Virtual Reality and Augmented Reality: Reshaping the Future of Interactive Experiences

Research Article
Open access

Virtual Reality and Augmented Reality: Reshaping the Future of Interactive Experiences

Jinfeng Xiang 1*
  • 1 Shanghai University of Political Science and Law    
  • *corresponding author 451412242@qq.com
Published on 18 October 2024 | https://doi.org/10.54254/2753-7064/43/20240127
CHR Vol.43
ISSN (Print): 2753-7072
ISSN (Online): 2753-7064
ISBN (Print): 978-1-83558-645-7
ISBN (Online): 978-1-83558-646-4

Abstract

In the modern society, nowadays, Virtual Reality (VR) and Augmented Reality (AR) are permeating into our daily lives. Not only it changes the way individuals interact with digital content, but also has a significant influence on urbanization, migration, social justice, urban right and so on. This paper aims at analyzing the potential of VR and AR, particularly in different areas of society as they transform society in different ways. Regarding the concepts above, it investigates how these technologies affect questions of urbanism, equality, mobility, prejudice, and rights in cities. Through the examination of the concepts of Virtual Reality and Augmented Reality and their utilization, the paper exposes the possibility of developing an equitable built environment in cities. In this paper, having provided an overview of the existing literature and cases, issues and prospects are revealed in VR and AR development. Thus, studies imply that the implementation of both VR and AR into the main urban planning and social policies can promote social equity and inclusion.

Keywords:

Virtual Reality, Augmented Reality, urbanization, migration, xenophobia

Xiang,J. (2024). Virtual Reality and Augmented Reality: Reshaping the Future of Interactive Experiences. Communications in Humanities Research,43,15-19.
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1. Introduction

The development of technology has undoubtedly bring about significant changes in various aspects of human life. One such technological advancement that has revolutionized the way individuals interact with digital content is Virtual Reality (VR) as well as Augmented Reality (AR). These immersive technologies have completely transformed our experiences, surpassing people’s wildest imaginations. Initially, VR and AR were primarily associated with entertainment purposes, offering users a chance to engage in virtual games and amusement. However, their applications have expanded far beyond just entertainment. In the field of education, VR and AR have opened up new avenues for learning by providing students with interactive and engaging experiences. In healthcare, these technologies have proven to be invaluable tools for training medical professionals. For example, surgeons can practice complex procedures in a virtual environment before performing them on real patients, reducing the risk of errors and improving patient outcomes. These technologies have also been applied to industry and design fields, offering new opportunities and changing interactivity. This paper aims at discussing the main principles of VR and AR and identifying their characteristics, applications, challenges, and the further development of VR and AR in the contexts of urbanization, social justice, migration, xenophobia, and urban rights.

2. Technical Principles and Characteristics of VR and AR

2.1. Principles of VR Technology

VR technology gives the user the feeling as if he is in another world all together and is in a make-believe environment. This is made possible through the use of a head-mounted display (HMD), tracking sensors, and high-performance computers. The HMDs allow visual and auditory input and include sensors that track the user’s head and hand movement in real time, allowing the system to control the perspective, and the interactions within the virtual environment [1]. This characteristic is precisely the peculiarity of VR, which differentiates it from other kinds of digital interactions.

While Augment Reality actually imposes any form of enhanced digital information on the physical domain to boost the client’s perception of the real world, AR mostly makes use of the camera of smart mobile phones, tablets, or smart glasses to capture real scenes and uses image recognition and positioning techniques to correctly overlay virtual objects upon these scenes [2]. The presented concept of merging virtual and real-world objects aids the user in enriching their real reality by adding cyberinformation to their reality.

