Immersive Technologies: Augmented Reality (AR) And Virtual Reality (VR)
- DOI
- 10.2991/978-2-38476-408-2_43How to use a DOI?
- Keywords
- Augmented Reality (AR); Virtual Reality (VR); Immersive Technologies; Mixed Reality (MR); AR Applications; VR Applications
- Abstract
This article examines how immersive technologies are changing and becoming more significant, with a particular emphasis on augmented reality (AR) and virtual reality (VR). The first section provides a brief overview of the two ideas and emphasizes how important they are becoming to a variety of industries.
The first segment briefly introduced the two concepts and highlighted their growing relevance across several fields. The next section delves into the world of augmented reality, elucidating its fundamental ideas and showcasing the devices that are used, such as smartphones and AR glasses. Examined are specific examples of AR applications, ranging from gaming to navigation, which highlight the benefits of this technology while also addressing its drawbacks.
The piece goes on to explore virtual reality (VR), going over the fundamental ideas and required hardware, including VR headsets. A presentation of VR applications ranging from games to medical education is included, along with a discussion of the benefits and drawbacks of this immersive technology. The Mixed Reality (MR) section examines novel applications that blend virtual and real-world components to create one-of-a-kind interactive experiences, highlighting the convergence of AR and VR.
After that, the essay looks at how AR and VR affect several industries, including gaming, health, education, and business, highlighting particular use cases and their effects. The section on user interaction describes how consumers engage with AR and VR environments, emphasizing the importance of user interface design in creating a satisfyingly immersive experience.
In its conclusion, the paper discusses technical difficulties, moral dilemmas, and potential developments in AR and VR. It offers an overview of the overall effects of various technologies as well as predictions for future advancements in the immersive technology space.
- Copyright
- © 2025 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Safae El Gazi AU - Ahmed Ibrahimi PY - 2025 DA - 2025/06/20 TI - Immersive Technologies: Augmented Reality (AR) And Virtual Reality (VR) BT - Proceedings of the E-Learning and Smart Engineering Systems (ELSES 2024) PB - Atlantis Press SP - 580 EP - 591 SN - 2667-128X UR - https://doi.org/10.2991/978-2-38476-408-2_43 DO - 10.2991/978-2-38476-408-2_43 ID - Gazi2025 ER -