Virtual Reality (VR), augmented Reality (AR), holographic don't be silly to know

Source: Internet
Author: User

Source: http://www.yejibang.com/news-details-9972.html

Absrtact: Currently the media often say virtual Reality (VR) and augmented Reality (augmented reality) and holography (holographic), in the application is not very accurate, the definition of ambiguous or inaccurate areas.

Virtual Reality (VR) and augmented Reality (augmented reality) and holography (holographic), which are often referred to by the media, are not very accurate in their application and define areas of ambiguity or inaccuracy.


in layman's words:


Can make a person feel into a nonexistent artificial manufacturing environment, is the VR
"Where is this, and how did I get here?" "
Can make people feel in the environment of the addition of some of the artificial entities that do not exist, that is, AR
"What is this, and how does it appear here?" "

VR section:


It is obvious that the complete form of VR is instantaneous, unlimited, including full input and output, that is, analog visual, auditory, tactile and other body sense, so that users in the virtual world of arbitrary active behavior and accept the form of corresponding feedback.

In other words, the Matrix, the brain after the intubation is the ultimate form, to reach the level of the brain in the cylinder, it is impossible to distinguish between "reality" and "virtual" degree for VR ultimate embodiment.

The VR concept we are talking about is usually oculusvr and similar solutions, based on the narrow concept of head-mounted display (head-mounted display) and immersive multimedia (immersion multimedia technology).


That is, based on computer technology, with full vision as the basic medium, so that users have the immersion of the part of the VR effect realized.

In particular, when the user with the HMD, through the image of the separation of the eyes to display the form of the user to produce a noticeable 3D visual effect, and through the head tracking to make the user's vision and behavior match.

The Full-field (full field of view) VR technology, which is a crude, 6-directional wall and ground projection, helps you understand the immersion experience, and the current VR experience is obviously much better.

ar/Holographic section:

It should be said that ar at the current stage and hologram (holographic technology) have some overlap: (In fact, the leader Microsoft in its AR device uses the word holo rather than AR)

Traditional holographic (projection) technology refers to the use of optical techniques, to achieve a complete, can be viewed from 360 degrees of virtual image, usually relying on multi-directional observation of the multipatch equipment and a number of different angles of projection to achieve, because this image is a true optical image, is open, many people visible, Therefore, it can also be visualized as ar/holographic technology for all.

The current solution for Microsoft and Google is based on head-mounted display (head-mounted display) and immersive multimedia (immersion multimedia technology).

That is, relying on computer technology, taking the whole field of vision or part of visual vision as the basic medium, so that users can see the virtual entity exists in the real space of the effect, so it could be regarded as a personal ar/holographic technology.


The similarities between the two graphs are that the desktop has a virtual 3D image that can be viewed at any angle, and the difference is that the image of the former is visible to any person, the latter only to those with lenses.

It is also obvious that the ultimate form of AR is to show that the entity contains a true sense of "complete information": Not only can it be seen, can touch, have a full sensory experience, but also accept and feedback all interactions-or only by intubation.

the last point is my understanding:

It can be realized that now the narrow-sense AR and VR are very similar things-they rely on very close to the technical basis, the use of very close to the display form.

The difference is in the field of vision "real" and "virtual" environmental factors ratio: any AR, when presenting a virtual message, will inevitably obscure or replace some of the reality of the scene, and when the image is more than enough to cover up all the reality of the scene-is the VR.

Therefore, in this sense, VR is an extreme embodiment of AR, or a true subset of AR-that is, VR is the virtual factor accounted for 100% when the AR.

Virtual Reality (VR), augmented Reality (AR), holographic don't be silly to know

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