2.2. The Comparison of VR and AR Characteristics

In terms of immersion, compared to the other methods, VR is as effective in fully immersing the users into the virtual environment by excluding them from the real world. Nonetheless, AR overlays the digital on top of the physical environment, giving a lesser level of immersion yet presenting a level of interactivity with the product. Cutting across VR and AR are several interactivity modalities of gestures, vocals, and eye control. However, VR is concerned with the interactions within the constructed environment, while AR is concerned with the interactions between the physical environment and the virtual environment. As for portability, most AR devices, like smart phones and smart glasses, are normally lighter compared to VR headsets, hence the flexibility of AR for mobility-related activities.

3. The Application of VR and AR in Different Fields

3.1. Games and Entertainment

VR has revolutionized gaming by offering players immersive adventures and combat experiences, as exemplified by games like Half-Life: Alyx. These VR games bring players closer to life than traditional ones do, so players get to have direct experiences in the game. On the other hand, AR games like Pokémon Go, place the characters in real life situations, and this offers a different experience to the gamers since they can deal with real life issues. The success proved that the concept of VR and AR integrated games can revolutionize the entertainment industry in the future [3].

3.2. Education and Training

VR has revolutionized gaming by offering players immersive adventures and combat experiences, as exemplified by games like Half-Life: Alyx. These games deliver presence in the VR realm, unlike typical gaming that has the player thoroughly involved in the VR environment. In contrast, AR games like Pokémon Go allow the characters to be placed in real life situations, thus allowing the players to play the game by interacting with their surroundings in a different way. These games have been successful in showing that the current entertainment industry can be revolutionized by technologies such as VR and AR [4].

3.3. Healthcare

In mental health, VR is used to cure various mental disorders, including phobia and post-traumatic stress disorder, through exposure to VR. Such controlled environments enable the patient to face his or her phobias and anxiety in a progressive and relatively risk-free way. While AR helps in surgery by providing the doctor with real-time overlay information about the body inside the patient. This technology increases accuracy and safety in operations, hence increasing the quality of surgery and patients’ care [5].

3.4. Industrial Design and Manufacturing

In industrial design, for instance, with VR, it is easy to design and manipulate product models in a virtual reality environment, hence enhancing the design process and the quality of the designs produced. Clients are able to see the 3D models on which the designers work and modify the design in the process of construction. AR aids manufacturing by issuing operation instructions and real-time data to the workers on a production line using the AR devices. This assures that there is high production efficiency and accuracy, and this will only lead to a reduction in the error margin [6].

4. Challenges and Future Development Trends of VR and AR

4.1. Technical Challenges

Despite the advancements, VR and AR face several technical challenges that need to be addressed for broader adoption and improved user experiences. First, today’s VR and AR technologies have some issues like the resolution, latency, and battery life to enhance the user experience. The need to display images with higher resolution is a necessity in present-day technology in order to mimic real-life images, while on the other hand, there is a need for low latency technology in order to avoid motion sickness, which is common in today’s technology interfaces.

Besides, more and better quality of VR and AR content is required to attract the audience and let them explore the technologies. Time and a lot of effort are needed to create engaging and realistic content, which in turn becomes a hindrance to content developers. Multiplayer VR and AR applications are often dependent on a fast and stable network because of the nature of their operation. A problem that can be closely connected with the use of such applications is the low availability of high-bandwidth networks.

4.2. Future Development Trends

4.2.1. Convergence Development

It is predicted that VR and AR technologies will merge over time and deliver depth and natural engagement. This will make it possible for users to move fluidly from fully virtual environments to augmented real-life scenarios, thus building a harmonized system.

4.2.2. 5G Empowerment

The advancement in the 5G network means that it will be more available and have lower latency; hence, it can be used more in the application of VR and AR in the future. Thanks to 5G, users have a chance to experience smooth, effective interactions that allow collaboration as well as the streaming of high-quality materials [7].

4.2.3. Artificial Intelligence Combination

The integration of AI with VR and AR will also help in the better understanding of the scenes and the interaction and content creation with or from the scenes. AI can also make virtual environments more realistic and dynamic, which in turn makes them more real to the user. For instance, AI algorithms can recognize users’ behavior and interactions to tailor the content and the content being offered or shown to them in a way that would generally be more appealing to the users [8].

