I. What is XR Technology?
XR (Extended Reality) refers to an environment that combines the real and the virtual and enables human - computer interaction, which is generated through computer technology and wearable devices. It is a general term for various forms such as AR (Augmented Reality), VR (Virtual Reality), and MR (Mixed Reality). These technologies achieve a "sense of immersion" experience of seamless conversion between the virtual world and the real world through the integration of visual interaction technologies.
II. The Composition and Principle of XR Technology
The following is a more detailed explanation of each part of XR technology:
1. Input System
1. Environmental Sensing
- The input system has a variety of sensors to sense the surrounding environment. For example, it may include optical sensors that can detect information such as the intensity, color, and direction of light. These optical sensors can "observe" the surrounding scene like eyes and identify features such as the contours and textures of objects in the scene, providing basic data for subsequent processing.
- It may also be equipped with thermal sensors that can sense the heat distribution in the environment. In some specific XR application scenarios, such as simulating a fire scene or detecting the heat dissipation of equipment, the thermal sensors can accurately capture changes in heat, thus providing more realistic environmental data for the construction of the virtual scene.
2. Tracking the Position and Movement Direction of Objects
Head Tracking- Tracking the human head is an important part of the XR input system. It usually uses an Inertial Measurement Unit (IMU), which consists of an accelerometer and a gyroscope. The accelerometer can measure the linear acceleration of the head. For example, when the user nods or shakes their head, the accelerometer will detect the corresponding acceleration change. The gyroscope is used to measure the angular velocity of the head. When the head rotates, the gyroscope can accurately determine the speed and direction of rotation. Through the fusion processing of these data, the position and posture of the head in three - dimensional space can be accurately tracked.
- At the same time, there is also a vision - based head - tracking technology. The camera is used to capture the image features of the head, and the computer vision algorithm is used to analyze the position changes of these features in the image to determine the movement trajectory of the head. This technology is widely used in applications that require high - precision head - tracking, such as high - end VR games or professional flight simulation training.
- Eye - tracking technology can accurately detect the position and gaze direction of the eyes. A common method is to use an infrared light source and a camera. The infrared light source irradiates the eyes, and the camera captures the reflected light. By analyzing the pattern of the reflected light from the eyes, the position and size of the pupil can be determined. Then, according to the movement trajectory of the pupil, the user's gaze point can be inferred. This has many uses in XR applications. For example, in a virtual reality reading scene, the clarity of the text can be adjusted or related annotation content can be loaded according to the user's gaze point; in an augmented reality advertising scene, more targeted advertising content can be delivered according to the user's gaze direction.
- Hand - tracking technology allows users to interact with virtual objects naturally in the XR environment. There are now multiple ways to implement hand - tracking, and the method based on depth sensors is more common. The depth sensor can obtain the three - dimensional shape and position information of the hand. For example, Microsoft's Kinect device can emit infrared rays and detect the reflected rays to construct a depth image of the hand, so as to recognize hand movements such as making a fist and stretching out a hand.
- There are also some hand - tracking technologies based on wearable devices. For example, sensors are installed on gloves. These sensors can detect the bending degree of fingers, the movement of joints, and other information, and then transmit this data to the XR system, enabling the system to accurately simulate the hand's movements in the virtual environment.
3. Support Users to Interact with the Simulated Environment
- The input system realizes interaction with the simulated environment by recognizing various user actions and inputs. For example, when the user makes a grasping gesture in a VR environment, the input system detects the hand movement and then transmits this movement information to the processing system. The processing system will trigger the corresponding event in the virtual environment according to this movement, such as picking up a virtual object. In an AR environment, the user may interact with the simulated environment through voice commands. The voice recognition module in the input system will convert the voice into a text command and then transmit it to the processing system for processing.
