Distinguishing AR and VR
Keeping up with the latest technological advancements of recent years reveals that virtual reality (VR) and augmented reality (AR) are quickly becoming integral aspects of our daily lives. Developers all over the world are constantly seeking to enhance and broaden the capabilities of these immersive user experiences for various purposes. These digital worlds are increasingly popular and gaining momentum in several industries, including gaming, entertainment, and retail.
With the increased prevalence of virtual reality and augmented reality, it is becoming increasingly apparent that people hold opposing views of this technology. On one hand, some individuals are intrigued by the potential that comes from combining these technologies and the numerous opportunities they can offer, while on the other hand, others remain cautious of the potential psychological and behavioural impacts which may result from using virtual reality.
Even though there is no unified body of research, both viewpoints on virtual and augmented reality are valid and demand further investigation. To obtain a deeper understanding of this intricate topic, it is crucial to thoroughly analyze the arguments presented by both factions.
However, before delving into the topic, let’s take a brief recap of what we refer to as “virtual reality” or “augmented reality.”
The Realms of Virtual Reality (VR)
Virtual Reality (VR) is a simulated digital experience that has the potential to be extremely authentic and immersive. It allows users to navigate and engage with digital objects and environments, mirroring the physical world. This is made possible by using a VR headset, which projects the required visuals, producing an interactive and captivating digital realm.True-to-life improvement with Augmented Reality (AR)
Augmented Reality (AR) is an interactive, computer-generated simulation that superimposes digital information onto the physical environment. This feature can be advantageous, providing supplementary details to the surroundings, or disadvantageous, obstructing or replacing the natural setting. To encounter the augmented environment, users must be equipped with specific technology such as glasses or smartphones.
Therefore, virtual reality (VR) offers users a wholly simulated environment, whereas augmented reality (AR) enriches the genuine world with supplementary information. Now that we have defined what to anticipate from each form of reality, we can assess the pros and cons of utilizing them in various industries.
Applications and Benefits of Virtual and Augmented Reality Technologies
Proponents of Virtual Reality (VR) and Augmented Reality (AR) alike highlight the broad array of potential applications that the technology can offer, which extends far beyond merely providing amusement. Even though these technologies are widely recognized by the general public owing to their popularity in video games and other means of entertainment such as 3D theatre, it appears that there are other uses that can be validated.
The capacity for augmented reality (AR) to restructure educational settings is remarkable, as it can be utilized to enhance standard course materials with additional information. This presents the possibility for students to be active participants in their learning, rather than passive recipients, by interacting with digital triggers that supplement the topics they are studying. Thus, AR has the potential to be the cornerstone of an entirely new type of educational encounter.
The potential of virtual reality (VR) as an instructional tool is indisputable. Teachers can benefit immensely from the use of simulations and virtual excursion created by developers. Nowadays, there are firms that offer such services, with Google Expedition being one of the earliest instances. It acts as an application that can facilitate virtual field trips for students and can be accessed via smartphones and headsets.
In addition, virtual reality (VR) can be utilized to train individuals in a variety of industries, especially those in which errors made during conventional classroom-based training could have severe repercussions. For example, flight simulation and healthcare education; as the potential consequences of an unsuccessful training exercise are so significant, traditional ‘real-world’ training necessitates additional precautions. By using virtual reality, the security of the training programme is enhanced, as opposed to a physical environment.
Augmented Reality (AR) has been effectively used in archaeological research to create potential configurations of sites based on present features such as ruins, landscapes, and even human remains. In addition, underwater archaeology has greatly benefited from the use of AR, particularly through the creation of 3D models that enable the seamless manipulation of submerged artefacts.
In the end, both virtual reality (VR) and augmented reality (AR) have been recognized as having potential psychological applications. Supporters of these technologies have witnessed a positive shift in the mental state of users. Consequently, VR and AR have been explored as therapeutic tools in the treatment of conditions such as anxiety disorders, phobias, and addictions, predominantly through the implementation of exposure therapy. As a result, a new branch of psychology has emerged, known as cybertherapy, which concentrates on the use of digital technology to bring about behavioral and emotional transformations in patients.
