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Virtual reality (VR) and augmented reality (AR) habitually seek to construct new environments to produce virtual experiences. Virtual experiences are unimaginable to establish in real life, but not in a digital context. These virtual experiences could range from medical procedures in a virtual hospital setting to bizarre worlds in entertainment environments. Nonetheless, the rudimentary necessity to fabricate genuine virtual experiences is immersion. This literature review centers around discovering various aspects that formulate both augmented reality (AR) and virtual reality (VR). This study attempts to comprehend the possibilities and objectives that AR and VR are most compatible with. The upcoming results heavily touch upon immersion (genuine virtual experiences) and cost (physical or software cost) in VR/AR. Overall, VR structures are more immersive to the user in integrating an “out of body” experience but are often more costly due to the equipment needed to perform these computations. AR structures are more available to cheaper alternatives but do not create a serious virtual experience (VE) as VR structures. Both VR and AR environments and objectives, however, combine interdisciplinary areas for a dynamic VE for users.
Virtual Reality; Cost; Augmented Reality; Immersion; Literature Review
Henriquez, Yessenia and Kim, Si Jung Ph.D., "The Analysis of VR/AR Cost and Immersion" (2021). Undergraduate Research Symposium Posters. 34.