Virtual Reality(VR), the use of computer modelling and simulation that enables a person to interact with an artificial three-dimensional (3-D near-eye displays) visual or other sensory environments. VR applications immerse the user in a computer-generated environment that mimics reality with the usage of interactive devices, that send and receive information and are often worn goggles, headsets, gloves or even body suits. In a typical VR format, a user wears a helmet with a stereoscopic screen and views images of a realistically-imitated world. The illusion of ‘being there’ (telepresence) is affected by motion sensors that pick up a user’s movements and adjusts the views on the screen accordingly on a nearby monitor, usually in real time.
Before we can consider the virtual reality development timeline, we have to briefly consider the precursor to this new emerging trend. After all, the point of virtual reality is to trick someone’s brain into believing something is real, even when it isn’t. For example, there’s the famous example of an early cinematic screening. It showed a train heading straight at the camera. The people in attendance, having never seen a rolling film before, had a reaction to the footage as if it were really a train, instead of it just being a picture of one.
1838 - The Stereoscope
1849 - Lenticular Stereoscope
1929 - Link Trainer
1930 - 360 degree murals
1939 - View-Master stereoscope 1939 - Vitarama
1929 - Cinerama
1962 - Sensorama
1960 - Telephere Mask
1968 - The Sword of Damocles
1972 - Computerised Flight Simulator
1975 - The VIDEOPLACE
1977 - Aspec Movie Map
1978 - Vital Helmet
1979 - VIEW
1982 - Sayre gloves
1985 - Data glove
1986 - Super cockpit
1987 - Virtual Reality came into existence
1991 - Mars live footage 1993 - Sega VR headset
2007 - Google street view (360 degree images)
2023 - Sony PlayStation VR2, Meta Quest 2
2024 - Apple Vision Pro, Loft Dynamics' virtual reality Airbus Helicopters H125 FSTD
AR overlays real-world video or photos with computer-generated data, creating interactive experiences that enhance the natural environment. Early examples include military heads-up displays (HUDs), where instrument data was projected onto cockpit canopies. With faster processors, AR now integrates real-time video and data.
i. MARKER-BASED AR: Marker-based AR uses image recognition to overlay 3D content onto predefined markers, like QR codes or graphic designs. A mobile device’s camera captures video, analyzing it to detect markers. The application then displays 3D content aligned with the marker's position and orientation, ensuring precise, immersive, and contextually relevant AR experiences.
ii. MARKERLESS AR: Markerless AR operates without predefined markers, relying on advanced algorithms to detect surfaces, spaces, and object dimensions. By analyzing environmental features through a device's camera, it seamlessly integrates digital content into the user’s view, creating contextually aware and scalable experiences.
iii. LOCATION-BASED AR: Location-based AR, or geo-based augmented reality, provides digital content relevant to the user’s geographic position. Unlike marker-based AR, it uses data from GPS, accelerometers, compasses, and gyroscopes to determine the user’s location and orientation. This allows for seamless integration of augmented content with real-world environments.
iv. PROJECTION-BASED AR: Projects 3D models directly into the environment using light, without requiring screens or devices. These models, often static but potentially animated, resemble holograms. Data for projections can be obtained via scanning, photographing, or custom design, followed by precise projector calibration for accurate visuals. Other types include: Superimposition AR, Overlay AR, Contour-based AR, Recognition based AR and Outlining AR.
Both, Augmented Reality and Virtually Reality involve immersive and simulating experiences of the imitation of the natural world, but they differ in how they interact with the world, the hardware required, the user experience, the controls and the implementations as well. 1.) Hardware Requirements: A] AR: It requires devices like smartphones, tablets, AR glasses, or heads-up displays (HUDs). More bandwidth is required, comparatively. B] VR: Needs specialized equipment, including VR headsets and sometimes additional controllers, gloves, or tracking systems. Lesser bandwidth may be used.
2.) Immersion: A] AR: It overlays digital content (such as images, text, or animations) onto the real world and users remain aware of and can interact with their physical environment. B] VR: It creates a completely immersive digital environment, replacing the real world entirely, while users interact exclusively with the virtual environment through devices like VR headsets.
3.) Interaction with reality: A] AR: It enhances real-world experiences by adding virtual elements and hence, users interact with both real and digital objects in tandem. B] VR; It simulates a completely virtual environment, making the user feel disconnected from the world. Interactions here are confined to virtual space.
4.) Accessibility and Adoption: A] AR: It is more accessible, since it leverages everyday devices like smartphones. Adoption is faster due to lower entry costs and broader use cases. B] VR: It requires dedicated hardware and space, which can be costly. Adoption is slower due to these barriers.
