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Augmented Reality (AR) and Mixed Reality (MR)

Augmented Reality (AR) and Mixed Reality (MR)

Definition of Augmented Reality (AR)

Augmented Reality (AR) is a technology that combines virtual elements (such as 3D models, animations, sounds, text, or graphics) with a user’s real-world environment. AR can be experienced through various devices, including smartphones, tablets, and head-mounted displays (Gerup et al., 2020). The virtual elements are overlaid onto the user’s environment, creating a blended experience of the real and virtual worlds. Using sensors, such as cameras and GPS, AR can track a user’s position and orientation, allowing the virtual elements to interact with the user’s environment in real time. AR can be used for various applications, such as gaming, education, entertainment, and navigation.

Definition of Mixed Reality (MR)

Mixed Reality (MR) is a type of technology that combines real-world elements with virtual elements to create a new experience. It overlays digital content onto the physical world. MR blends the physical and virtual worlds by overlaying virtual objects with the real world in real time (Gerup et al., 2020). This allows users to interact with both physical and virtual objects simultaneously. MR can be used to create immersive experiences that can be used for entertainment, education, and training. MR technology is becoming increasingly popular and is used by businesses, universities, healthcare providers, and more. MR has the potential to revolutionize the way people interact with the world around them and create new opportunities for exploration and learning.

Applications of Augmented Reality (AR) and Mixed Reality (MR) technologies

Category 1: Communication, Education & Training;

Augmented Reality (AR) and Mixed Reality (MR) technologies can be used in communication, education, and training to improve users’ learning experience and engagement. AR and MR technologies can be used in communication to provide immersive visual experiences for people. AR and MR can also be used in education to help students learn more effectively (Kaplan et al., 2021). Additionally, AR and MR can provide students with more interactive and engaging learning experiences. AR and MR technologies can also be used to improve the efficiency and effectiveness of training. Additionally, AR and MR can be used to create more engaging and immersive employee training experiences. Two main examples of AR and MR applications in education, communication, and training include;

1. Google Expeditions

Google Expeditions is an educational tool created by Google for classrooms. It allows teachers to take their students on virtual field trips, exploring places like museums, outer space, and the ocean through virtual reality (VR) and augmented reality (AR) (Kaplan et al., 2021). With Expeditions, teachers can guide students through collections of 360° scenes and 3D objects, pointing out interesting sites and artifacts along the way. Expeditions also include activities and quizzes to test students’ knowledge.

2. Mixed Reality in Training:

Mixed Reality (MR) technology is increasingly used in various training scenarios, such as medical, industrial and military training. For instance, MR Microsoft HoloLens technology can create interactive, realistic training simulations allowing users to practice complex procedures safely (Kaplan et al., 2021). The Microsoft HoloLens is a pair of mixed-reality smart glasses developed and manufactured by Microsoft. It is a head-mounted device with advanced sensors and optics to allow users to interact with virtual objects and augmented reality (AR) environments. The HoloLens can be used for gaming, training, design, and more. The device also features spatial audio, a built-in microphone, and a camera for capturing images and videos. It also has voice recognition, so users can speak commands to control the device.

Category 2: Research & Visualization (including architecture);

Augmented Reality (AR) and Mixed Reality (MR) technologies are increasingly used in research and visualization, including architecture, to create immersive and interactive experiences. These technologies can be used to improve visualizations of complex data sets and enable users to visualize data in more intuitive ways. AR and MR technologies can create interactive simulations and visualizations of data sets (Lungu et al., 2021). These simulations can intuitively visualize large and complex data sets, allowing users to gain insights quickly from the data. This can be useful for researchers, urban planners, and businesses to gain insights from their data. Two major examples of AR and MR applications in Research and Visualization include;

1. AR and MR for Research:

AR and MR technologies can be used to develop interactive visualizations of large datasets, allowing researchers to explore 3-dimensional models of structural components, helping them to make better decisions. For example, AR can be used to construct 3-dimensional models of molecules, allowing researchers to understand better the structure and dynamics of these molecules (Lungu et al., 2021). Additionally, MR can be used to create interactive simulations of complex physical phenomena, such as fluid dynamics, allowing researchers to explore the behaviour of these systems in a hands-on way.

2. AR and MR for Visualization:

AR and MR technologies can also be used in architecture and design to create interactive visualizations of buildings, allowing architects and designers to explore their designs in a 3-dimensional way (Lungu et al., 2021). For example, MR can create virtual models of entire buildings, allowing architects to walk through their designs and make changes in real time. Additionally, AR can be used to overlay digital information onto physical objects, such as furniture, to understand better how these items fit into a room. This can be extremely useful when designing complex spaces, such as hospitals, where furniture and equipment placement is critical.

Category 3: Healthcare;

Augmented Reality (AR) and Mixed Reality (MR) technologies can be used to improve patient education and engagement (Lungu et al., 2021). AR and MR systems can provide visual guides, animations, and interactive 3D models to help healthcare professionals and patients better understand their medical conditions and treatment plans. Two main examples of AR and MR applications in healthcare include;

1. Medical Training and Education:

Augmented Reality (AR) and Mixed Reality (MR) technologies are being used to provide medical students with immersive, interactive experiences. Through the use of 3D holograms, AR and MR can be used to provide students with a realistic representation of anatomy and pathology, allowing them to explore and gain a better understanding of the human body (Lungu et al., 2021). This can be used to facilitate medical training and improve students’ learning experience.

