Systematic Analysis of Virtual Reality & Augmented Reality

Full Text (PDF, 689KB), PP.36-43

Views: 0 Downloads: 0

Author(s)

Asif A. Lagharic 1,* Awais K. Jumani 2 Kamlesh Kumar 1 M. Ameen Chhajro 1

1. Department of Computer Science, Sindh Madressatul Islam University, Karachi, Pakistan

2. Department of Computer Science, ILMA University Karachi, Sindh, Pakistan

* Corresponding author.

DOI: https://doi.org/10.5815/ijieeb.2021.01.04

Received: 19 Oct. 2020 / Revised: 2 Dec. 2020 / Accepted: 20 Jan. 2021 / Published: 8 Feb. 2021

Index Terms

Virtual Reality, Augmented Reality, Digital environment

Abstract

Nowadays, users are moving from old 2D screens to modern devices such as 3D screens and virtual reality devices to enjoy videos and games like real-world experience, and this demand increased further development. Virtual Reality (VR) is based on the creation of a simulated environment of real-world with computer creation, and Augmented Reality (AR) is based on the addition of simulation components (environment) in the real-world scene. In this paper, systematic analysis of relationships and features both VR and AR varies by outline, arrangement, administrations, and devices for associations and clients. This paper provides a difference between AR and VR, advantages, future, and open research issues.

Cite This Paper

Asif A. Laghari, Awais K. Jumani, Kamlesh Kumar, M. Ameen Chhajro, "Systematic Analysis of Virtual Reality & Augmented Reality", International Journal of Information Engineering and Electronic Business(IJIEEB), Vol.13, No.1, pp. 36-43, 2021. DOI:10.5815/ijieeb.2021.01.04