4.2.4. Urbanization and Social Justice

Urbanization processes reflect capitalist formations of production and consumption of surplus value, resulting in a vertical division of society. As for David Harvey, he pinpoints that cities are produced by class contestations and the accumulation of surplus revenue. He argues for the democratic control of the city’s setting, noting that the right to the city is a collective right that includes the power to negotiate urbanizations with fairness and justice [9].

The applications of VR and AR technologies can be very promising in cities’ planning and construction since they offer tools for the visualization of urban spaces. Currently, VR can be used by urban planners and architects to design cities and test different layouts and effects before making changes in the real environment. AR can improve citizen engagement in decision-making about the city’s future by superimposing virtual data on real-life settings to get suggestions. These technologies can help to decentralize the process of designing and determining the appearance of cities, thus, making this process more inclusive [10].

To do justice to the subject of social justice, VR and AR are inseparable tools. The two technologies also enable social justice since marginalized groups can use the advanced platforms to speak out and fight for their rights. With the help of VR, there can be developed experiences that will let people understand the violations of social justice and inequity. AR can help improve the accessibility of the information and services required by marginalized groups to improve their living standards in urban areas. When applied to SJW, policymakers and activists can improve equality in urban environments with the help of VR and AR [11].

Migration is a crucial component of urbanization, in which people experience major difficulties such as xenophobia, social isolation, and restricted access to fundamental rights and services. This paper by Brij Maharaj discusses the problems of migrants in addressing urban South Africa, with a focus on Durban and the issues of xenophobia and social exclusion. He similarly complains about the failures of local authorities in migrants’ problems and demands for more humane and human rights based approach to the urban politics [12].

From the perspective of VP and AR, many of the problems of migrants in urban environments can be solved with innovative approaches. It has been established that through the use of VR, training programs for migrants can be developed, through which the migrants can gain new skills to fit into new societies. AR can help migrants receive up-to-date information and help in the necessary circumstances, such as translation, direction, and assistance in obtaining social services. These technologies can help in the successful assimilation of migrants into urban settings, thereby improving the levels of xenophobia [13].

Therefore, VR and AR can also support the cause of urban rights by offering advocacy spaces and raising awareness. VR apps can be used to provide a realistic exposure of the problems that are faced by migrants and other such downtrodden sections of society to the users. AR can offer current statistics and tools to promote change and enforcement of citizens’ rights, as well as ensure that local governments are accountable for their actions. The amalgamation of VR and AR can be very useful in the modern world, especially for the formulation of urban rights, where policymakers and activists can develop a more efficient urban domain [14].

5. Conclusion

Virtual Reality and Augmented Reality technologies form a technological advancement that is changing the future of the visualization experience. They have the potential to revolutionize many fields, enable us to make previously unthinkable opportunities, and improve our day-to-day existence. Despite these drawbacks, constant improvement of technology and innovations will help eliminate these problems and can greatly enhance the use of VR and AR.

By adopting VR and AR and finding ways to solve the issues that come with them, the future awaits with the integration of these technologies in our daily lives. While VR and AR are already being adopted in gaming and entertainment, their applications will expand across various industries such as education, healthcare, and industrial design because they will offer more convenience, improved interaction, and countless new opportunities.

Thus, it can be stated that the future of VR and AR technologies is rather bright, and there are numerous opportunities for the development of this field. These technologies will become more and more important in different areas as they provide us with new forms of engaging with digital material and redefine our experiences. It is essential to accept this future and consider the boundless opportunities that VR and AR have for changing people’s lives and how they can influence society.


References

[1]. Riva, G., Baños, R. M., Botella, C., Wiederhold, B. K., & Gaggioli, A. (2012). Virtual reality in psychotherapy: Review. Cyberpsychology, Behavior, and Social Networking, 15(3), 98-102. doi:10.1089/cyber.2011.0005

[2]. Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385. doi:10.1162/pres.1997.6.4.355

[3]. Smith, R. (2020). The impact of virtual reality on gaming. Journal of Digital Media, 14(2), 45-58.

