Escolar Documentos
Profissional Documentos
Cultura Documentos
Resego LT Tabane
De Angelo S Prins
Mogamat S Bardien
Davin Africa
Group 4
AUGMENTED
AND VIRTUAL
REALITY
Lecturer
Tutor
IFS 131
GROUP
ASSIGNMENT
Johan Breytenbach
Afeefa Brown
Tutor Period
P3 Thursday
Due Date
28 April 2016
Anti-plagiarism Declaration
I declare that the assignment is entirely my own work.
I know that plagiarism is a serious offence. Plagiarism is using another
persons work, words and ideas as his/her own without the correct
acknowledgement and reference.
Name
Student
Number
Resego LT Tabane
3658291
Davin Africa
3658891
Mogamat S Bardien
3657977
De Angelo S Prins
3675705
Signature
Date
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Table of Contents
Anti-plagiarism Declaration ................................................................................................... 1
Question 1: Investigation....................................................................................................... 3
Question 2: Current Status .................................................................................................... 5
Question 3: Opportunities ..................................................................................................... 8
Video Games..................................................................................................................... 8
Oculus Rift ..................................................................................................................... 8
Sony Project Morpheus .................................................................................................. 8
Immerse Virtual Reality 3D Headset .............................................................................. 9
Kolor .............................................................................................................................. 9
Impact of VR on commerce ............................................................................................. 10
Question 4: Future Impact ................................................................................................... 11
References ......................................................................................................................... 13
Originality Report ................................................................................................................ 15
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Question 1: Investigation
Augmented Reality (AR) is the layering of computer generated images onto the real world.
Images superimposed on the real world through the use of a device whether it be a smart
phone, a camera or a headset (Oxford Dictionaries, 2009). These images appear as
holograms to the user and are completely invisible to all besides the user. Virtual reality (VR)
is a live direct or indirect view of a physical, real world environment. With VR the user feels as
if they are in an entirely new world. VR unlike AR is fully immersive. This means that none of
what the user is seeing is a real part of their surroundings. Both forms of technology started
as only being possible on large computers, then they transferred to smaller device until today
where fully capable headsets are available for common use.
AR and VR headsets are fairly similar in the way they are worn and almost completely different
in terms of their functionality. The reason behind this is that the functionality of both devices is
to alter the users visual reality to enable the them to interact with these images as part of the
overall experience. Virtual reality is so magnificent in that when it is used the 3D world appears
to the user as their real world environment. With augmented reality the user is able to see the
real world with the addition of computer generated images. The computer generated images
are overlaid on various objects within the real world, giving the user the impression that they
exist in the real world.
AR is quickly becoming one of our worlds greatest creations. It is used to display scores,
times, injuries and additional information in the form of overlays on telecasted sports games.
Pop up 3D emails, photos or text messages on mobile devices are AR as well. The use of
visual filters on social media platforms such as Snapchat are technically AR too. Head-up
displays in jets and even cars now make use of AR technology.
VR as a technology also has various functionalities. These include functionalities in the sectors
of healthcare (training), art (3D design), education (real life scenario training), business,
media and sport. Another popular use of virtual reality is aviation: a 3D aircraft can be designed
which allows the designer to test their prototype without having to have several versions.
Games, surgery and flight simulations are most well-known uses of Virtual Reality. Weather
forecasting as well.
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While breakthroughs in the fields of AR and VR are greatly beneficial like everything great,
they have their negatives. Millions of people in this day and age would identify with being
called gamers. Those who identify with that term as less of a hobby and more of a life style
spend hours invested in games that try their best to really put the gamer in the middle of
whatever environment. With VR Headset technology this now possible on a level like never
before. Gamers will now literally feel like they are in the middle of a warzone when playing
Call of Duty. The main risk with the ever increasing wide spread availability of such an
experience is a growing addiction to live in a fabricated reality. People risk losing perspective
of what life really is. Right now VR can be used to instantly transport a person to another part
of the world virtually to entice their appetite for travel. With that functionality we risk eventually
losing the hunger to travel or even leave our homes because we can just do whatever we
need to virtually. While we are still very far from this being a reality it is something to consider
for the future.
