Systematic Analysis of Virtual Reality & Augmented Reality

Автор: Asif A. Laghari, Awais K. Jumani, Kamlesh Kumar, M. Ameen Chhajro

Журнал: International Journal of Information Engineering and Electronic Business @ijieeb

Статья в выпуске: 1 vol.13, 2021 года.

Бесплатный доступ

Nowadays, users are moving from old 2D screens to modern devices such as 3D screens and virtual reality devices to enjoy videos and games like real-world experience, and this demand increased further development. Virtual Reality (VR) is based on the creation of a simulated environment of real-world with computer creation, and Augmented Reality (AR) is based on the addition of simulation components (environment) in the real-world scene. In this paper, systematic analysis of relationships and features both VR and AR varies by outline, arrangement, administrations, and devices for associations and clients. This paper provides a difference between AR and VR, advantages, future, and open research issues.

Еще

Virtual Reality, Augmented Reality, Digital environment

Короткий адрес: https://sciup.org/15017431

IDR: 15017431   |   DOI: 10.5815/ijieeb.2021.01.04

Список литературы Systematic Analysis of Virtual Reality & Augmented Reality

  • Hodgson, Paula, V. WY. Lee, J. CS. Chan, A. Fong, C.SY.Tang, L.Chan, and C.Wong. "Immersive virtual reality (IVR) in higher education: Development and implementation." In Augmented Reality and Virtual Reality, pp. 161-173. Springer, Cham, 2019.
  • Alalwan, Nasser, L. Cheng, H. Al-Samarraie, R. Yousef, A. I. Alzahrani, and S. M. Sarsam. "Challenges and Prospects of Virtual Reality and Augmented Reality Utilization among Primary School Teachers: A Developing Country Perspective." Studies in Educational Evaluation 66 (2020): 100876.
  • Faisal, Aldo. "Computer science: visionary of virtual reality." Nature 551, no. 7680 (2017): 298.
  • Jamali, S. Salmi, M. F. Shiratuddin, and K. W. Wong. "A review of augmented reality (AR) and mobile-augmented reality (mAR) technology: Learning in tertiary education." Learning in Higher Education 20, no. 2 (2013): 37-54.
  • Stec, Jacob, and S. K. Shanmugam. "A Study and Implementation of Virtual Reality and its Capabilities." In Proceedings of the 2020 the 4th International Conference on Compute and Data Analysis, pp. 203-207. 2020.
  • Roettl, Johanna, and R. Terlutter. "The same video game in 2D, 3D or virtual reality–How does technology impact game evaluation and brand placements?." PloS one 13, no. 7 (2018).
  • Retrieved from: https://courses.vrtl.academy/lessons/whats-up-with-stereoscopic-and-virtual-reality/, 2020
  • Ng, KT. Adrian, L. KY. Chan, and H. YK. Lau. "A study of cybersickness and sensory conflict theory using a motion-coupled virtual reality system." Displays 61 (2020): 101922.
  • Weech, Séamas, S. Kenny, M. Lenizky, and M. Barnett-Cowan. "Narrative and gaming experience interact to affect presence and cybersickness in virtual reality." International Journal of Human-Computer Studies 138 (2020): 102398.
  • Buttussi, Fabio, and L. Chittaro. "Effects of different types of virtual reality display on presence and learning in a safety training scenario." IEEE transactions on visualization and computer graphics 24, no. 2 (2017): 1063-1076.
  • Li, Xiao, W. Yi, H.L. Chi, X. Wang, and A. PC Chan. "A critical review of virtual and augmented reality (VR/AR) applications in construction safety." Automation in Construction 86 (2018): 150-162.
  • Siriborvornratanakul, Thitirat. "A study of virtual reality headsets and physiological extension possibilities." In International Conference on Computational Science and Its Applications, pp. 497-508. Springer, Cham, 2016.
  • Paavilainen, Janne, H.Korhonen, K. Alha, J. Stenros, E. Koskinen, and F. Mayra. "The Pokémon GO experience: A location-based augmented reality mobile game goes mainstream." In Proceedings of the 2017 CHI conference on human factors in computing systems, pp. 2493-2498. 2017.
  • Mishkind, Matthew C., A. M. Norr, A. C. Katz, and Greg M. Reger. "Review of virtual reality treatment in psychiatry: evidence versus current diffusion and use." Current psychiatry reports 19, no. 11 (2017): 80.
