Stereoscopic display goggles immerse users of Virtual Reality (VR) in a completely digital environment, while micro projectors and beam-combiners of Augmented Reality (AR) glasses overlay digital elements onto the real world. More opto-electronic components like cameras and LiDAR front-side displays enable interaction with the environment anywhere between AR and VR.
Virtual Reality (VR) creates an immersive, artificial world. Users wear goggles to enter a fully virtual space, detached from the physical world. The goal of VR is to provide a realistic sense of presence, allowing for interaction and exploration in computer-generated environments.
Augmented Reality (AR) blends digital overlays, such as images, videos, or data, with the real world. It merges the physical and digital realms, allowing interaction with virtual elements while remaining grounded in reality.
The images from the artificial reality are projected over relay optics into the eye via a half-mirror.
As usual, the image of the environment reaches the human eye through external glasses.
Mixed Reality (MR) combines real and virtual worlds. It creates environments where physical and digital objects coexist and interact in real-time. MR merges elements of both Virtual Reality (VR) and Augmented Reality (AR), offering a hybrid experience that integrates the user's real-world environment with digital augmentation.
A display is located directly in front of the eye and is channelled into the human eye via optical lenses.
Cameras capture the environment and merge it with an artificial image on the computer display. Eye-tracking cameras inside the glasses scan the eyes. The computer calculates a virtual face in real-time, which is shown on the front display. This gives the opponent the feeling that they are seeing this person.
AR, MR, and VR technologies all heavily rely on optical elements such as displays, cameras, sensors, and lenses. These elements are required to be small, lightweight, and still provide high resolution. Photonics at the limit!
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Text and research: Wenko Süptitz, SPECTARIS
Graphic: Schwochow Visual Stories GmbH
Scrollytelling: Jan Schwochow, Scrollytelling GmbH