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Augmented reality vs. virtual reality:
the differences

Virtual reality vs. augmented reality

(VR) and sometimes the two terms are incorrectly used as synonyms. There is also often a debate about which technology is better. The question of whether augmented reality (AR) or virtual reality (VR) is "better" misses the point, as the two technologies offer very different applications and experiences. However, the two immersive technologies, which are also referred to collectively as Extended Reality (XR), differ quite significantly on closer inspection.

Augmented Reality (AR) and Virtual Reality (VR) are two groundbreaking technologies that are often confused with each other. Both create immersive experiences, use innovative hardware and are used in areas such as gaming, education and marketing. But while they look similar at first glance, they are fundamentally different in the way they work and the possibilities they offer.

In this article, we take a closer look at the differences between AR and VR, clarify how they work and show examples and areas of application for both technologies.

What is augmented reality?

Augmented reality is a technology that adds digital content to the real world. With the help of AR glasses or smartphones, users can perceive virtual objects or information in their real environment. This technology makes it possible to seamlessly integrate digital elements such as images, text or animations into the user's field of vision. AR is used in various areas such as entertainment, education and communication. One well-known example is the game Pokémon Go, in which virtual creatures appear in the real world. In addition, AR is used in industry for maintenance and repair, navigation and marketing to provide additional information and interactive experiences.

 

Examples of augmented reality:

  • IKEA Place App: Users can place furniture virtually in their home and thus plan their furnishings.
  • Snapchat filter: Playful effects and animations that change the user's face or surroundings.
  • AR in e-commerce: Virtual try-ons of clothing or make-up before a product is purchased.
 

Advantages of AR:

  • No complete separation from the real world necessary
  • Users can continue to interact with their environment
  • Ideal for marketing, education and product visualizations
 

What is Virtual Reality?

Virtual reality is a technology that makes it possible to fully immerse yourself in a computer-generated world. With the help of VR goggles or head-mounted displays (HMDs), users can experience a 360-degree virtual environment that distracts them from their real surroundings. This immersive experience is made possible by powerful computers and specialized hardware that provide realistic graphics and interactive elements. VR is used in various areas such as entertainment, education and communication. For example, users can immerse themselves in virtual worlds to play games, go on virtual journeys or take part in interactive training courses. 

Examples of virtual reality:

  • Gaming: Games such as "Beat Saber" or "Half-Life: Alyx" transport players into virtual worlds.
  • Simulations: VR is often used for training, e.g. in aviation or surgery.
  • Virtual tours: Real estate agents offer VR tours for houses and apartments.
 

Advantages of VR:

  • Complete immersion in another world
  • Realistic simulations for training and education
  • Ideal for gaming, entertainment industry and complex simulations
 

Augmented reality vs. virtual reality: the most important differences

 
Feature Augmented Reality (AR) Virtual Reality (VR)
Technology Supplements the real world with digital content Completely replaces the real world with a virtual environment
Devices Smartphones, tablets, AR glasses VR headsets such as Oculus Rift, HTC Vive
Interaction User remains connected to the real world User fully immersed in the virtual world
Areas of application Marketing, education, product visualization, e-commerce Gaming, simulations, entertainment industry
Freedom of movement User often remains stationary or moves around in the real environment User interacts fully in the virtual environment
 

Examples of AR and VR in practice

Augmented reality in practice:

  1. Marketing: Companies use AR to create interactive advertising campaigns, e.g. Snapchat filters.
  2. E-Commerce: Virtual try-ons and product placements increase the likelihood of purchase.
  3. Education: AR enables practical learning methods, e.g. for biology lessons.
 

Virtual reality in practice:

  1. Gaming: VR offers immersive gaming experiences that transport users into virtual worlds.
  2. Training: Aircraft pilots and surgeons train risk-free with VR simulations.
  3. Real estate: Virtual tours make visits possible regardless of location.
 

Which is better for which application?

