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The projector and the  camera  are connected  to  the  mobile  device  in the  user’s  pocket.  The
                 projector projects visual information on physical surfaces such as walls and other objects. The
                 camera  recognises  and tracks  the  user’s  hand gestures  with the  help of computer-vision
                 techniques. Google Glass, created in 2013, is an example of a wearable AR interface. It helps the
                 user remain focussed on the work. It displays information on the user’s glass screen through a

                 small projector. It responds to voice commands to activate an application at any time.
                 AR enters  the  lives of most  people  through
                 smartphones and tablets. Vito Technology’s Star
                 Walk app lets a user point their phone or tablet
                 camera at the sky and see the names of stars

                 and planets superimposed on the image.Another
                 app, called Layar, uses the GPS location of the
                 smartphone  and the camera  to  collect
                 information  about  the  user’s  surroundings.  The
                 app then shows information about the nearby restaurants, stores and places of interest.

                                                  Disney  Research developed  a  colouring  book app with  AR.
                                                  After the user colours  in a character  in the book,  he/she
                                                  launches  the app  on  the device.  The app  uses  the  camera  to
                                                  detect the character that was coloured. The app also uses AR to
                                                  recreate the character in a 3D form on the screen.


                 VIRTUAL REALITY

                 In Virtual Reality (VR), we create a virtual world that users can interact with. In this world, the
                 user cannot easily distinguish between what is real and what is virtual.

                 In both VR/AR, people must wear HMD (Head Mounted Displays) or
                 a VR Headset like Oculus Rift or the Google Cardboard. The headset
                 has two small video display screens one for each eye. This creates
                 a sense of three-dimension. You can also wear headphones and
                 gloves to experience VR and AR. The headphones play stereophonic
                 sound or even 3-D sound so that you can feel that you are hearing
                 sounds not only near the ears but also in various places around you. The gloves have sensors to
                 collect data about your hand movements. This equipment and the software give you interactive
                 sensory feelings, similar to real-world experiences.

                 Both AR and VR provide an immersive experience to the user. These technologies find the greatest
                 use  in entertainment,  sports/gaming,  close  interactive  eye-to-eye  communication  and aided
                 shopping experiences.
                 Imagine sitting at home and browsing through a store in London, where you can see and feel the
                 merchandise you wish to buy. This technology is also used in education. Imagine being an active
                 participant in a historical battle or a student of anatomy in medical school. You can really feel the
                 battle or touch the organs.



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