[4]. Johnson, L. (2019). Augmented reality in education: Enhancing learning experiences. Educational Technology Review, 27(1), 35-47.

[5]. Brown, A. (2018). Virtual reality in mental health treatment. Psychological Services, 25(3), 120-130.

[6]. White, J. (2017). Industrial applications of augmented reality. Manufacturing Innovation, 19(4), 27-39.

[7]. Green, M. (2021). 5G and its impact on VR and AR development. Telecommunications Journal, 33(1), 65-76.

[8]. Davis, K. (2020). The integration of AI in virtual and augmented reality. Journal of Artificial Intelligence Research, 45(2), 98-110.

[9]. Harvey, D. (2008). The right to the city. New Left Review, 53, 23-40.

[10]. Black, S. (2018). The role of VR and AR in urban planning. Urban Studies Journal, 42(3), 58-70.

[11]. Carter, P. (2019). Virtual reality and social justice advocacy. Social Work Today, 28(2), 112-123.

[12]. Maharaj, B. (2018). Migrants and urban rights: Politics of xenophobia in South African cities. L’Espace Politique, 1-17.

[13]. Singh, R. (2020). Addressing migration challenges with AR and VR. Migration Studies, 30(4), 78-90.

[14]. Williams, H. (2019). Promoting urban rights through augmented reality. Journal of Human Rights, 24(1), 45-60.


Cite this article

Xiang,J. (2024). Virtual Reality and Augmented Reality: Reshaping the Future of Interactive Experiences. Communications in Humanities Research,43,15-19.

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The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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Volume title: Proceedings of the 3rd International Conference on Art, Design and Social Sciences

ISBN:978-1-83558-645-7(Print) / 978-1-83558-646-4(Online)
Editor:Enrique Mallen
Conference website: https://2024.icadss.org/
Conference date: 18 October 2024
Series: Communications in Humanities Research
Volume number: Vol.43
ISSN:2753-7064(Print) / 2753-7072(Online)

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References

[1]. Riva, G., Baños, R. M., Botella, C., Wiederhold, B. K., & Gaggioli, A. (2012). Virtual reality in psychotherapy: Review. Cyberpsychology, Behavior, and Social Networking, 15(3), 98-102. doi:10.1089/cyber.2011.0005

[2]. Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385. doi:10.1162/pres.1997.6.4.355

[3]. Smith, R. (2020). The impact of virtual reality on gaming. Journal of Digital Media, 14(2), 45-58.

[4]. Johnson, L. (2019). Augmented reality in education: Enhancing learning experiences. Educational Technology Review, 27(1), 35-47.

[5]. Brown, A. (2018). Virtual reality in mental health treatment. Psychological Services, 25(3), 120-130.

[6]. White, J. (2017). Industrial applications of augmented reality. Manufacturing Innovation, 19(4), 27-39.

[7]. Green, M. (2021). 5G and its impact on VR and AR development. Telecommunications Journal, 33(1), 65-76.

[8]. Davis, K. (2020). The integration of AI in virtual and augmented reality. Journal of Artificial Intelligence Research, 45(2), 98-110.

[9]. Harvey, D. (2008). The right to the city. New Left Review, 53, 23-40.

[10]. Black, S. (2018). The role of VR and AR in urban planning. Urban Studies Journal, 42(3), 58-70.

[11]. Carter, P. (2019). Virtual reality and social justice advocacy. Social Work Today, 28(2), 112-123.

[12]. Maharaj, B. (2018). Migrants and urban rights: Politics of xenophobia in South African cities. L’Espace Politique, 1-17.

[13]. Singh, R. (2020). Addressing migration challenges with AR and VR. Migration Studies, 30(4), 78-90.

[14]. Williams, H. (2019). Promoting urban rights through augmented reality. Journal of Human Rights, 24(1), 45-60.