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As mentioned earlier on, several different firms in different countries have a variety of
applications to VR and AR.
A few years ago the United Nations (UN) partnered with film maker Chris Milk to create VR
films that shine a light on the important issues the UN is dealing with. The first of the films
focussed on the problems surrounding Syrian refugees. The film was shot in a refugee camp
in Jordan as a day in the life of a young girl living there. The second film follows a Liberian
survivor of an Ebola outbreak. The United Nations is utilising VR technology to place people
at the point of suffering. For them this has already worked as a way to improve funding. In 40
different countries the UNs Man-on-street fundraising campaigns were given either Google
Cardboard or Samsung VR Gear. Instead of telling people about the crisis and asking for funds
they were now able to show people the funds. In New Zealand it was said to have increased
donations to 1 in every 6 people donating once or signing monthly donation deals. This is
double the usual amount of donations with more long term commitments having been made.
(Harris, 2015) (Beer, 2015)
The idea of taking a person across the world using VR is not only utilised to get fundraising,
tourism companies have started doing this as well. Thomas Cook Retail Limited, a travel
agency, partnered with Samsung and Visualise to create short VR films that would allow their
customers to get a little bit of a taste of what it would be like to travel to certain places.
Customers can now walk into a Tomas Cook store put on a VR headsets and see where they
are going before they get there. Headsets are currently available in stores in Germany,
Belgium and the UK. (Visualise, 2015) (Graham, Virtual reality devices could transform the
tourism experience, 2016)
The idea of taking a person to another place in our world using VR is great however HBO
managed to take people to another very popular reality. HBO in association with Oculus
created a 4D expedition in which the users would get to explore famous Game of Thrones
sites. Users would get to use the elevator at castle black and ascend the giant ice wall and
experience what it would be like to stand at the top of it and look at the mountain ranges on
the other side. (Williams, 2015)
Six Flags Entertainment Corporation have also invested in 4D VR entertainment. Six Flags
have started equipping several of their roller coasters with VR headsets. While thrill seekers
will still be on the roller coaster itself the environment around them will be entirely altered
making for and even wilder experience (Six Flags, 2016).
In terms of AR the Microsoft Hololens is by far the most efficient. As of March 10 Microsoft
started shipping the Hololens to their Microsoft developers so that they could develop
programs for the Hololens. The Samsung VR Gear will also in the near future have AR
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capabilities. With the use of the VR Gear and a smart phone the camera can capture and
display whats in front of the user in real time providing the kind of interface where AR can be
implemented.
Several countries such as the United States of America, South Korea, Japan, Taiwan and
even Germany have home grown VR and AR devices being implemented in different places
with increasing growth. A fair question is: How far along are South Africa with all the VR, AR
hype? Visualise partnered with South African Tourism to create 360 VR Video of Tourism in
South Africa. The project is not very different from the one done with Thomas Cook but it was
as effective. Along with the rest of the first world countries the recent releases in VR headset
technology are available in South Africa.
VR360 are a virtual reality agency based in Johannesburg. They are one of the leaders in the
South African market for the VR field. The agency sell VR headsets, google cardboard inspired
cheap alternatives, as well as 360 camera rigs (VR360, n.d.). In association with Isuzu the
company has created a mobile app that allows a potential buyer to look all around inside a car
instead of having to physically be at the dealership themselves.
South Africa as country in terms of movement and implementation with VR is between the
stages of innovators and early adopters. In terms of AR the countrys innovators are the only
ones likely to be using the technology.
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Question 3: Opportunities
In South Africa people are exploring different ways to use virtual reality. It is used in videos,
the controlling of robots but mostly used in video games. The virtual reality headsets will
enhance the gaming experience and make it seem as if you are really in the game, this will
take gaming to the next level. This will open doors for game developers to go wild with new
games and ideas on how to improve on older games using virtual reality. This is the next step
in gaming and the new technology is taking over and making our lives more virtual.