2. Processing System
1. Recognize the Input Data
- The processing system first needs to recognize various types of data transmitted from the input system. For the raw data from sensors, such as the data of accelerometers and gyroscopes, data cleaning and pre - processing are required. For example, noise interference needs to be removed, and the data of different sensors need to be time - synchronized. For image data, such as the images of eye - tracking and hand - tracking, feature extraction is required. The computer vision algorithm is used to identify the key feature points in the image, such as the position of hand joints or the contour of the eyes. For voice data, voice recognition is required to convert the voice signal into a processable text format.
2. Process Data with the Aid of Artificial Intelligence Algorithms
- The processing system uses deep - learning algorithms to process massive and complex data. For example, when processing image data, a Convolutional Neural Network (CNN) can be used. The CNN automatically learns the feature patterns in the image through structures such as convolutional layers, pooling layers, and fully - connected layers. In the XR environment, the CNN can be used to recognize objects in the scene, classify user gestures, and other operations.
- For sequence data, such as the movement trajectory data of the head and hands, a Recurrent Neural Network (RNN) or a Long - Short - Term Memory Network (LSTM) can be used. These networks can handle data with time - series characteristics, so as to predict the user's next action or behavior pattern. For example, in an XR dance - teaching application, by analyzing the user's previous dance - movement sequence, the possible next movement of the user can be predicted to provide more personalized teaching guidance.
- Artificial intelligence algorithms can also be used for data fusion processing. For example, the data about the same object from different sensors can be fused. When tracking a moving virtual object, there may be data provided by visual sensors and inertial sensors at the same time. Through the data - fusion algorithm, more accurate object position and motion - state information can be obtained.
3. Generate Digital Content Adapted to the User's Current Situation
- According to the user's current situation, the processing system generates corresponding digital content. If the user is in a simulated ancient - castle VR tour scene, the processing system will generate detailed decorations, characters, and other digital content of different rooms in the castle according to the user's position (provided by the input system) and historical tour records (which may be stored in the local database). For example, when the user approaches a specific room, the processing system will generate corresponding virtual characters according to the historical and cultural background of the room, such as soldiers or nobles in ancient costumes, and the behaviors of these characters can respond to the user's actions. For example, when the user makes an attack action, the soldiers will take a defensive action.
- In an AR scene, if the user is using an AR navigation application, the processing system will generate navigation - indication arrows, virtual markers of nearby points of interest, and other digital content according to the user's destination and current position. These digital contents will be adjusted in real - time according to the user's walking direction and speed to provide the best navigation experience.
4. Merge Digital Content with Real - environment Information
- The processing system merges the generated digital content with the information of the real environment. In AR applications, this process is more obvious. For example, in an AR architecture - design review application, the designer can merge the virtual building model (digital content) with the actual building site (real environment). The processing system will adjust the position, size, and proportion of the virtual building model according to the terrain of the site, the position of surrounding buildings, and other real - environment information, so that the virtual building model looks as if it is really built on the site.
- There is a similar merging situation in VR applications. For example, in a VR multi - player battle game, although the game scene is completely virtual, the processing system will allocate players from different regions to appropriate game scenes according to the actual geographical location information of the players (if the game supports location - based matching), and adjust the digital content in the game, such as the difficulty level of the enemies, according to factors such as the network conditions of different regions and the game level of the players, so as to create a virtual game space that integrates a variety of real - world factors.
3. Output System
1. Display the Dynamically - synthesized Stereoscopic Content and Sound Information by the Computer
Display of Dynamically - synthesized Stereoscopic Content- The output system uses high - resolution display screens to display the dynamically - synthesized stereoscopic content by the computer. In VR applications, a Head - Mounted Display (HMD) is usually used. These HMDs are equipped with two high - resolution display screens, which provide different - view images for the user's left and right eyes respectively, thus creating a stereoscopic visual effect. For example, the display screen of the HTC Vive Head - Mounted Display can provide clear and smooth dynamic images with a relatively high refresh rate, which can effectively reduce screen flickering and delay and provide an immersive VR experience for the user.
