JAGTIV · Previous Year Questions

UPSC

SCIENCE & TECHNOLOGY · 2019

Previous Year Question

In the context of digital technologies for entertainment, consider the following statements.

  1. In Augmented Reality (AR), a simulated environment is created and the physical world is completely shut out.

  2. In Virtual Reality (VR), images generated from a computer are projected onto real-life objects or surroundings.

  3. AR allows individuals to be present in the world and improves the experience using the camera of smartphone or PC.

  4. VR closes the world and transposes an individual, providing complete immersion experience.

Which of the statements given above is/are correct?

A.

1 and 2

B.

3 and 4

C.

1, 2 and 3

D.

Only 4

Correct Answer: B

Detailed Solution

Statement 1 is incorrect. Augmented Reality does not completely shut out the real world. AR presents an additional digital layer of computer-generated text, images, animations, audio or three-dimensional objects over the real physical environment. A user can interact with digital information while continuing to see the real world.

Statement 2 is incorrect. Adding or displaying computer-generated images over real objects or surroundings is a feature of AR, not VR. VR primarily transports the user into a computer-generated simulated environment.

Statement 3 is correct. AR keeps the user present in the real world and improves the experience with the help of a smartphone, tablet, computer camera or transparent smart glasses. The device’s camera captures the real environment, and software displays digital objects or information at appropriate positions over it.

An AR system may use an accelerometer, gyroscope, GPS, depth sensor and computer-vision algorithms along with a camera. These enable the device to estimate its position and orientation and align digital objects with the real environment.

Statement 4 is correct. A VR headset substantially blocks the external physical world by presenting a computer-generated visual environment in front of the user. Head tracking, motion controllers, spatial audio and sometimes haptic feedback provide the user with a sense of presence and complete immersion in the simulated environment.

AR is used in navigation, education, maintenance, retail and interactive entertainment, whereas VR is used in gaming, training simulations, medical training, virtual tours and immersive entertainment.

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