  • Yung, Ryan, and C. Khoo-Lattimore. "New realities: a systematic literature review on virtual reality and augmented reality in tourism research." Current Issues in Tourism 22, no. 17 (2019): 2056-2081.
  • Riscombe-burton, Phillip. "AR/VR device virtualisation." U.S. Patent 10,290,151, issued May 14, 2019.
  • Slater, M., C. Gonzalez-Liencres, P. Haggard, C. Vinkers, R. Gregory-Clarke, S. Jelley, Z. Watson et al. "The Ethics of Realism in Virtual and Augmented Reality. Front." Virtual Real. 1: 1. doi: 10.3389/frvir (2020).
  • Saunders, Cariann. "The Oculus Rift and the Human Psyche: The Societal Effects of Virtual Reality and Its Accompanying Immediacy." The Classic Journal (2016).
  • https://app.emaze.com/@AOFWWIZCR#5 [accessed on 12/09/2020]
  • https://draup.com/sales/insights/retail-brands-ar-vr-solutions-brand/ [accessed on 12/09/2020]
  • Laghari, Asif Ali, Kamran Ali Memon, Muhammad Bux Soomro, Rashid Ali Laghari, and Vishal Kumar. "Quality of experience (QoE) assessment of games on workstations and mobile." Entertainment Computing (2020): 100362.
  • Laghari, Asif Ali, Hui He, Kamran Ali Memon, Rashid Ali Laghari, Imtiaz Ali Halepoto, and Asiya Khan. "Quality of experience (QoE) in cloud gaming models: A review." Multiagent and Grid Systems 15, no. 3 (2019): 289-304.
  • Alcabaza, Dan Vincent G., Marvin E. Legaspi, Trisha Leinelle Muyot, Kate Louise C. Ofren, Johsua Angelo D. Panganiban, and Roselito E. Tolentino. "Real-Time Realistic Telepresence using a 360 Camera and a Virtual Reality Box." (2019).
  • Yong, Sei Wei, and Aun Naa Sung. "A Mobile Application of Augmented Reality for Aircraft Maintenance of Fan Cowl Door Opening." International Journal of Computer Network and Information Security 11, no. 6 (2019): 38.
  • Arora, Rahul, Rubaiat Habib Kazi, Tovi Grossman, George Fitzmaurice, and Karan Singh. "Symbiosissketch: Combining 2d & 3d sketching for designing detailed 3d objects in situ." In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, pp. 1-15. 2018.
  • Laghari, Asif Ali, Hui He, Asiya Khan, and Sajida Karim. "Impact of video file format on quality of experience (QoE) of multimedia content." 3D Research 9, no. 3 (2018): 39.
  • Kim, Daehwan, and Yong Jae Ko. "The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction." Computers in human behavior 93 (2019): 346-356.
  • Laghari, Asif Ali, Hui He, Muhammad Shafiq, and Asiya Khan. "Application of quality of experience in networked services: Review, trend & perspectives." Systemic Practice and Action Research 32, no. 5 (2019): 501-519.
  • Saleme, Estêvão B., Alexandra Covaci, Gebremariam Assres, Ioan-Sorin Comsa, Ramona Trestian, Celso AS Santos, and Gheorghita Ghinea. "The influence of human factors on 360∘ mulsemedia QoE." International Journal of Human-Computer Studies 146 (2020): 102550.
  • Laghari, Asif Ali, Hui He, and Muhammad Ibrahim Channa. "Measuring effect of packet reordering on quality of experience (QoE) in video streaming." 3D Research 9, no. 3 (2018): 30.
  • Pascoal, Rui, Ana De Almeida, and Rute C. Sofia. "Mobile Pervasive Augmented Reality Systems—MPARS: The Role of User Preferences in the Perceived Quality of Experience in Outdoor Applications." ACM Transactions on Internet Technology (TOIT) 20, no. 1 (2020): 1-17.
  • Braud, Tristan, Farshid Hassani Bijarbooneh, Dimitris Chatzopoulos, and Pan Hui. "Future networking challenges: The case of mobile augmented reality." In 2017 IEEE 37th International Conference on Distributed Computing Systems (ICDCS), pp. 1796-1807. IEEE, 2017.
  • Pallavicini, Federica, Alessandro Pepe, and Maria Eleonora Minissi. "Gaming in virtual reality: What changes in terms of usability, emotional response and sense of presence compared to non-immersive video games?." Simulation & Gaming 50, no. 2 (2019): 136-159.
  • Roettl, Johanna, and Ralf Terlutter. "The same video game in 2D, 3D or virtual reality–How does technology impact game evaluation and brand placements?." PloS one 13, no. 7 (2018): e0200724.
Еще
Статья научная