Augmented and Virtual Reality Interfaces: Bridging the Physical and Digital Realms
Abstract
Augmented Reality (AR) and Virtual Reality (VR) interfaces have emerged as transformative technologies, altering the way individuals engage with digital content and bridging the gap between the physical and virtual realms. This article explores the fundamental concepts of AR and VR, their applications across various industries, and the evolving landscape of Mixed Reality (MR) interfaces that amalgamate elements from both technologies. From revolutionizing retail and education to redefining healthcare and gaming, AR and VR are reshaping the fabric of human-computer interaction. Despite the current challenges, the convergence of these technologies presents unprecedented opportunities for innovation. As we navigate through this dynamic landscape, the article delves into the potential future prospects and the ongoing efforts to overcome obstacles, offering a glimpse into a world where the boundaries between reality and the virtual are increasingly blurred.
References
2. Azuma RT. A survey of augmented reality. Presence: Teleoperators and Virtual Environments. 1997 Aug
1;6(4):355-85.
3. Sherman WR, Craig AB. Understanding virtual reality: Interface, application, and design. Morgan Kaufmann;
2018.
4. Billinghurst M, Kato H. Collaborative augmented reality. Communications of the ACM. 2002 Jul 1;45(7):64-70.
5. Dede C. Immersive interfaces for engagement and learning. Science. 2009 Apr 10;323(5910):66-9.
6. Oculus VR. Oculus Rift. Available from: https://www. oculus.com/rift/
7. Microsoft. Microsoft HoloLens. Available from: https:// www.microsoft.com/en-us/hololens
8. Apple. ARKit. Available from: https://developer.apple. com/augmented-reality/arkit/
9. Google. Google ARCore. Available from: https:// developers.google.com/ar
10. Piumsomboon T, Clark A, Billinghurst M, Lee GA. A survey of suboptimal frame rates in immersive virtual
environments. IEEE Transactions on Visualization and Computer Graphics. 2013 Aug 30;19(8):1408-22.
11. Slater M, Usoh M, Steed A. Taking steps: the influence of a walking technique on presence in virtual reality. ACM Transactions on Computer-Human Interaction (TOCHI). 1995 Jun 1;2(3):201-19.
12. Rizzo AA, Schultheis M, Kerns KA, Mateer C. Analysis of assets for virtual reality applications in neuropsychology. Neuropsychological Rehabilitation. 2004 Jan 1;14(1-2):207-39.
13. Botella C, Baños RM, Villa H, Perpiñá C, García-Palacios A. Virtual reality in the treatment of claustrophobic
fear: A controlled, multiple-baseline design. Behaviour Therapy. 2000 Jun 1;31(3):583-95.
14. Azuma RT, Bishop G, Stürzel M, Furmanski C. Recent advances in augmented reality. IEEE Computer Graphics
and Applications. 2001 Jan 1;21(6):34-47.
15. Fuchs H, Bishop G. Research directions in augmented reality. In Proceedings of the 1992 symposium on Interactive 3D graphics 1992 Mar 29 (pp. 237-240).
16. Aukstakalnis S, Blatner D. Silicon Mirage: The Art and Science of Virtual Reality. Peachpit Press; 1992.
17. Kreylos O, Mahovsky J, Yoo TS, Hamann B. Virtual reality meets natural interaction via head-mounted displays. Journal of Computing and Information Science in Engineering. 2006 Sep 1;6(3):225-31.
18. Wloka MM, Thomas BH, Whitted T. Perceptually based motion blur for progressive image rendering. In Proceedings of the 17th annual conference on Computer graphics and interactive techniques 1990 Jan 1 (pp. 415-423).
19. Bimber O, Raskar R. Spatial augmented reality: merging real and virtual worlds. A K Peters/CRC Press; 2005.