- In AR applications, the output device can be a smart phone, a tablet computer, or smart glasses. The display screen of these devices will overlay and display the virtual content and the real - world scene. For example, in an AR game, a virtual monster will appear on the real - world scene captured by the smart phone's camera, making it look as if it really appears in the user's surrounding environment.
- The audio component in the output system is responsible for playing the sound information that matches the virtual scene. In the VR environment, surround - sound technology is widely used. For example, when the user is in a simulated forest VR scene, the sounds of birdsong and wind around will be adjusted according to the user's position and the direction of the head. If the user turns their head, the direction of the sound will also change accordingly, creating a realistic auditory experience. In AR applications, the sound will also be played according to the action and position of the virtual object. For example, when a virtual car is driving in an AR scene, the corresponding engine sound and environmental sounds during driving will be emitted.
2. Enable Users to Interact with Virtual Objects through Contact and Achieve Sensory Feedback such as Visual, Auditory, and Tactile
Visual Feedback- Besides the above - mentioned stereoscopic visual effect, visual feedback also includes the appearance change of virtual objects. For example, when the user uses a tool to polish a virtual object in a VR environment, the surface glossiness of the object will gradually increase and the texture will also change as the polishing progresses. These visual changes will be fed back to the user in real - time, allowing the user to feel the impact of their own operations on the virtual object.
- Auditory feedback also plays an important role in the interaction process. For example, when the user clicks a virtual button in an AR environment, a corresponding click sound effect will be emitted. In a VR environment, when the user has a conversation with a virtual character, the tone of the character's voice will also be adjusted according to the content and situation of the conversation, providing auditory feedback to the user.
- To achieve tactile feedback, some XR devices are equipped with special tactile - feedback devices. For example, in a VR game controller, when the user fires a gun in the game, the controller will vibrate to simulate the recoil of the gun. In some high - end VR gloves, when the user touches a virtual object, the tactile sensors on the gloves will generate corresponding tactile stimuli according to the material of the object (such as rough, smooth, etc.), making the user feel as if they really touch a real object.
III. Applications of XR Technology
XR technology (Extended Reality) is a general term that covers a variety of technologies such as Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). XR technology has a wide range of application scenarios, including but not limited to the following fields:
1. Industrial Applications
Industrial Field
- Design and Simulation: Designers and engineers can conduct complex 3D model design, simulation and review in the cloud without the need to install large-scale software and high-performance hardware locally, which improves work efficiency and collaboration ability, accelerates the product R & D cycle and reduces costs.
- Maintenance and Repair: Augmented reality is used for maintenance and repair to provide real-time guidance and information display. For example, maintenance technicians can display equipment failures and repair steps through AR glasses to improve maintenance efficiency and accuracy.
- Factory Design and Process Simulation: Virtual reality is used for factory design and process simulation to improve production efficiency and safety.
- Medical Education: Medical students can conduct anatomy learning through virtual laboratories, carry out surgical simulations and emergency situation training.
- Surgical Navigation: Augmented reality is applied in surgical navigation. Doctors can display surgical operation images on patients through AR glasses to improve surgical precision and safety.
- Pain Management: Virtual reality is applied in pain management. By creating a pleasant and relaxing virtual environment, it can distract patients' attention and relieve pain.
- Rehabilitation Training: Virtual reality is used in rehabilitation training and other fields.
- Medical Image Visualization and Anatomy Learning: Augmented reality is used in medical image visualization and anatomy learning and so on.
- Virtual Simulation Experiment Scenarios and Virtual Classrooms: Virtual simulation experiment scenarios and virtual classrooms can be created. Students can access and participate through a variety of terminal devices, reducing educational costs while enhancing the fun and interactivity of teaching. For example, Huawei's XR virtual simulation training solution allows teachers to create and manage in the cloud, and students can participate in virtual simulation experiments with different devices.
- Knowledge Comprehension: Some AR educational applications can display 3D models on textbooks to help students understand knowledge more intuitively.