Reference

[1]Hodgson, Paula, V. WY. Lee, J. CS. Chan, A. Fong, C.SY.Tang, L.Chan, and C.Wong. "Immersive virtual reality (IVR) in higher education: Development and implementation." In Augmented Reality and Virtual Reality, pp. 161-173. Springer, Cham, 2019.
[2]Alalwan, Nasser, L. Cheng, H. Al-Samarraie, R. Yousef, A. I. Alzahrani, and S. M. Sarsam. "Challenges and Prospects of Virtual Reality and Augmented Reality Utilization among Primary School Teachers: A Developing Country Perspective." Studies in Educational Evaluation 66 (2020): 100876.
[3]Faisal, Aldo. "Computer science: visionary of virtual reality." Nature 551, no. 7680 (2017): 298.
[4]Jamali, S. Salmi, M. F. Shiratuddin, and K. W. Wong. "A review of augmented reality (AR) and mobile-augmented reality (mAR) technology: Learning in tertiary education." Learning in Higher Education 20, no. 2 (2013): 37-54.
[5]Stec, Jacob, and S. K. Shanmugam. "A Study and Implementation of Virtual Reality and its Capabilities." In Proceedings of the 2020 the 4th International Conference on Compute and Data Analysis, pp. 203-207. 2020.
[6]Roettl, Johanna, and R. Terlutter. "The same video game in 2D, 3D or virtual reality–How does technology impact game evaluation and brand placements?." PloS one 13, no. 7 (2018).
[7]Retrieved from: https://courses.vrtl.academy/lessons/whats-up-with-stereoscopic-and-virtual-reality/, 2020
[8]Ng, KT. Adrian, L. KY. Chan, and H. YK. Lau. "A study of cybersickness and sensory conflict theory using a motion-coupled virtual reality system." Displays 61 (2020): 101922.
[9]Weech, Séamas, S. Kenny, M. Lenizky, and M. Barnett-Cowan. "Narrative and gaming experience interact to affect presence and cybersickness in virtual reality." International Journal of Human-Computer Studies 138 (2020): 102398.
[10]Buttussi, Fabio, and L. Chittaro. "Effects of different types of virtual reality display on presence and learning in a safety training scenario." IEEE transactions on visualization and computer graphics 24, no. 2 (2017): 1063-1076.
[11]Li, Xiao, W. Yi, H.L. Chi, X. Wang, and A. PC Chan. "A critical review of virtual and augmented reality (VR/AR) applications in construction safety." Automation in Construction 86 (2018): 150-162.
[12]Siriborvornratanakul, Thitirat. "A study of virtual reality headsets and physiological extension possibilities." In International Conference on Computational Science and Its Applications, pp. 497-508. Springer, Cham, 2016.
[13]Paavilainen, Janne, H.Korhonen, K. Alha, J. Stenros, E. Koskinen, and F. Mayra. "The Pokémon GO experience: A location-based augmented reality mobile game goes mainstream." In Proceedings of the 2017 CHI conference on human factors in computing systems, pp. 2493-2498. 2017.
[14]Mishkind, Matthew C., A. M. Norr, A. C. Katz, and Greg M. Reger. "Review of virtual reality treatment in psychiatry: evidence versus current diffusion and use." Current psychiatry reports 19, no. 11 (2017): 80.
[15]Yung, Ryan, and C. Khoo-Lattimore. "New realities: a systematic literature review on virtual reality and augmented reality in tourism research." Current Issues in Tourism 22, no. 17 (2019): 2056-2081.
[16]Riscombe-burton, Phillip. "AR/VR device virtualisation." U.S. Patent 10,290,151, issued May 14, 2019.
[17]Slater, M., C. Gonzalez-Liencres, P. Haggard, C. Vinkers, R. Gregory-Clarke, S. Jelley, Z. Watson et al. "The Ethics of Realism in Virtual and Augmented Reality. Front." Virtual Real. 1: 1. doi: 10.3389/frvir (2020).
[18]Saunders, Cariann. "The Oculus Rift and the Human Psyche: The Societal Effects of Virtual Reality and Its Accompanying Immediacy." The Classic Journal (2016).
[19]https://app.emaze.com/@AOFWWIZCR#5 [accessed on 12/09/2020]
[20]https://draup.com/sales/insights/retail-brands-ar-vr-solutions-brand/ [accessed on 12/09/2020]
[21]Laghari, Asif Ali, Kamran Ali Memon, Muhammad Bux Soomro, Rashid Ali Laghari, and Vishal Kumar. "Quality of experience (QoE) assessment of games on workstations and mobile." Entertainment Computing (2020): 100362.
[22]Laghari, Asif Ali, Hui He, Kamran Ali Memon, Rashid Ali Laghari, Imtiaz Ali Halepoto, and Asiya Khan. "Quality of experience (QoE) in cloud gaming models: A review." Multiagent and Grid Systems 15, no. 3 (2019): 289-304.
[23]Alcabaza, Dan Vincent G., Marvin E. Legaspi, Trisha Leinelle Muyot, Kate Louise C. Ofren, Johsua Angelo D. Panganiban, and Roselito E. Tolentino. "Real-Time Realistic Telepresence using a 360 Camera and a Virtual Reality Box." (2019).
[24]Yong, Sei Wei, and Aun Naa Sung. "A Mobile Application of Augmented Reality for Aircraft Maintenance of Fan Cowl Door Opening." International Journal of Computer Network and Information Security 11, no. 6 (2019): 38.
[25]Arora, Rahul, Rubaiat Habib Kazi, Tovi Grossman, George Fitzmaurice, and Karan Singh. "Symbiosissketch: Combining 2d & 3d sketching for designing detailed 3d objects in situ." In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, pp. 1-15. 2018.
[26]Laghari, Asif Ali, Hui He, Asiya Khan, and Sajida Karim. "Impact of video file format on quality of experience (QoE) of multimedia content." 3D Research 9, no. 3 (2018): 39.
[27]Kim, Daehwan, and Yong Jae Ko. "The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction." Computers in human behavior 93 (2019): 346-356.
[28]Laghari, Asif Ali, Hui He, Muhammad Shafiq, and Asiya Khan. "Application of quality of experience in networked services: Review, trend & perspectives." Systemic Practice and Action Research 32, no. 5 (2019): 501-519.
[29]Saleme, Estêvão B., Alexandra Covaci, Gebremariam Assres, Ioan-Sorin Comsa, Ramona Trestian, Celso AS Santos, and Gheorghita Ghinea. "The influence of human factors on 360∘ mulsemedia QoE." International Journal of Human-Computer Studies 146 (2020): 102550.
[30]Laghari, Asif Ali, Hui He, and Muhammad Ibrahim Channa. "Measuring effect of packet reordering on quality of experience (QoE) in video streaming." 3D Research 9, no. 3 (2018): 30.
[31]Pascoal, Rui, Ana De Almeida, and Rute C. Sofia. "Mobile Pervasive Augmented Reality Systems—MPARS: The Role of User Preferences in the Perceived Quality of Experience in Outdoor Applications." ACM Transactions on Internet Technology (TOIT) 20, no. 1 (2020): 1-17.
[32]Braud, Tristan, Farshid Hassani Bijarbooneh, Dimitris Chatzopoulos, and Pan Hui. "Future networking challenges: The case of mobile augmented reality." In 2017 IEEE 37th International Conference on Distributed Computing Systems (ICDCS), pp. 1796-1807. IEEE, 2017.
[33]Pallavicini, Federica, Alessandro Pepe, and Maria Eleonora Minissi. "Gaming in virtual reality: What changes in terms of usability, emotional response and sense of presence compared to non-immersive video games?." Simulation & Gaming 50, no. 2 (2019): 136-159.
[34]Roettl, Johanna, and Ralf Terlutter. "The same video game in 2D, 3D or virtual reality–How does technology impact game evaluation and brand placements?." PloS one 13, no. 7 (2018): e0200724.