From Virtual to Augmented Reality

Lizzie Metcalfe
UX Collective
Published in
9 min readJul 28, 2022

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Looking chronologically on VR and AR developments, we can trace the first 3D immersive simulator in 1962, when Morton Heilig created Sensorama, a simulated experience of a motorcycle running through Brooklyn characterised by several sensory impressions, such as audio, olfactory, and haptic stimuli, including also wind to provide a realist experience (Heilig, 1962). In the same years, Ivan Sutherland developed The Ultimate Display that, more than sound, smell, and haptic feedback, included interactive graphics that Sensorama didn’t provide. Furthermore, Philco developed the first HMD that together with The Sword of Damocles of Sutherland was able to update the virtual images by tracking user’s head position and orientation (Sutherland, 1965). In the 70s, the University of North Carolina realised GROPE, the first system of force-feedback and Myron Krueger created VIDEOPLACE an Artificial Reality in which the users’ body figures were captured by cameras and projected on a screen (Krueger et al., 1985). In this way two or more users could interact in the 2D-virtual space. In 1982, the US’ Air Force created the first flight simulator [Visually Coupled Airbone System Simulator (VCASS)] in which the pilot through an HMD could control the pathway and the targets. Generally, the 80’s were the years in which the first commercial devices began to emerge: for example, in 1985 the VPL company commercialised the DataGlove, glove sensors’ equipped able to measure the flexion of fingers, orientation and position, and identify hand gestures. Another example is the Eyephone, created in 1988 by the VPL Company, an HMD system for completely immerging the user in a virtual world. At the end of 80’s, Fake Space Labs created a Binocular-Omni-Orientational Monitor (BOOM), a complex system composed by a stereoscopic-displaying device, providing a moving and broad virtual environment, and a mechanical arm tracking. Furthermore, BOOM offered a more stable image and giving more quickly responses to movements than the HMD devices. Thanks to BOOM and DataGlove, the NASA Ames Research Center developed the Virtual Wind Tunnel in order to research and manipulate airflow in a virtual airplane or space ship. In 1992, the Electronic Visualisation Laboratory of the University of Illinois created the CAVE Automatic Virtual Environment, an immersive VR system composed by projectors directed on three or more walls of a room.

More recently, many video games companies have improved the development and quality of VR devices, like Oculus Rift, or HTC Vive that provide a wider field of view and lower latency. In addition, the actual HMD’s devices can be now combined with other tracker system as eye-tracking systems (FOVE), and motion and orientation sensors (e.g., Razer Hydra, Oculus Touch, or HTC Vive).

Simultaneously, at the beginning of 90’, the Boing Corporation created the first prototype of AR system for showing to employees how set up a wiring tool (Carmigniani et al., 2011). At the same time, Rosenberg and Feiner developed an AR fixture for maintenance assistance, showing that the operator performance enhanced by added virtual information on the fixture to repair (Rosenberg, 1993). In 1993 Loomis and colleagues produced an AR GPS-based system for helping the blind in the assisted navigation through adding spatial audio information (Loomis et al., 1998). Always in the 1993 Julie Martin developed “Dancing in Cyberspace,” an AR theater in which actors interacted with virtual object in real time (Cathy, 2011). Few years later, Feiner et al. (1997) developed the first Mobile AR System (MARS) able to add virtual information about touristic buildings (Feiner et al., 1997). Since then, several applications have been developed: in Thomas et al. (2000), created ARQuake, a mobile AR video game; in 2008 was created Wikitude that through the mobile camera, internet, and GPS could add information about the user’s environments (Perry, 2008). In 2009 others AR applications, like AR Toolkit and SiteLens have been developed in order to add virtual information to the physical user’s surroundings. In 2011, Total Immersion developed D’Fusion, and AR system for designing projects (Maurugeon, 2011). Finally, in 2013 and 2015, Google developed Google Glass and Google HoloLens, and their usability have begun to test in several field of application.

Virtual Reality Technologies

Technologically, the devices used in the virtual environments play an important role in the creation of successful virtual experiences. According to the literature, can be distinguished input and output devices (Burdea et al., 1996; Burdea and Coiffet, 2003). Input devices are the ones that allow the user to communicate with the virtual environment, which can range from a simple joystick or keyboard to a glove allowing capturing finger movements or a tracker able to capture postures. More in detail, keyboard, mouse, trackball, and joystick represent the desktop input devices easy to use, which allow the user to launch continuous and discrete commands or movements to the environment. Other input devices can be represented by tracking devices as bend-sensing gloves that capture hand movements, postures and gestures, or pinch gloves that detect the fingers movements, and trackers able to follow the user’s movements in the physical world and translate them in the virtual environment.

On the contrary, the output devices allow the user to see, hear, smell, or touch everything that happens in the virtual environment. As mentioned above, among the visual devices can be found a wide range of possibilities, from the simplest or least immersive (monitor of a computer) to the most immersive one such as VR glasses or helmets or HMD or CAVE systems.

Furthermore, auditory, speakers, as well as haptic output devices are able to stimulate body senses providing a more real virtual experience. For example, haptic devices can stimulate the touch feeling and force models in the user.

