11 Eyl 2026
Reklam
Ad Space200 × 44
Turkchem — Kimya Sanayii Haber Portalı
ReklamthinkvoiceASİL KimyaARTKİM MICEChemLeg-Header Bannerunivar-headerTurkchem-Header
Breaking
ReklamthinkvoiceASİL KimyaARTKİM MICEChemLeg-Header Bannerunivar-headerTurkchem-Header
Haber

Augmented Reality

Turkchem 01 Nov 2017 12 4 dk okuma
TURKCHEM
Augmented reality (AR) is the projection of content such as audio, video, graphics or GPS data onto the real-world environment. Augmented reality is generally presented to the user through glasses. This content is generated by a mobile device or computer. Virtual reality, or VR (Virtual Reality), is an artificial simulation or recreation of an environment or situation that could exist in real life, produced by a computer. By stimulating the senses of sight and hearing, it makes the user feel as though they are truly inside this artificial world. These two technologies are often confused with one another, but there is a fundamental difference between them. Virtual reality creates a completely artificial simulation, while augmented reality adds labels, captions and other useful location information to a user's view of their environment.

Origins and History

The origins of Augmented Reality can be thought of as the first head-mounted display created by Ivan Sutherland in the 1960s. However, this technology did not gain much attention for many years. In the early 1990s, David Mizell and Thomas Caudell at Boeing developed the first industrial Augmented Reality (AR) design. They combined a computer-generated diagram of the manufacturing process with real-time world recording and calculation of the user's head position, and developed a head-mounted display (HMD). They found the name Augmented Reality appropriate for this technology. Several contemporary prototypes were proposed to demonstrate AR's manufacturing application. In 1993, a laser printer maintenance application was demonstrated by Steven K. Feiner and other authors, who introduced the concept of information-based AR for maintenance assistance. In this system, the name of the part pointed to by a user appeared on the attached motor. By the 2000s, interest in AR had grown considerably. Several important programmes were financed. The German Federal Ministry of Education and Research supported research and application of AR technology in German industries through the ARVIKA programme. STAR - Services and Training Through Augmented Reality, provided through collaboration between companies in Europe and America, can be cited as another example. Inspired by ARVIKA, Advanced Augmented Reality Technologies ARVESA, focused on automotive and aerospace maintenance, also demonstrates the importance given to this technology. From the 2010s onwards, the tremendous advancement of mobile devices and their availability at low cost triggered a boom in Augmented and Virtual Reality. Subsequently, new scenarios and possibilities for this technology began to emerge. For example, it is difficult to similarly simulate dangerous professions; even the best training cannot fully convey the surrounding atmosphere. But now the technology offers two new solutions: virtual and augmented reality. Trainees and newcomers can use these technologies to practise the necessary skills without putting their lives at risk. We can set aside manuals and information sheets; of course, the best way to learn is through experience. The importance of experiential learning has long been known in many professions; however, research shows it aids abstract learning. As another example, we can consider the Technical Service field. Field service personnel do not have to carry resources such as manuals and technical schematics with them and use them during repair and maintenance operations. Thanks to AR/VR, all information will be presented to them in real time before their eyes. Through voice commands, they will be able to access an unlimited database and information sources. When these are insufficient, more experienced colleagues and managers can assist the field teams as if they were there.

Benefits of VR and AR Training

Through VR and AR systems, training can be repeated, reversed, and errors made can be resolved in different ways. Scenarios such as accidents and fires can be created repeatedly and in different variations virtually, and the most optimal approaches to preventing them can be determined. And all of this can be done without any cost or danger. But despite all these advantages, why has this technology not yet been adopted more widely?

Current Challenges

Cost stands out as one of the main barriers. AR/VR devices currently cause quite high costs per unit, but this is beginning to change as more product providers enter the market. Facebook and Samsung recently partnered to offer a VR system for consumers. Microsoft launched HoloLens, an AR device that can present computer-aided design and computer-aided manufacturing diagrams to help engineers increase their productivity. And Google announced the relaunch of its AR Glass product, now renamed "Project Aura". The company also launched an inexpensive VR system (Google Cardboard), and the cost of VR and AR training will soon fall. But there are other concerns as well. Today, many VR devices, when used for more than an hour at a time, cause temporary perceptual defects in users. Developers are already working to find a solution to this problem.

Business Adoption

Firms that have achieved success using their existing systems and the managers of these firms may not always be very willing to change systems that work like clockwork. At the same time, adoption of new technologies will naturally entail a cost. However, with diverse employee training applications, it is clear that both VR and AR technology will be important for future corporate initiatives. New technologies are developing at a dizzying pace and becoming cheaper and more accessible much faster than traditional mechanisms. Innovative companies seeking to gain a competitive edge can get ahead of their rivals by transitioning to VR and AR training. References • Virtual Storytelling. Using Virtual Reality Technologies for Storytelling. International Conference ICVS 2001 Avignon, France, September 27-28, 2001 Proceedings Editors: Balet, Olivier, Subsol, Gerard, Torguet, Patrice (Eds.) • https://venturebeat.com/2016/02/21/how-vr-and-ar-will-be-training-tomorrows-workforce/ • http://fortune.com/2017/07/22/augmented-reality-corporate-training/ • https://www.forbes.com/sites/danielnewman/2016/09/20/hyper-training-and-the-future-augmented-realityworkplace/# 49d6aaea28b0
Advertisement
Ad Space728 × 90

Related News

Turkchem Araçları

Oyunlardan ve bulmacalardan öğren

Kimya sanayiini oynayarak tanıyın: her hafta yeni bulmaca, etkileşimli periyodik tablo, sektöre özel oyunlar ve ücretsiz hesaplayıcılar.