Cybertherapy is a type of trauma therapy that employs computer-generated environments and augmented reality to enable patients to revisit traumatic experiences safely. Via virtual and augmented reality, patients are presented with simulated worlds in which they can address their issues, allowing specialists to study responses and gather feedback that can be utilized to enhance treatment plans.
It becomes evident why virtual and augmented reality (VR/AR) technologies should be given more attention when perceived in this manner. Nevertheless, it is equally essential to be aware of the obstacles and concerns related to their implementation.
Challenges of Virtual and Augmented Reality
It is broadly acknowledged that numerous academics have voiced their anxieties and apprehensions regarding the growing adoption of augmented and virtual reality (AR and VR). It is evident that any research in this field must encompass their viewpoints, as they are well aware of the potential effects that the use of both AR and VR may have on the brain, as well as potential personal and social implications. Moreover, these experts strongly maintain that any responsible utilisation of technology should factor in the potential consequences of its application.
Technological advancement gives rise to three broad categories of issues:
Impact on the body:
It is common knowledge that Virtual Reality (VR) has been linked to numerous undesirable effects, such as vertigo, seizures, eye fatigue, discomfort, and Repetitive Strain Injury (RSI). Unfortunately, there is also the risk of falls and collisions in the physical world that must not be overlooked. Augmented Reality (AR) can also pose a safety hazard since users may lose awareness of their physical surroundings and the potential dangers associated with them. For instance, the popular mobile game Pokémon Go demonstrates this issue. Players had to move around to “catch” virtual cartoon characters, and there have been several reports of players being so caught up in the game that they have been involved in accidents, including at least one fatality at the so-called PokéStops.Impacts on the mind:
Although Augmented Reality (AR) and Virtual Reality (VR) are proving to be beneficial in the field of psychology, particularly for therapeutic purposes, it is crucial to consider their unintended psychological effects, even on casual users. These systems activate the body’s sympathetic nervous system, which prepares us for potential danger. This can cause the body’s natural “fight or flight” response to be disrupted, and our brains may interpret virtual and augmented environments the same way as the real world, resulting in unintended consequences such as mistaking an avatar for a real person or a physical threat, or creating stressful situations that might lead to symptoms of Post-Traumatic Stress Disorder.Impact on society:
It is imperative to consider the possible social implications of both Augmented Reality (AR) and Virtual Reality (VR). Of particular concern are issues of privacy, as these technologies may allow for the collection of personal data, such as our movements and responses. The use of AR in public spaces may also raise privacy concerns since individuals’ private activities and whereabouts could potentially be monitored without their awareness or consent. Moreover, there is a philosophical debate to be had regarding the effects of these technologies on our social interactions, language, and cognitive processes. Since the impacts of AR and VR cannot be entirely predicted or restricted, it is essential that we address this issue without delay.
Strategies for Adapting to Virtual and Augmented Reality
As we become more familiar with the realm of virtual and augmented reality, it is becoming increasingly clear that these remarkable technological advancements will only become more prevalent. The market for these technologies is expected to grow exponentially, from $16 billion in 2021 to a projected $160 billion by 2023. This emphasizes the significance of being mindful of the impact these technologies have on our perspectives and the diverse perspectives they bring about.
It is commonly acknowledged that virtual and augmented reality technologies have the capacity to significantly enhance our lives, especially in the fields of education and medicine. Nonetheless, it is likewise necessary to assess the potential hazards that such applications might pose to our bodies, minds, and communities. The progression of such advanced technologies should not come at the detriment of the safety, liberties, or legal rights of the general public. Therefore, it is essential for the virtual and augmented reality industry as a whole to take the lead and actively encourage further research into the implications of these technologies.