Virtual Reality Applications

Since its appearance, VR has been used in different fields, as for gaming (Zyda, 2005; Meldrum et al., 2012), military training (Alexander et al., 2017), architectural design (Song et al., 2017), education (Englund et al., 2017), learning and social skills training (Schmidt et al., 2017), simulations of surgical procedures (Gallagher et al., 2005), assistance to the elderly or psychological treatments are other fields in which VR is bursting strongly (Freeman et al., 2017; Neri et al., 2017). A recent and extensive review of Slater and Sanchez-Vives (2016) reported the main VR application evidences, including weakness and advantages, in several research areas, such as science, education, training, physical training, as well as social phenomena, moral behaviors, and could be used in other fields, like travel, meetings, collaboration, industry, news, and entertainment. Furthermore, another review published this year by Freeman et al. (2017) focused on VR in mental health, showing the efficacy of VR in assessing and treating different psychological disorders as anxiety, schizophrenia, depression, and eating disorders.

There are many possibilities that allow the use of VR as a stimulus, replacing real stimuli, recreating experiences, which in the real world would be impossible, with a high realism. This is why VR is widely used in research on new ways of applying psychological treatment or training, for example, to problems arising from phobias (agoraphobia, phobia to fly, etc.) (Botella et al., 2017). Or, simply, it is used like improvement of the traditional systems of motor rehabilitation (Llorens et al., 2014; Borrego et al., 2016), developing games that ameliorate the tasks. More in detail, in psychological treatment, Virtual Reality Exposure Therapy (VRET) has showed its efficacy, allowing to patients to gradually face fear stimuli or stressed situations in a safe environment where the psychological and physiological reactions can be controlled by the therapist (Botella et al., 2017).

Augmented Reality Concept

Milgram and Kishino (1994), conceptualized the Virtual-Reality Continuum that takes into consideration four systems: real environment, augmented reality (AR), augmented virtuality, and virtual environment. AR can be defined a newer technological system in which virtual objects are added to the real world in real-time during the user’s experience. Per Azuma et al. (2001) an AR system should: (1) combine real and virtual objects in a real environment; (2) run interactively and in real-time; (3) register real and virtual objects with each other. Furthermore, even if the AR experiences could seem different from VRs, the quality of AR experience could be considered similarly. Indeed, like in VR, feeling of presence, level of realism, and the degree of reality represent the main features that can be considered the indicators of the quality of AR experiences. Higher the experience is perceived as realistic, and there is congruence between the user’s expectation and the interaction inside the AR environments, higher would be the perception of “being there” physically, and at cognitive and emotional level. The feeling of presence, both in AR and VR environments, is important in acting behaviors like the real ones (Botella et al., 2005; Juan et al., 2005; Bretón-López et al., 2010; Wrzesien et al., 2013).

Augmented Reality Technologies

Technologically, the AR systems, however various, present three common components, such as a geospatial datum for the virtual object, like a visual marker, a surface to project virtual elements to the user, and an adequate processing power for graphics, animation, and merging of images, like a pc and a monitor (Carmigniani et al., 2011). To run, an AR system must also include a camera able to track the user movement for merging the virtual objects, and a visual display, like glasses through that the user can see the virtual objects overlaying to the physical world. To date, two-display systems exist, a video see-through (VST) and an optical see-though (OST) AR systems (Botella et al., 2005; Juan et al., 2005, 2007). The first one, disclosures virtual objects to the user by capturing the real objects/scenes with a camera and overlaying virtual objects, projecting them on a video or a monitor, while the second one, merges the virtual object on a transparent surface, like glasses, through the user see the added elements. The main difference between the two systems is the latency: an OST system could require more time to display the virtual objects than a VST system, generating a time lag between user’s action and performance and the detection of them by the system.

Augmented Reality Applications

Although AR is a more recent technology than VR, it has been investigated and used in several research areas such as architecture (Lin and Hsu, 2017), maintenance (Schwald and De Laval, 2003), entertainment (Ozbek et al., 2004), education (Nincarean et al., 2013; Bacca et al., 2014; Akçayır and Akçayır, 2017), medicine (De Buck et al., 2005), and psychological treatments (Juan et al., 2005; Botella et al., 2005, 2010; Bretón-López et al., 2010; Wrzesien et al., 2011a,b, 2013; see the review Chicchi Giglioli et al., 2015). More in detail, in education several AR applications have been developed in the last few years showing the positive effects of this technology in supporting learning, such as an increased-on content understanding and memory preservation, as well as on learning motivation (Radu, 2012, 2014). For example, Ibáñez et al. (2014) developed a AR application on electromagnetism concepts’ learning, in which students could use AR batteries, magnets, cables on real superficies, and the system gave a real-time feedback to students about the correctness of the performance, improving in this way the academic success and motivation (Di Serio et al., 2013). Deeply, AR system allows the possibility to learn visualizing and acting on composite phenomena that traditionally students study theoretically, without the possibility to see and test in real world (Chien et al., 2010; Chen et al., 2011).

As well in psychological health, the number of research about AR is increasing, showing its efficacy above all in the treatment of psychological disorder (see the reviews Baus and Bouchard, 2014; Chicchi Giglioli et al., 2015). For example, in the treatment of anxiety disorders, like phobias, AR exposure therapy (ARET) showed its efficacy in one-session treatment, maintaining the positive impact in a follow-up at 1 or 3 month after. As VRET, ARET provides a safety and an ecological environment where any kind of stimulus is possible, allowing to keep control over the situation experienced by the patients, gradually generating situations of fear or stress. Indeed, in situations of fear, like the phobias for small animals, AR applications allow, in accordance with the patient’s anxiety, to gradually expose patient to fear animals, adding new animals during the session or enlarging their or increasing the speed. The various studies showed that AR is able, at the beginning of the session, to activate patient’s anxiety, for reducing after 1 h of exposition. After the session, patients even more than to better manage animal’s fear and anxiety, ware able to approach, interact, and kill real feared animals.

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