- Virtual Battlefield Environment Construction: XR technology can be used to construct a virtual battlefield environment with information integration and human-computer interaction. Through various sensors, soldiers can have vision, hearing and touch and can interact with the virtual world, so as to feel the real battlefield environment, master dynamic information and enhance training effects.
- Actual Equipment Simulation Training: XR technology is used on basic training equipment to construct equipment objects and use environments in a virtual way. With the help of simulation data and network support, the purpose of actual equipment simulation training can be achieved, solving problems such as expensive training equipment costs, weak immersion of traditional real scene systems, complex construction of human-computer interaction systems and poor interactivity.
- Home Decoration AR Applications: It enables users to preview the placement effect of furniture in the actual space and helps them make more appropriate purchase decisions.
- Shopping Experience Enhancement: Usually, virtual tools are used to enhance the environment of the real world to help shoppers locate goods in physical stores. Virtual reality technology also allows shoppers to customize the products they are interested in. More interestingly, shoppers can now remotely and virtually browse the digital twin of the store and purchase products just like in real life.
2. Mass Applications
Game Field- VR Games: It can make players fully immersed in the game world and experience exciting adventures and competitions.
- Cloud Game Development: XR real-time cloud rendering enables players to play high-quality 3D games without high-end hardware configurations, which promotes the development of cloud games, allows game developers to target more user groups without worrying about hardware compatibility issues and expands the scale of the game market.
- New Forms of Social Interaction: XR technology provides new forms of social interaction. Although the document does not elaborate on specific application methods, it can be speculated that social gatherings in virtual spaces and so on are possible.
- Visual Experience Improvement: In film and television production, XR technology can improve visual effects. For example, it plays a role in some special effects production and virtual scene construction. Although it is not elaborated in detail in the document, it is one of the development trends of the film and television industry.
- Interaction Enhancement: XR technology can bring stronger interactivity to live broadcasts. For example, audiences can have more immersive interactions with anchors through XR technology, or anchors can conduct live broadcasts in virtual scenes to enhance the viewing experience of audiences.
IV. Application Cases of XR Technology in the Education Industry
1. The XR Super Sensing Classroom of Longnan Normal School Affiliated Primary School (Longxiang Campus) in Jiangxi Province
Longnan Normal School Affiliated Primary School (Longxiang Campus) in Jiangxi Province and Welledu have jointly built the XR Super Sensing Classroom, which is a teaching lecture hall in the form of centralized teaching relying on XR innovative technology. Students are equipped with VR super sensing learning machines. Through centralized learning and group discussion, immersive XR classroom teaching is carried out under the guidance of teachers. This teaching method significantly improves students' learning interests and effects, enables students to understand knowledge more intuitively and observe phenomena that are difficult to observe directly, such as celestial motion and cell structure, through virtual reality technology.
2. The Smart Classroom Project of Shanghai No. 3 Girls' Junior Middle School
Shanghai No. 3 Girls' Junior Middle School has cooperated with Shanghai Jihe Information Technology Co., Ltd. to use MR mixed reality technology to provide a brand-new teaching mode, present clearer and more intuitive teaching scenes and enhance classroom interactivity. This technology not only provides students with a new way of learning, but also promotes educational reform, realizes a teaching mode centered on people and practice and leads the development of educational informatization.
3. Science Teaching in the Second Experimental Primary School in Haidian District, Beijing
The Second Experimental Primary School in Haidian District, Beijing uses the virtual reality digital courses in the primary school science XR virtual teaching system to let students feel the relationship between the structure and function of the small intestine from a three-dimensional perspective. This super-immersive classroom experience fully mobilizes students' interests, enlivens the classroom atmosphere, deepens students' impression of knowledge content and enhances students' interest in scientific exploration.
The above cases show the diverse applications of XR technology in the education field. They not only improve teaching quality and students' learning effects, but also help to promote educational reform and the development of innovative teaching modes. With the continuous progress of technology, it is expected that the application of XR technology in the education industry will be more extensive and in-depth in the future.
