landscape and the requirements for a computing system that can handle the demands of these new, immersive experiences.
The border between the virtual and real world continues to break down, providing breathtaking experiences that, a short time ago, could only be found in the imagination of sci-fi writers.
Virtual Reality (VR) has been the “next big thing” for several years, but its time has finally come as a way to generate realistic images, sounds, and other sensations that put you smack in the middle of a spectacular imaginary world. Augmented Reality (AR), which adds virtual stuff to your real world environment, is contributing to the buzz, and both technologies should become a big part of our future. With Mixed Reality (MR), you can play a virtual video game, grab your real world water bottle, and smack an imaginary character from the game with the bottle. Imagination and reality have never been so intermingled.
So much is happening so fast that the differences between VR, AR, and MR can seem a little puzzling at first. Each of these spellbinding technologies are accessible to almost everyone, but before you throw down your hard-earned money for the latest head-mounted display, let’s take a closer look at what you’ll need for an amazing VR, AR, or MR experience.
The History and Future of Virtual Reality We’ve been trying to capture “Virtual Reality” for much longer than just the past five to ten years. There were popular peer-through toys in the 1950s and enclosed flight simulators debuted in the 1960s, but the idea of VR goes back even further.
As early as the 1930s, science fiction writers, inventors, and tinkerers dreamt of an environment where you could escape from reality via art and machines. We were weighing questions about Virtual Reality vs. Augmented Reality vs. Mixed Reality long before we had the technology to make them possible.
Technology has caught up to fiction, and market researchers predict rapid growth for the VR industry.
VR and AR Meet MR First things first, let’s define the terminology. Virtual Reality can be used as an umbrella term to describe other technologies similar to, but different from, an actual Virtual Reality experience. But what's the difference between Augmented Reality and Mixed Reality? Here are some more details:
Virtual Reality VR is the most widely known of these technologies. It is fully immersive, which tricks your senses into thinking you’re in a different environment or world apart from the real world. Using a head-mounted display (HMD) or headset, you’ll experience a computer-generated world of imagery and sounds in which you can manipulate objects and move around using haptic controllers while tethered to a console or PC.
Augmented Reality AR overlays digital information on real-world elements. Pokémon GO* is among the best-known examples. Augmented reality keeps the real world central but enhances it with other digital details, layering new strata of perception, and supplementing your reality or environment.
Mixed Reality MR brings together real world and digital elements. In mixed reality, you interact with and manipulate both physical and virtual items and environments, using next-generation sensing and imaging technologies. Mixed Reality allows you to see and immerse yourself in the world around you even as you interact with a virtual environment using your own hands—all without ever removing your headset. It provides the ability to have one foot (or hand) in the real world, and the other in an imaginary place, breaking down basic concepts between real and imaginary, offering an experience that can change the way you game and work today.
Using Virtual Reality Technologies From gaming, to movies, to medicine, the uses for Virtual Reality, Augmented Reality, and Mixed Reality are expanding.
Healthcare—For training, such as for surgical simulations
Film and TV—For movies and shows to create unique experiences
Virtual travel—For virtual trips to an art museum—or another planet—all from home
Professional sports—For training programs like STRIVR to help pro and amateur athletes
Gaming—For over 1,000 games already available, from first-person shooters to strategy games to role-playing adventures
What You’ll Need: Headsets There are many, many VR headsets available, all with varying performance levels and prices. Entry-level gear, such as Google Cardboard*, uses your mobile phone as the screen, whereas PC-operated devices, like the HTC Vive* or Oculus Rift*, are immersive—providing a premium VR environment. Microsoft has recently announced their Windows* 10 Mixed Reality platform that initially uses fully immersive headsets offered by Acer, Asus, Dell, HP, Lenovo and Samsung.
Some AR headsets are available on the market today, with more rumored to be coming in the future. The Microsoft Hololens*, Google Glass*, and the Meta 2* headset are great examples.
Every PC-connected HMD will have different system requirements, so if you’re buying a new Virtual Reality headset, make sure you check with the HMD vendor for their recommended and minimum system requirements.
What You’ll Need: Computers If you are looking for a new computer and you’re interested in VR, you’ll need something that can handle heavy loads. When it comes to high-end desktops or laptops for Virtual Reality (and other advanced tasks like gaming or video editing), the CPU, GPU, and memory are the most critical components.
Without these high-performing components working in sync, you could have a pretty miserable experience. A powerful system will ensure that you’ll have fun as you lean in, stand up, or walk around. VR that lags makes it impossible for the virtual world to respond as you expect, which can lead to more than just disappointment; it increases the risk of motion sickness.
A high-end processor assists in positional tracking and controls how real and immersive your virtual environment will be, so you'll enjoy a deeper experience in a higher-fidelity environment. For a great VR experience, consider the latest generation Intel Core™ i7 processor.
A discrete graphics processing unit (GPU) is recommended, or in the case of Oculus Rift*, HTC Vive*, and Windows Mixed Reality Ultra*, it is required. The GPU is responsible for rendering the high resolution, immersive images needed for VR. Oculus, HTC, and Microsoft all have profiler tools that you can download from their websites, and you can use to run on your PC to determine if it meets the minimum requirements for their VR headsets.
Choose Your Experience New VR and AR technologies and products continue to come to market, making new environments accessible to the masses. Virtual, Augmented, Mixed—the choice for a new reality is up to you. Let your imagination, and your readiness to try new gear, enhance your experience!
Key VR Terms to Know Use this chart to learn more VR terms and definitions.
Term
Description
Why It Matters
Frames per second (FPS)
Frequency at which a system can display consecutive images, or frames
Without a high and constant frame rate (greater than 60 FPS), the motion won’t look right, and you could even feel sick
Field of view
The angle of the observable world that can be seen
If the window of view is too narrow, you could end up making unnatural head rotations
Degrees of Freedom (DoF)
The number of directions that an object can move or rotate. The six degrees of freedom are pitch, roll, yaw, left and right, forward and backward, up and down
More DoFs allow you to move more naturally in VR
Latency
The amount of time it takes a system to react/respond to movements or commands
Latency is critical when it comes to the presence inside Virtual Reality—if the system doesn’t respond instantly, it doesn’t feel real.
https://www.intel.com/content/www/us/en/tech-tips-and-tricks/virtual-reality-vs-augmented-reality.html
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