The choice between AR and VR depends on the objectives and requirements:

  • AR is better suited for:
    • Marketing campaigns that want to involve customers interactively.
    • e-commerce to present products realistically.
    • education, as users can continue to interact with their real environment.
 
  • VR is better suited for:
    • Gaming to fully immerse yourself in a new world.
    • Simulation training that requires a realistic simulation.
    • Entertainment, e.g. in virtual cinemas or amusement parks.

When to VR and AR depends on the specific requirements and objectives of the project. VR is useful for applications where a complete visualization is required. Immersion to another environment, e.g. for simulations, games or training. Application examples for VR. AR, on the other hand, is better suited for applications where digital information or objects are to be embedded in the real world, such as maintenance, repair, navigation, or marketing.

The barrier to entry for virtual reality (VR) is generally higher than for augmented reality (AR) for several reasons:

  1. Complex hardware requirements: Headsets and or powerful computers are required to create an immersive VR experience. As the prevalence of headsets in Germany is still very low, there are no clear distribution channels for VR content.
  2. Space requirements: In many cases, virtual reality requires a dedicated room or at least a specific area in which users can move around without disturbance or risk of injury.
  3. Motion SicknessSome users experience symptoms such as nausea or dizziness when using VR technology. This phenomenon, known as Motion Sickness. How susceptible someone is to motion sickness varies greatly.
  4. Cognitive load: Immersion in a completely virtual world can be overwhelming at first for users who are not used to such technologies. This differs from augmented reality, where digital information is superimposed on the physical world and is therefore often more intuitive to interpret.

Unlike virtual reality, AR often only requires a smartphone. This generally makes AR more accessible to the average user.

Augmented reality and virtual reality are growing together

Modern VR glasses like the Meta Quest 3 are increasingly managing to combine AR features with virtual reality, thus enabling mixed reality (MR). This is possible thanks to Passthrough mode and advanced room recognition. This enables you to see the real environment through the closed VR glasses using outward-facing cameras.

Conclusion

Although augmented reality and virtual reality are often mentioned in the same breath, they are fundamentally different. While AR augments the real world with digital content, VR creates a completely new environment. Both technologies have their strengths and specific areas of application - and there is no "better" approach, only the right choice for the respective goal.

Companies should understand these differences in order to choose the right technology for their projects and make the most of the potential of AR and VR.

FAQ: Differences between virtual reality and augmented reality

The main difference lies in the use of the real world:

  • Augmented Reality (AR): Supplements the real world with digital content that is displayed in real time.
  • Virtual Reality (VR): Creates a completely virtual environment that completely replaces the real world.
  • AR: Smartphones, tablets or special AR glasses such as Microsoft HoloLens. In practice, however, glasses hardly play a role anymore. The most important AR device is the smartphone. 
  • VR: VR headsets such as Oculus Rift, HTC Vive or PlayStation VR.
  • Interactive experiences that enrich the real world.
  • Ideal for marketing, e-commerce and education.
  • User remains connected to their surroundings.
  • Complete immersion in another world.
  • Perfect for gaming, simulations and training.
  • Ideal for realistic experiences such as flight simulations.

AR is used in:

  • Marketing: Virtual fitting rooms and interactive advertising campaigns.
  • Education: Practical training and learning methods.
  • E-Commerce: Visualization of products, e.g. furniture or clothing.

VR is used for:

  • Gaming: Immersive game worlds.
  • Simulations: Training for pilots, surgeons or military applications.
  • Entertainment: Virtual cinemas and theme parks.

Yes, both technologies are useful in medicine:

  • AR: Surgical planning or real-time instructions during operations.
  • VR: Simulations for medical training or for the treatment of phobias.

That depends on the application:

  • AR is better when digital content is to be integrated into the real world (e.g. marketing).
  • VR is ideal if complete immersion in a virtual environment is desired (e.g. gaming, simulations).
clarence dadson

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Clarence Dadson CEO Design4real