2. Surgery Assistance:

AR and MR technologies can provide surgeons with real-time 3D visuals of the patient’s anatomy and pathology during surgery. This allows them to make more informed decisions and minimize the risks associated with surgery (Lungu et al., 2021). AR and MR can also provide surgeons with detailed instructions during complex procedures, helping to ensure accuracy and reduce the amount of time spent in the operating room.

3. Mixed Reality Spectrum (Virtuality Continuum)

Definition of Mixed Reality Spectrum

The Mixed Reality Spectrum classifies different types of digital, augmented, and virtual reality experiences. It is a way to differentiate between the various types of technology and better understand how each works. It ranges from the most basic, fully digital experiences to the most immersive, physical-world augmented reality and virtual reality experiences (Sala, 2021). The spectrum allows developers to understand the various technologies better and create experiences tailored to the user’s needs. Therefore, the Mixed Reality Spectrum allows one to understand the different levels of immersion, interactivity, and presence of a technology or user experience. Thus, the mixed reality spectrum helps one to identify the right technology for a given application and understand the differences between the various types of reality technologies.

How the evolution of mobile devices is blurring the line between AR and MR

The evolution of mobile devices is blurring the line between augmented reality (AR) and mixed reality (MR). As mobile devices become more advanced, they can perform more powerful AR and MR functions, such as tracking and mapping the physical environment, recognizing objects, and displaying 3D content (Sala, 2021). This blurs the line between AR and MR, as mobile devices can now provide a seamless experience between the physical and digital worlds. This growth in mobile device capabilities allows developers to create new and innovative applications that combine the best aspects of AR and MR. Ultimately, the evolution of mobile devices leads to a more immersive and interactive experience that blurs the line between AR and MR.

4. Potential ethical issues with AR/MR technologies

  1. Privacy Invasion: As AR and MR technologies become more sophisticated and widely adopted, the potential for misuse of personal data increases significantly (Zhang et al., 2020). For example, companies can use AR and MR to track user movements and locations and collect personal details from the user. This can lead to serious privacy concerns and may even be used for malicious activities.
  2. Injury Risk: As AR and MR technologies become more commonplace, there is an increased risk of injury due to users not paying attention to their surroundings (Zhang et al., 2020). For example, a user may be so absorbed in an AR or MR experience that they may not be aware of their surroundings and could enter a dangerous situation.
  3. Data Manipulation: AR and MR technologies can be used to manipulate data and images, which can be used to deceive users into believing something that is not true. For example, a company may use AR and MR to create false advertising or deceptive sales tactics.
  4. Unregulated Use: AR and MR technologies are rapidly growing, but there is limited regulation on their use (Zhang et al., 2020). This could lead to misuse of the technology, including unauthorized access to private data or even the spread of malicious content.
  5. Discrimination: AR and MR technologies can be used to create virtual worlds and experiences, but they can also be used to discriminate against certain groups of people. For example, facial recognition technology can be used to target certain demographics or even to deny access based on race or gender.

5. Potential health or safety risks with AR/MR technologies

  1. Eye strain and fatigue: Prolonged use of augmented reality and mixed reality technologies can cause eye strain and fatigue, resulting in headaches and other physical discomfort (Zhang et al., 2020). Additionally, using blue light from electronic displays can cause long-term eye damage.
  2. Radiation exposure: Extended use of augmented reality and mixed reality technologies can expose the user to potentially harmful radiation levels.
  3. Cybersecurity and privacy issues: AR and MR technologies require access to personal data, which could be vulnerable to cyber-attacks. Additionally, there is the potential risk of malicious tracking of user data.
  4. Motion sickness: Extended use of augmented reality and mixed reality technologies can cause motion sickness and nausea in some users (Zhang et al., 2020). This is due to the mismatch between visual and physical movements, which can confuse the user.
  5. Injuries: There is a potential risk of physical injury when using augmented reality and mixed reality technologies. This is due to the potential distraction caused by the technology and the user’s lack of awareness of their environment.

References

Gerup, J., Soerensen, C. B., & Dieckmann, P. (2020). Augmented reality and mixed reality for healthcare education beyond surgery: an integrative review. International journal of medical education, 11, 1. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7246121/

Kaplan, A. D., Cruit, J., Endsley, M., Beers, S. M., Sawyer, B. D., & Hancock, P. A. (2021). The effects of virtual reality augmented reality, and mixed reality as training enhancement methods: A meta-analysis. Human factors, 63(4), 706–726. https://journals.sagepub.com/doi/pdf/10.1177/0018720820904229

Lungu, A. J., Swinkels, W., Claesen, L., Tu, P., Egger, J., & Chen, X. (2021). A review on virtual reality augmented reality and mixed reality applications in surgical simulation: an extension to different kinds of surgery. Expert review of medical devices, 18(1), 47-62. https://www.tandfonline.com/doi/abs/10.1080/17434440.2021.1860750

Sala, N. (2021). A brief overview of virtual, augmented, and mixed reality in education. Current and prospective virtual reality applications in higher education, pp. 48–73. https://www.igi-global.com/chapter/virtual-reality-augmented-reality-and-mixed-reality-in-education/259657

Zhang, H., Cui, Y., Shan, H., Qu, Z., Zhang, W., Tu, L., & Wang, Y. (2020, June). Hotspots and trends of virtual reality augmented reality, and mixed reality in education. In 2020 6th International Conference of the Immersive Learning Research Network (iLRN) (pp. 215–219). IEEE. https://ieeexplore.ieee.org/abstract/document/9155170/

 

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