#8 – Multimedia and Hypermedia

VR vs AR


VR is most commonly known for “artificial, computer-generated simulation or recreation of a real life environment or situation. It stimulates vision and hearing, thus making the user feel like they are experiencing the simulated reality firsthand”. VR basically creates your reality and sucks users into a ‘real world’.

AR, on the other hand, is a “digital layer on top of the real environment in real-time. It enriches the real world with digital information and media, e.g. 3D models, videos, audio & GPS over laying in the camera view of your smartphone, tablet, PC or smart glasses”. Instead of constructing a new reality, AR takes the present moment and provides users the opportunity to live in an alternate universe.

While both forms of ‘reality’ differ in unique ways, they too, have glaring similarities. Both of them signify innovation of the internet and technology and are emerging leaders in those markets. VR has started to take a backseat as AR grows to be increasingly developed and competent – and we will discuss the biggest challenges AR will face in time.

Top challenges of AR with emerging technologies



  • Lack of headsets supporting AR for consumers
  • Hardware is rarely affordable — those available on the market are considerably expensive most of the time
  • AR can only be experienced via mobile apps for most users


  • Would be complete devastation if users have the hardware for AR but lack content
  • Apps must be built for specific media platforms and operating systems to slowly introduce users to AR
  • Important for companies to invest in 3D content at the right time


  • AR’s market of consumers must be educated and exposed to AR on a regular basis
  • Important to build a strong pipeline of rising talent in the community for continuous innovations and technological development
  • Ideal for students and youths to begin their educational journey with AR in the classroom – may aid accessibility to the market with time

The value in AR and VR is not the A or the V, it’s the R. The most exciting possibilities are tied to our physical reality, like education, long-distance communication and new approaches to games and storytelling. AR/VR are two sides of the same coin, presenting in media some ‘representation’ of reality. Future displays, platforms and applications will support both, letting people choose how to mix media with different representations of reality depending on their situation and preferences.”






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