Você está na página 1de 16

AUTHORS

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

1|Page

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

2|Page

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.

3|Page

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.

4|Page

Question 2: Current Status


2016 has been quite an important year in terms of the history of virtual and augmented reality.
The number of product releases around the world and the different initiatives around the
technology will make this a time to remember. Virtual and Augmented Reality have been
around for quite some time though. The technologies did not however begin at the levels that
they are now. The first real implementation of Virtual reality was the navigation through 3D,
computer generated worlds, through use of a computer. Among the first uses of augmented
reality is something as simple as the display of scores on TV during the airing of sports fixtures
or the green screen method of displaying weather during the news. These technologies have
moved far beyond that today.
Innovation in the fields of Virtual Reality (VR) and Augmented Reality (AR) have moved from
simply being on a screen to being all around the user with the use of a mounted display. 2016
is the first year with the wide release of several types of Virtual Reality (VR) Headsets, by a
number of different firms in different countries. Many large firms have started or have already
created VR systems, including software such as games and hardware such as VR headsets.
VR is quite a large field with much more space to grow so there are several competitors. The
current leaders in industry are: Oculus (owned by Facebook) - USA, Sony - Japan, HTC
Taiwan, Microsoft - USA, Samsung South Korea, Google - USA and Siemens - Germany.
EM Rogers developed a theory called the diffusion of innovation theory. This theory essentially
predicts the fashion in which new technology is accepted and implemented by the public. The
first group of people are called the innovators. They are usually the people who created the
technology, the technologists, and the nearest people around them. This group of people are
the first implementers and are roughly 2.5 of the population. The next group of people are the
early adopters. These are the visionaries who take the risk with the new technology. When
they receive the technology it often has a few bugs. This group takes up roughly 13.5% of the
population. The early majority are the next group. They are the idealists, the critics and the
collectors. It is their reports and feedback that convince the next group, the late majority, the
conservatives to eventually get on the band wagon. These two groups each have a population
percentage of roughly 34. The final 16% are the last to adopt and implement new technology.
When they adopt it its usually by force or necessity. They are the laggards. (Maloney, 2010)
(Hanlon, 2015)
Globally this year VR and AR are at a stage where only the innovators and early adopters are
currently using the technology. While quite few products are being cold currently, they are still
being sold at high prices indicating that the industry still needs to grow.
5|Page

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
6|Page

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.

7|Page

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.

Sony Project Morpheus


The Sony Morpheus was designed for the PS4. This will give Sony the competitive advantage
over the Oculus because many households already have a PS4. The consumer edition
matches the 2015 Project Morpheus model in keeping its predecessor's Full HD 1920 x 1080
display, but ups it from 5-inches to 5.7-inches, which gives a 100-degree field of vision. It also
features RGB subpixels, which help smooth out the image. A more important upgrade here is
to the refresh rate, which runs at a 120Hz instead of 60Hz - higher than both the Oculus Rift
and HTC Vive's 90Hz. Early games won't natively run at 120 FPS - instead the PlayStation 4's
reprojection software will add an extra "tween" every frame to make it feel like they are, but
the overall experience should be silky-smooth. Taken from a report from a blogger about the
Morpheus on how it works. (Lamkin, 2016)

8|Page

Immerse Virtual Reality 3D Headset


The Immerse Virtual Reality 3D Headset is used with smartphones and has full 360-degree
head tracking. The headset gives experiences such as walking with dinosaurs, going on a
roller coaster and even 3D movies all without leaving home.
Features Include:

Compatible with most Smartphones (Android and iPhone)

Maximum device size 3.5x5.7" (8.2 x 15.4cm)

Wireless

360 head tracking

Ultra-Wide Field Vision

Intense 3D view

Adjustable lens for optimal vision

Face Contact Foam and adjustable Head Strap to heighten comfort

No batteries needed

It is an affordable headset available to everybody

(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)

9|Page

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.

10 | P a g e

Question 4: Future Impact


When virtual reality is fully accepted by business and society it will have positive and negative
effects on them. Namely, educational and social advantages and disadvantages. In this essay
I will discuss some advantages and advantages of virtual reality when it is fully accepted by
business and society.
Virtual reality will reduce the amount of jobs available. Virtual reality will result in some
businesses such as media companies to close down as more people will move to virtual reality
and this will result in people losing their jobs. For example, tour guides will not be needed as
virtual reality programs will give a person all the information provided by tour guides. General
practitioners will not be needed as people will be able to have one-on-one consultations with
a doctor by just entering the virtual world while sitting at home. In contrast, more Virtual reality
companies will open and giving rise to jobs. However, the people left jobless as a result of
media companies closing down, will not necessarily be employed in the new virtual reality
companies.
Virtual reality will give people excellent socials skills. Virtual reality will increase a persons
empathy towards people with disabilities, willingness to help others and respect for the
environment, because virtual reality enables one to exist in someone else's body. Thus virtual
reality may be the solution the end of racism. In addition, it will also better the decisions that
people make, because they will be able to view the result of their decisions made in the virtual
world before doing it in reality.
Virtual reality will increase the effectiveness of educational messages. At the moment people
are given educational messages through pamphlets, which most people do not understand
and are ineffective. For example, the message in the pamphlet would be that if a person make
poor health choices, it will affect that person in a negative way in the future. This message will
be more effective and understandable through virtual reality, because they will be able to see
the effect the poor health choices will have on themselves. Therefore, virtual reality will
increase the effectiveness of educational messages. Furthermore, it can also be used to learn
students about operating on the heart of human beings, which is almost impossible to show
to all students in reality.

11 | P a g e

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.

12 | P a g e

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
13 | P a g e

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:

VR360. (n.d.). Virtual Reality 360. Retrieved from VR360: http://vr360.co.za/


Wikipedia.
(2016,
April
24).
Virtual
Reality.
https://en.wikipedia.org/wiki/Virtual_reality

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

14 | P a g e

Originality Report

15 | P a g e

Você também pode gostar