Immersive technologies are categorised using a variety of acronyms (XR, AR, VR, MR, etc.) which can be confusing for beginners (and sometimes even experts). Add to that the terms 'smart glasses' and 'space computer', and it's easy to see why people find these technologies confusing.
Fortunately, Conseil 3D has prepared a quick and easy guide to help you understand these technologies and identify the one that best meets your needs.
VR or Virtual Reality in English refers to the immersive viewing of a simulated environment. This usually involves wearing a helmet with screens in front of the eyes and lenses that create the illusion of seeing a distant scene. This referred to as a “VR headset” or, less commonly, a “head-mounted display”. The term "HMD" (head-mounted display) is also common among specialists. Numerous brands exist, but the more serious ones are:
Historically, rooms equipped with projectors (CAVE) existed for this purpose, and screens withstereoscopic display are sometimes still referred to as such. However, this has become marginalised.
Used in particular for training, event-based activity , design review And collaborative design, virtual reality is a proven technology, that has seen steady progress in helmet capabilities since 2014. There have been numerous improvements, including better resolution, better lenses and headsets that work wirelessly or without the need for a computer connection. The benefits of virtual reality compared to 2D screens are proven : better concentration, the ability to observe elements from every angle, learning by gesture and improved memory retention, etc.
Virtual reality is widely used in the automotive, aeronautical, healthcare and shipbuilding industries.
In the language of Shakespeare, Augmented reality (AR) refers to the ability to enhance your vision and hearing without cutting yourself off from the world around you. Specifically, you will see information juxtaposed with the real world. This can range from a few lines of transparent text to complex 3D models that can interact with their real environment (e.g. ambient light, obstructions) in the most advanced cases.
There are many devices capable of doing augmented reality in one form or another. One smartphone Or a tablet allows it for example by using the back camera to film what's around you and the screen to show it by adding virtual elements. We are talking about” Video Passthrough ” in English. Rarer, spotlights can be used on factory workstations for show items on parts (drilling points for example). And then of course there are the goggles and helmets.
There are many devices capable of AR in one form or another. For example, a smartphone or tablet can use the back camera to film your surroundings and the screen to display them with added virtual elements. This is known as "Video Passthrough" in English. Spotlights can also be used on factory workstations to show items on parts (drilling points, for example). And, of course, there are also Goggles and helmets.
There are basically two approaches to augmented reality when wearing a device on your face. Either images are projected onto a transparent screen, or cameras film the environment and display it on a screen, as with tablets. Each approach has its pros and cons.
When you project an image onto transparent (or, more often, semi-transparent) glass, it is referred to as an 'Optical See-Through Device'. This is what he is offering Microsoft with his HoloLens helmets, as well as Magic Leap, Vuzix, Snapchat Spectacles 5 and many others.
The main advantage is that there is no latency between the user and the real world. If the device stops working, the user will not be cut off from reality. The downside is that current display technologies only allow for a limited field of view of around 50° diagonally and poor visibility in low light.
Major American companies such as Meta and Apple invest heavily in R&D to advance the state of the art. However, it will be necessary to rely on solutions from the end of the decade instead for the "Next Generation".
Another form of augmented reality uses a Meta Quest 3, Pico 4 or HTC Focus Vision virtual reality headset. If the latter is equipped with high-quality front cameras, it can simply show the real user environment, enabling us to talk about augmented reality. As for tablets, it's about 'Video Passthrough'.
Compared to devices using transparent glass, the pros are numerous: the field of vision is much wider, going beyond 110° diagonally; the display resolution is higher; the refresh rate is higher too (60–90 Hz compared to 30 Hz); there are no brightness issues; and VR headsets often have greater computing power.
The cost is also a consideration, as the Meta Quest 3 costs around 500 euros with two controllers. Even helmets intended strictly for professionals cost around 1,000–1,500 euros, with some exceptions.
The disadvantages are theLocking effect that some users may experience with certain types of helmets and that can be prohibitive for them. There is also thelack of peripheral vision if the helmet is not open on the sides, and the potential risk of having a Latency in vision or a failure And to be Briefly in the dark (time to remove the device). This can be blocking in an industrial environment (on the shop floor for example).
On the periphery of all the devices mentioned above are those that are worn on the head but do not have Not necessarily of advanced display capabilities, an essential component of “XR” devices. For example, helmets equipped with a camera and a small static screen to make tele-assistance with remote experts. Widely used in industrial environment, they are sturdy and relatively inexpensive, but are not strictly speaking augmented reality headsets. The brands RealWear and Vuzix offer glasses adapted to a professional use.
The same goes for glasses, type Ray-Ban Meta, which are equipped with a camera and headphones integrated but do not have a screen. Third example, glasses from the Chinese manufacturer Xreal with its latest model Xreal One Pro, which acts as” portable home theater ” by displaying the equivalent of a large screen at a fixed distance. They display their image by Augmented reality, but does not include environmental tracking. The User tracking progresses but is limited to 3 degrees of freedom (3 DoF), i.e. in a sitting position the user can Anchor the virtual screen At one position specifies of his field of vision but cannot Do not move in space. Use cases are now more limited if the user has to move around while wearing glasses.
With the rise of artificial intelligence, smart glasses such as Ray-Ban Meta are beginning to integrate advanced capabilities, such as AI voice assistance and real-time object recognition. In the future, these devices could analyse their surroundings to facilitate even smarter, more contextualised interactions.
Depending on the context, the term “Mixed Reality” (MR) can have several meanings
Initially, it was used to describe a Continuum between the real world and the virtual worlds :
This definition of mixed reality no longer reflects the term's primary usage today. At the launch of their respective helmets, businesses such as Microsoft and Magic Leap used it to differentiate between the advanced augmented reality capabilities of their devices, such as capturing the environment and object tracking, and displaying complex 3D objects with which we can interact that do not disappear when we no longer look at them. These capabilities set them apart from more rudimentary devices such as Google Glass, which are more like “smartglasses”, or smart glasses.
Another use has since emerged to specifically designate virtual reality headsets that can perform augmented reality functions. The idea is to make it easier to distinguish AR headsets, which use clear glass. For example, most helmet manufacturers, such as Apple, the French Lynx and Meta, use them for this purpose. Even these companies include virtual reality experiences when they talk about 'MR'. Today, we are focusing on the most common use of the term. However, to avoid misunderstandings, it is best to check carefully what the term refers to when you encounter it.
This concept is not very common in French, but it is much more common in English in its abbreviated form: XR. Its exact meaning is unclear because there are two competing definitions: 'eXtended Reality' (which gives 'extended reality') and 'xR', where the 'x' can be replaced with A/V/M to represent any type of reality. In short, XR is intended to be a term that encompasses any form of immersive technology. Several companies, including Qualcomm, prefer it.
The name 'spatial computing' was born out of a desire to bring together all immersive technologies under the same umbrella with a more technical term that focuses on environmental perception and 3D display. Although this term was not very successful, it was adopted by Apple when the Apple Vision Pro was released in order to differentiate itself from the competition. Described as a "space computer" in French, it is, in fact, nothing more than a virtual reality helmet full of sensors that Apple designed primarily for augmented reality use with video passthrough. So, we could talk about mixed reality headsets, but Apple wants to be different. It should be noted that the French term could lead to confusion, as 'space computer' could also describe the machines on board the International Space Station !
XR technologies are evolving rapidly to adapt to varied needs, whether in training, marketing, maintenance or product design.