Video Games
HTC, Sony and Valve are developing headsets for video games and are planning on releasing
them in 2016. They have been working on these projects for many years now to better the
gaming experience.
Oculus Rift
The Oculus Rift project was started by a gaming enthusiast, Palmer Luckey, that was looking
to create a good affordable virtual reality experience. A Kickstarter program was launched in
2012 where Palmer Luckey mass produced the Oculus Rift for consumers and developers.
The Kickstarter included testimonies from big name game developers such as the Doom
creator John Carmack. After a few years of fairly decent development the company was
bought by Facebook. Since then the company has made ground breaking progress in the field
of VR. Oculus has created 3 development kits for the Rift headsets, and the company
announced that their first official version started shipping March 2016.
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Wireless
Intense 3D view
No batteries needed
(Mantality, 2016)
Kolor
GoPro is very popular and is well known and Kolor a media company is taking GoPro to the
next level. Kolor will enable that users will be able to combine video and images to produce
high-res panoramic or spherical content that are an important part of virtual reality. Spherical
media enables a range of immersive viewing experiences and is an essential building block of
virtual reality (VR), a technology poised to transform entertainment, education and other
industries. Kolors solutions enable users to combine multiple photographs or videos to
produce high-resolution panoramic or spherical content that can be enjoyed on mobile
devices, the web or in a virtual reality environment. (Go Pro, 2015)
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Impact of VR on commerce
Virtual reality has been discussed for many years and is going to affect many aspects of
everyday life in more ways than just one. This can lead to increased knowledge, meeting new
people for business and greatly improve communications.
Retailers are changing the way consumers live, play and shop. Tommy Hilfiger is one of the
latest examples. Working with WeMakeVR, a Netherlands-based start-up, the company
introduced VR headsets in its stores to enable shoppers to see its runaway shows and shop
items from the latest collection.
VR could be even more transformative than the internet ever was reshaping every aspect of
retail outlets and making them virtually accessible. That said, retailers should be scared of VR
technology, because it could eventually put them out of business. Companies like Sixense are
developing virtual retailing solutions that enable consumers to shop just like they would in a
retail outlet. For instance, consumers can use Sixenses vRetail platform to grab an item of
the shelf, see its description, tap a few buttons to see a video of it or change its colour, and
then add it to their cart. The main reason online shoppers are excited about VR is because
they experience the product/service first. They can also co-create their shopping lifestyle with
brands to enjoy a more personalized experience. This will likely increase consumer
satisfaction and have a positive impact on sales.
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Virtual reality could also give rise to addiction. For people who do not enjoy or who are not
happy with their life, virtual reality is an escape route for them. They will become addicted
because they will be living in a world that they wish to live: they will be able to create their own
success, their own laws, their own family etc. This will also decrease their social skills or the
amount of time they spend socializing as they would be spending most of their time in the
virtual world instead of reality.
Virtual reality in the future may also cause psychological problems such as people believing
that they are still in the virtual world while they are actually in reality. This could lead to major
social problems such as violence and crime. Furthermore, it will also increase the number of
people getting hurt and ending up in hospitals. When in the virtual world a person may forget
his or her surroundings and will result in them falling or bumping into objects. This could also
lead to an increase in death rates.
Future deliverable of virtual reality may be extremely advance such as contact lenses through
which a person could take pictures, videos, watch movies or give a person information about
an object by just thinking about it. The contact lenses would have memory for storage so that
a person can go back to view the memories of their day.
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References
Beer, J. (2015, January 23). Director Chris Milk And Top Producers Launch New Virtual
Reality
Production
Company.
Retrieved
from
Fast
Co
Create:
http://www.fastcocreate.com/3041345/director-chris-milk-and-top-producers-launchnew-virtual-reality-production-company/1
Go Pro. (2015, April 28). Let's Get Spherical...Spherical: GoPro Acquires Virtual Reality StartUp Kolor. Retrieved from Go Pro: https://gopro.com/news/lets-get-sphericalsphericalgopro-acquires-virtual-reality-start-up-kolor
Graham, L. W. (11, April 2016). Will virtual reality transform these sectors of the economy?
