Chapter 24

The Evolution of Augmented Reality and Virtual Reality
The decade 2010-2020 was a period of excitement and significant progress in the fields of augmented reality (AR) and virtual reality (VR) . Although the ideas behind these technologies date back decades earlier, it was during this time that crucial technological advancements occurred that made them more accessible and with practical applications in a variety of contexts.
24.1 Definition and Key Concepts:
Enhanced Real and Virtual Worlds
Augmented reality (AR) superimposes digital information (images, text, video, 3D objects) onto the real world viewed through a screen (such as that of a smartphone or special glasses). The objective is to enrich the perception of reality with interactive virtual elements.
Virtual reality (VR) creates a fully simulated and immersive environment in which the user, wearing a headset and often using controllers, can interact with a three-dimensional digital world. The goal is to provide a sensory experience that simulates physical presence in a virtual environment.
Key components of AR systems include:
- Display: Screens of smartphones, tablets or special viewers that allow you to view the superposition of virtual elements on the real world.
- Sensors: Cameras, accelerometers, gyroscopes and depth sensors that allow the system to understand the surrounding environment and the user's location.
- Software: Algorithms and applications that manage the superposition of virtual elements in a manner consistent with the real world.
Key components of VR systems include:
- Headset: A device that covers the user's eyes and displays a three-dimensional virtual environment through two separate screens for each eye, creating a stereoscopic effect.
- Controller: Devices held in the user's hand that allow interaction with the virtual environment through movements and buttons.
- Tracking Systems: Sensors and cameras that track the position and orientation of the viewer and controllers in space, allowing the user to move and interact naturally within the virtual world.
24.2 Key Technological Developments:
Hardware and Software Progress
The decade 2010-2020 was characterized by important technological developments that made AR and VR more performing and accessible:
- Improvements in Displays: The displays used in AR and VR headsets became more sophisticated, with higher resolutions, wider fields of view and higher refresh rates, reducing latency and improving visual quality and immersion.
- Advanced Tracking Systems: Tracking systems moved from external solutions based on external sensors to "inside-out" systems integrated directly into the headset, which used cameras to map the surrounding environment and track the movements of the user and controllers more precisely and reliably. For AR, there were advances in spatial understanding and the ability to map the environment in 3D.
- Sensors and Inputs: Sensors integrated into AR/VR devices (accelerometers, gyroscopes, magnetometers, cameras) became more precise and faster. More intuitive input methods developed, such as hand tracking (tracking hands without physical controllers) and haptic feedback (which simulates the sensation of touch).
- Software and Development Platforms: An ecosystem of software and development platforms (such as Unity and Unreal Engine) emerged that simplified the creation of AR and VR applications by providing tools, libraries and resources for developers.
24.3 Applications of Augmented Reality:
The Digital that Enrichs the Real
AR found applications in a wide range of industries:
- Gaming: The success of the game Pokémon Go in 2016 demonstrated the potential of AR to engage a mass audience by superimposing virtual creatures onto the real world that can be captured via smartphones.
- Navigation and Contextual Information: Navigation apps used AR to overlay arrows and directions directly onto the view of the road captured by the smartphone camera. Other applications provided contextual information about objects or places framed by the camera.
- Retail and E-commerce: AR was used to allow consumers to virtually "try on" clothes, glasses or makeup before purchasing online. Virtual furniture, which allowed you to visualize how a piece of furniture would fit into your home environment, also became a popular application.
- Education and Training: AR offered new ways of interactive learning, overlaying 3D models and additional information on textbooks or real objects. In professional training, AR was used for simulations and real-time walkthroughs.
- Remote Maintenance and Assistance: Field technicians could receive remote assistance from experts who could overlay instructions and visual cues directly onto their field of vision via AR headsets, making it easier to solve complex problems.
- Art and Design: Artists and designers used AR to create interactive installations that mixed physical and digital elements, and to visualize prototypes and design concepts in real-world contexts.
24.4 Applications of Virtual Reality:
Immersion in Digital Worlds
VR found applications in areas such as:
- Gaming: Gaming was a major driver for the adoption of VR, creating immersive first-person experiences that allowed players to feel truly present within the game world.
- Entertainment: VR experiences were developed for watching films, concerts and sporting events in an immersive way, offering a 360-degree perspective.
- Training and Simulation: VR proved to be a valuable tool for training in high-risk environments (such as training surgeons, pilots, or military personnel) and for creating realistic simulations for various purposes.
- Remote Collaboration: VR platforms allowed people located in different locations to meet and collaborate in shared virtual environments, simulating physical presence.
- Therapy and Wellbeing: VR was used to treat phobias (such as fear of heights or spiders), post-traumatic stress disorder (PTSD), and for pain management through immersive and distractive experiences.
- Data Visualization and Design: VR offered new ways to visualize complex datasets in 3D and to allow architects and designers to "walk" through their designs before construction.
24.5 Challenges and Limitations:
Barriers to Mass Adoption
Despite the progress, AR and VR faced several challenges and limitations during this decade:
- Cost: The cost of high-quality VR headsets and specialized AR devices remained an obstacle to mass consumer adoption.
- Comfort and User Experience: Problems such as the weight and bulk of the headsets, the sensation of motion sickness (virtual motion sickness) and the need for complex configurations limited the user experience for many.
- Technical Limitations: Display resolution, field of view and latency (the delay between the user's action and their response in the virtual world) remained areas for improvement. The computing power required to run complex AR/VR applications was high.
- Lack of Content: The availability of high-quality and sufficiently varied AR and VR content remained a challenge to attract a broad audience.
- Social and Privacy Issues: Concerns arose regarding the potential social isolation resulting from immersion in virtual worlds and the privacy implications of collecting data on users' movements and interactions in AR/VR environments.
24.6 Emerging Trends and Future Prospects:
Towards Maturity
Towards the end of the decade, trends emerged that would shape the future of AR and VR:
- Improved Hardware: Research and development continued to focus on creating AR/VR devices that are lighter, more comfortable, more powerful, and have longer battery life.
- Convergence with Other Technologies: Integration of AR/VR with other technologies such as artificial intelligence (to create more intelligent and interactive virtual environments) and 5G (to enable more seamless and connected AR/VR experiences) began to be explored.
- Metaverse: The concept of metaverse , a persistent, shared virtual space where users can interact with each other and with digital content, began to gain popularity, with VR seen as one of the key technologies to access it.
The decade 2010-2020 represented a crucial period for the evolution of augmented reality and virtual reality. Although still with limitations, these technologies made significant progress, finding applications in various sectors and starting to enter the consciousness of the general public. The future promised to be full of further developments and even greater transformative potential for how we interact with the digital and physical worlds.