Augmented Reality and Virtual Reality Speech

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Augmented reality and virtual reality:

Transforming Realities
Slide 1:
Good afternoon, everyone. Welcome to today’s presentation on ‘Augmented
reality and Virtual reality: Transforming realities.’
I’m excited to take you on a journey into the immersive world of Augmented
reality and virtual reality.

Slide 2:
You all have come across pilots, haven’t you? Have you ever wondered about
how are trained to do their job? They can’t practice on actual planes and crash
them, as a newbie inevitably will, right? Jobs like these, where complete
precision is required from day one are trained by simulators. Simulators are made
using technology such as augmented reality and virtual reality.
Augmented reality adds digital elements to our real-life surroundings whereas
Virtual reality completely immerses you in a computer-generated environment.

Slide 3:
Augmented reality was invented by Ivan Sutherland in 1968, he made the first
head mounted display headset. In 1969, artificial display was created followed by
flight simulators. Virtual reality came in to trends in 1990s, where VR arcade
games were launched. VR technology further grew, in 2014 PlayStation VR came
into the market. Around the same time, DARQI launched a smart helmet
featuring AR.

Slide 4:
Augmented reality as I mentioned, overlays digital content onto the real world.
That is, you will see digitally enhanced reality. They can be used by cameras on
smartphones but are also available as glasses.
Slide 5:
These glasses use sensors such as lidars, which use light to measure ranges as
well as cameras to capture surroundings which are them enhanced using AR
applications and displayed using two OLED screens, one for each eye thereby
enhancing clarity. These glasses also have location sensors and the cameras are
constantly analysing the surroundings and constructing a virtual map of the
environment. They provide an impressive 50-degree field view.

Slide 6:
Augmented Reality has been widely used in Google lens, where the application
analyses the surroundings and depending on the images, translates writings,
creates a virtual map to destinations etc. AR is also used in the famous snapchat
filters, where it takes the real-life images and enhances them. AR has recently
been introduced in designing, where the 3D visualisation of the designs help
understands the faults and issues easily.

Slide 7:
The other technology is the virtual reality which is a fully computer-generated
environment with scenes that appear to be real. Unlike in augmented reality, you
will be completely cut off from realistic surroundings. Some notable VR devices
are oculus rift, google daydream view etc.

Slide 8:
VR headsets have multiple sensors such as infra-red sensors to track head
movements, touch controllers to track hand movements, tracking stands to track
body movements etc. in games supporting VR, the movements are directly given
as input to the console. This way, you are not playing the game anymore. You are
in the game.
The OLED screens display two images side by side, one for each eye. A pair of
lenses are set atop the panels, focusing and reshaping which creates the
stereoscopic 3D effect.
These devices have latency of just milliseconds and provide a 1080p resolution
with 110-degree field view and 90Hz refresh rate.
Oculus rift, an example of VR technology was launched in 2014 for $600.

Slide 9:
VR headsets are widely known for its applications in the entertainment industry
for its immersive games. However they are also used in automotive industry to
artificially test drive many designs and obtain conclusive results. As mentioned
in the start, VR is also used to train militants to get them acquainted to the
environments.

Slide 10:
The effect Augmented reality and virtual reality approaches have had in various
industries looks really impressive.
The displayed chart shows the amount of revenue collected by various industries
when they used AR and VR technologies. As shown, these technologies have
been used in advertising, hardware as well as software where they have fetched
promising results.
With numerous innovations and upgrades of the devices, the attention of the
consumers are now indispensable.
VR and AR technology will continue to advance, it is expected that industries
will receive 58 billion revenue in total by 2028 which is more than seven times
the revenue it collected in 2017.

Slide 11:
The future trends of Augmented reality and virtual reality strive towards
multisensory experiences. That is, the user may also feel and touch along with
seeing the virtual environment, which makes the experience far more realistic.
Integrating AI to Virtual reality headsets should allow customers to personalize
their experience.
VR will be applied to business applications to streamline operations and
customer service.
VR can also be used to train amateur surgeons.
AR promotes better learning methods for STEM students [science, technology,
engineering, maths] to understand various structures by visualising them in
classrooms.

Slide 12:
With that, I want to thank you for time. I hope you enjoyed the presentation.
Does anyone have any questions?

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