5.) Technology and Development: A] AR: AR relies on technologies like GPS, depth-sensing, and SLAM(Simultaneous Localisation and Mapping) to place virtual objects accurately in the real world. B] VR: VR involves 3D modelling and haptic feedback to create realistic virtual worlds. 6.) Use Cases: A] AR: It focuses on practical applications like navigation, retail, healthcare, education and industrial training. B] VR: It is primarily used for entertainment, gaming, training simulations and therapeutic environments.
7.) Psychological Impacts: A] AR; Since it is less immersive, it reduces the risk of disorientation or motion sickness. It is suitable for prolonged use in real-world tasks. B] VR: Since it is highly immersive, it may cause strain to the eye, motion sickness or isolation during extended uses. Impact depends on the quality of the VR experience and individual tolerance.
The global AR, VR, and MR market is projected to grow from USD 28 billion in 2021 to over USD 250 billion by 2028. In aviation alone, AR and VR are revolutionizing safety, maintenance, and training by providing real-time overlays and simulations. AR aids in tasks like navigation and maintenance, while VR is crucial for training pilots and air traffic controllers. In space, AR and VR are key for mission design, astronaut training, and spacecraft development. NASA and ESA leverage VR to simulate microgravity and enhance astronaut performance. AR overlays and VR simulations assist in satellite maintenance, equipment design, and habitat optimization, minimizing risks and costs. 1] Space Mission Design and Simulation
2] Remote Collaboration
3] Spacecraft and Equipment Development
4] Space and Exploration and Operations
5] Data Visualization and Analysis
6] Spacecraft Maintenance and Repair and Habitat Design
7] Space Tourism
8] Better Customer Services
Here are the top Indian companies that make use of Augmented and Virtual Reality Companies:
1] Simbott: It is the leading provider of VR, AR, and MR-based software solutions. It is a welding simulation company for industrial manufacturers. The company provides welding training using VR technology, and it sells tools for welders to safely practice their craft. In recent years, the company has expanded past welding and developed simulators for other trades like spray painting and aircraft maintenance. Their Welding Simulator & Spray-Painting Simulator are the most popular products.
2] Immersafety: Immersafety is the second-best AR & VR Safety Training Software Solutions Company in India. With a proven track record of 150+ projects across 12+ global locations, they are dedicated to revolutionizing workplace safety through immersive virtual reality experiences. Their cutting-edge modules, powered by the latest VR technology, enable risk-free training, elevating safety skills and surpassing Industry 4.0 standards.
3] StreakByte: StreakByte is a full-stack VR and augmented reality, or AR, company developing immersive games and metaverse applications. It uses best-in-class technology like the Unity game engine to produce everything from multiplayer games to edtech experiences. The company also uses its know-how to develop consumer-friendly AR products that run on smartphones.
4] Imaginate: In 2016, Imaginate started as an Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) enterprise that provided custom-made 3D content for immersive training and support for various equipment and processes.
5] Tata ELXSI: As the world increasingly moves towards an immersive experience, TATA ELXSI strives to become a key player in the field through innovation. They assist customers in their quest to find creative solutions to their problems and bring meaningful connections and experiences. With the help of their cutting-edge technology, they can create stunning visual effects that are realistic and captivating.
6] Avataar: Avataar is a VR and AR company servicing e-commerce companies, retailers and furniture manufacturers. Using generative AI and geospatial technology, the company creates digital experiences that enable customers to visualize products in their homes before purchasing. Using Avataar’s technology, customers simply point their phone cameras at a space in their home and view interactive 3D renderings of the products.
7] Parallax Labs: Established in 2018, Parallax Labs is a Mumbai-based startup that uses AR, VR, and MR technology for the defence and enterprise sectors. They are the first company in India to provide such solutions and aim to become the best AR company in India.
8] PTC: Software company PTC develops tools and products that rely on industrial augmented reality. Frontline industrial workers depend on these AR and VR tools to provide visual digital information that they can interact with as part of their regular work processes. VR tools support training and provide interactive instructional experiences delivered directly.
9] PlayShifu: PlayShifu is an Augmented Reality based toy company that brings in interactive toys and games that are heavily rooted in AR technology.
10] GreyKernel: GreyKernel is one of the leading and most-awarded Virtual Reality and advanced visualization startup AR startups in India. It creates immersive & gamified content for Training, Simulation & Education.
11] Simulanis: Simulanis is one of the top AR companies in India, providing AR-based solutions for field force productivity. The company is also a multi-award-winning Ed-tech company, developing Augmented, Mixed, and Virtual Reality software applications for Education, Skilling, and Industrial Training.
12] Jadooz: Jadooz is a virtual reality cinema theatre and solutions provider in India. Jadooz is a chain of multiplexes that provides a 50–80-seater cinema, virtual reality centre, gaming pods, and a cafe that allows users to enjoy films, VR experiences, and VR gaming.