Retrieved from CNBC: http://www.cnbc.com/2016/04/11/will-virtual-reality-transformthese-sectors-of-the-economy.html
Graham, L. W. (2016, Jan 6). Virtual reality devices could transform the tourism experience.
Retrieved from CNBC: http://www.cnbc.com/2016/01/08/virtual-reality-devices-couldtransform-the-tourism-experience.html
Hanlon, A. (2015, February 7). What Is The Diffusion Of Innovation Model In Marketing.
Retrieved from Making It TV: http://makingittv.com/channel/2015/02/07/qa-what-isthe-the-diffusion-of-innovation-model-in-marketing/
Harris, B. J. (2015, October 12). How The United Nations Is Using Virtual Reality To Tackle
Real-World
Problem.
Retrieved
from
Fast
Company:
http://www.fastcompany.com/3051672/tech-forecast/how-the-united-nations-is-usingvirtual-reality-to-tackle-real-world-problems
Lamkin, P. (2016, March 16). Sony PlayStation VR: Essential guide to the hardware, games,
release and more. Retrieved from Wareable: http://www.wareable.com/projectmorpheus/sony-project-morpheus-release-date-price-games
Maloney, C. (2010, May 10). The Secret To Accelerating Diffusion Of Innovation The 16 Rule
Explained.
Retrieved
from
Innnovate
Or
Die:
https://innovateordie.com.au/2010/05/10/the-secret-to-accelerating-diffusion-ofinnovation-the-16-rule-explained/
Mantality. (2016). Immerse Virtual Reality 3D Headset. Retrieved from Mantality:
http://www.mantality.co.za/vr-3d-headset.html
Murphy, M. (2016, March 8). Google Cardboard, Oculus Rift or Microsoft Hololens: Which firm
is trademarking the most VR inventions? Retrieved from Tech World:
http://www.techworld.com/picture-gallery/personal-tech/top-six-firms-inventing-virtualreality-tech-3611574/#2
Nield, D. (2016, March 29). How Oculus Rift works: Everything you need to know about the
VR sensation. Retrieved from Wareable: http://www.wareable.com/oculus-rift/howoculus-rift-works
Oxford Dictionaries. (2009). Augmented Reality. Retrieved from Oxford Dictionaries:
http://www.oxforddictionaries.com/definition/english/augmented-reality
Prasuethsut, L., & Ripton, J. (2015, October 1). The VR race: What you need to know about
Oculus Rift, HTC Vive and more. Retrieved from Tech Radar:
http://www.techradar.com/news/world-of-tech/future-tech/the-vr-race-who-s-closestto-making-vr-a-reality--1266538
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Six Flags. (2016). The New Revolution Virtual Reality Coaster. Retrieved from Six Flags:
https://www.sixflags.com/magicmountain/attractions/vr/overview
Virtual Reality Society. (2014). Virtual Reality: what is it and why is it important to know about?
Retrieved from VRS: http://www.vrs.org.uk/
Visualise. (2015). South African Tourism. Retrieved from Visualise: http://visualise.com/casestudy/south-african-tourism
Visualise. (2015). Thomas Cook Virtual Holiday. Retrieved
http://visualise.com/case-study/thomas-cook-virtual-holiday
from
Visualise:
Retrieved
from
Wikipedia:
Williams, F. (2015). Game of Thrones 4D Oculus Rift VR Experience, 'Ascend the Wall' .
Retrieved from Sorify: https://storify.com/FilippaWilliams/the-ascend-the-wall-4doculus-virtual-reality-expe
Yini, H. (2016, April 12). China poised to lead virtual reality revolution. Retrieved from The
Telegraph:
http://www.telegraph.co.uk/sponsored/chinawatch/technology/12208571/virtual-reality-chinese-technology.html
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Originality Report
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