AUGMENTED REALITY

Post 319 – by Gautam Shah

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Augmented Reality is enhancing or supplementing one’s current perception of reality. This is in contrast to virtual reality where the real world is replaced with a simulated one. Both have digital connection, today but even without it, they have been part of our experience in various measures for ages. Augmented reality (mainly with digital media) has its origins as early as the 1950s, and has progressed with virtual reality since then, but it’s most significant advanced have been since the mid 1990s.

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Realities have been augmented by altering the perception capacities through consumption of certain substances. The alteration was for both, dulling or diffusing and to enhance the perceptive faculties. Pain, diffusers, inducers, enhancer and bearers have been known. These augmentations were not rational or consistently predictable. Virtual reality was used as part of magic ceremonies, in religion and entertainment. Simulations were enforced through light and sound, as well as sleight of hand.

Up at the Mostra

In earlier days the play was interpreted by the interpreter or Sutradhar (conductor in Sanskrit). It could be simplistic language translation, elaboration of complex philosophical content, or bridging of time elements. These interventions augmented the reality being enacted, by compacting the time-space. In the bi-scope or silent movie era, the story and music were played live. Foreign language movies, TV plays, programmes and presentations, carry sub titles for translated dialogues or audio, video and textual augmentative effects.

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Nominally augmentation occurs in real-time, and in one of the two basic frames, the context is rational or literal. It has till now a distinctive identity, where the additional information about the environment and its objects is overlaid or under-laid with reference to the base frame. But this differentiation is likely to diminish in near future.

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The augmented reality is going a step further by including zoom-in and out effects to show respectively details and overall perspective views. This is further augmented by use of wider scope and panoramic views. The usual experience with glass-based lenses, of the differential clarity between foreground and background can be eliminated with use of charged couple devices.5708231997_e713354ea8_z

Variety of devices, such as mobiles, i-pads, computers, wrist watches, etc. use computer-generated sounds, graphics or video clips for additional information about products, spaces and places. Currently these are the compilations as offered by the device manufacturer, or application providers. Many of these manifest as customised offers, but none recognises the changing needs or moods. Artificial intelligence will automatically figure out the behaviour of the subject (the user), and accordingly augment the experience of reality.

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A person may not dwell in a real world all the time. One occasionally needs to visit the virtual or simulated domain, like architectural 3D renderings, and see how it functions with the augmented reality. Here the virtual reality is augmented with all the sensorial experiences. Typical of this are the echoes and reverberation effects as one walks through the rendered space. This may not come first to architecture, but has begun to enter the games, sports and other learning simulators. The subject gets the vibrations, shocks, and other touch-feel effects. In medical surgeries a surgeon, can practice the procedure, as if on a live being rather then on a cadaver (dead body).

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Eye check upThe chief sensorial experience that constructs reality is the visual perception. A smart eye glass or contact lens can be overlaid with not only textual and graphics information, but can ‘scope’ the view by selective zoom-in-out. It can also have night vision or selective spectrum vision. Artificial Intelligence will be able to prejudge the nature of support required by the subject, and tailor the augmented reality.

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It is expected that augmented reality and virtual reality will converge. It will come as soon as when an interface begins to interact with our perception faculties.

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REALITIES in INTERIOR DESIGN

Post 205 –by Gautam Shah

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Interior Ludwig Erhard Haus Lifts Architecture

Reality, is ‘the conjectured state of things as they actually exist, rather than as they may appear or might be imagined’. Designers start their work by conjecturing things in imagination, and then format it, to bring it closer to the reality with various tools. The state of things, though will actually not exist till it is formed -in reality. But once it is executed there will not be any need for the immersive multimedia -a computer simulation of virtual reality. Virtual reality sets physical ‘like presences’ in the real world or imagined places (time-place situations). Virtual reality recreates sensorial experiences, including taste, sight, smell, sound, touches, etc.

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Above image courtesy > https://www.brother.co.uk/business-solutions/healthcare/future-of-hospital-technology

Various philosophers have distinguished the reality from the things that are imaginable (but not real). The Reality, is often differentiated from what is imaginary or delusional, such as the dreams, falsehood, fictional, or abstract. The reality in its physical form is perceived and interpreted by every individual differently due to the mental filters created with the beliefs and experiences. In this sense reality is an extremely personal domain. This domain needs to be transferred to someone, requires ‘tools of transfer or artificial reality’.

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The realms of real and the virtual overlap as the augmented reality. Here the real is augmented by the virtual, and the virtual is proffered by selective (and confirming) portions of the real. Such augmented virtuality have no seams of real or unreal. The perception process is often reinforced with psychological support. Clients unconvinced by a presentation are confirmed with persuasive talk.

 

Virtual reality presentations primarily related to visual experiences, such as the static, stereoscopic and dynamic (video) images. Other sensory supplements are offered through tonal variations, colour enhancement, etc. Interior Designers are rarely able to convince a client with just these tools. Large number of samples are needed to supplement the ‘material feel’. The computer aided design tools provide vast ‘surface-colour-texture libraries. The tactile experience of the carpet, curtain or stone floor is absent from such artificial reality. Here the designer has to resort to parallels of experiences. Some advanced, haptic systems now include tactile information, generally known as force feedback in medical, gaming and military applications. There are no tools to provide the audio experience of the designed space, such as the drawing room, auditorium, corridor or lounge.

Orion

The explanatory or verbal support may be enhanced by language composition or sound delivery. These devices just augment the virtuality of the reality. The presentation occurs simultaneously in dual worlds of reality and augmented virtuality. One never knows which facet is being perceived impressionistically by the client. The presentations occur in the time-space spandrels that are over the inter-net, as on-line or off-line acts. Such simulated reality by computer, are indistinguishable from the ‘true’ reality, and may in future may use hyper tools to directly affect the sub conscious mind.

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Virtual reality is easily distinguished from the experience of actuality, as participants are never in doubt about the enactment and experiences of it. Simulated reality, by contrast, would be affecting the mind where it needs to be impressed. In brain-computer interfaces, data is exchanged and impression is implanted. The Matrix movies feature an intermingled type of simulation, of human minds and sentient software programmes that govern various aspects of the computed realm.

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