V. Core Functional Features of Apple's Vision Pro
Apple's Vision Pro is a spatial computing device that integrates a variety of advanced technologies. Its core functional features are as follows:
- Display Technology: Vision Pro is equipped with an ultra-high-resolution 3D display system. Each eye has a micro-OLED display with more than 23 million pixels, providing a visual experience with a wide color gamut and high dynamic range.
- Audio Experience: The spatial audio system of Vision Pro uses dual-driven audio pods to create an immersive auditory experience for users as if the sound is naturally emitted from the environment.
- Interaction Mode: Vision Pro introduces eye movement, gesture and voice control. With the help of a high-performance eye-tracking system, it realizes an intuitive and responsive input method.
- Privacy and Security: Apple has added Optic ID, a security authentication system based on iris recognition, to Vision Pro to ensure the security of user data.
- Software Ecosystem: Vision Pro running on visionOS provides a dedicated App Store and is also compatible with more than one million applications on iOS and iPadOS, providing users with rich software resources and application scenarios.
- Design and Weight: Vision Pro has a customized aluminum alloy frame that supports a curved "three-dimensional forming" laminated glass front panel. Its weight ranges from 600 to 650 grams, depending on the selected headband.
- Cameras and Sensors: Vision Pro has a total of 12 cameras, one LiDAR sensor, one depth sensor and 6 microphones. Among them, 8 are located below the front glass panel, providing high-resolution colors for the real-world perspective view of the head-mounted display.
- Battery and Endurance: Vision Pro is equipped with an external battery that is connected to the fuselage for power supply through a magnetic suction interface, and its endurance time can reach 2 hours.
- Operating System: Vision Pro runs on visionOS, which is Apple's first operating system specially built for spatial computing and is the starting point of the entire new platform.
- Accessibility Features: Vision Pro provides a variety of accessibility features to help people with disabilities fully explore the highlights of the new device, including built-in support for vision, hearing, limb mobility and learning ability.
The above functional features reflect the advanced nature and innovation of Vision Pro in display technology, audio experience, interaction mode, privacy and security, software ecosystem, design and weight, cameras and sensors, battery endurance and operating system, aiming to provide users with a brand-new spatial computing experience.
VI. Challenges to the Popularization of XR Technology
XR technology, including Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR), has made remarkable progress in recent years. However, its popularization still faces challenges in many aspects:
- Equipment Cost and Popularization Degree: The high cost of XR equipment and the incomplete coverage of 5G networks are the main factors limiting its popularization. The high price of the equipment makes it difficult for ordinary consumers to afford it, while the insufficient coverage of 5G networks restricts the fluency and universality of XR experiences.
- Content Production and Technology Development: The challenges in content production and technology development cannot be ignored. High-quality XR content is scarce and the production cost of content is high, which directly affects the supply and quality of XR content. Meanwhile, technology development requires a large amount of talent and resource investment to promote the in-depth integration and innovation of XR technology.
- User Experience Problems: User experience problems, such as dizziness and visual fatigue, are also important factors affecting the popularization of XR technology. These problems need to be solved through technological optimization and user adaptation training to improve users' acceptance and satisfaction.
- Industrial Chain Maturity: The XR industrial chain is not yet mature, and key technologies rely on overseas manufacturers, which not only increases industrial security risks but also limits the development space of domestic enterprises.
- Regulatory Policies and Standards: The imperfection of regulatory policies and the lack of technical standards are also important factors restricting the development of XR technology. Concerns about data security and privacy protection need to be addressed through improved policies and standards to protect user rights and promote the healthy development of the industry.
- Technical Bottlenecks: Technical bottlenecks, such as limited visual clarity and stability, insufficient interaction experience and limited endurance, are all challenges currently faced by XR technology. These technical problems need to be overcome through continuous R & D and innovation to improve the performance and user experience of XR technology.
In summary, the popularization of XR technology faces challenges in many aspects and requires the joint efforts and cooperation of the industry and beyond to overcome these difficulties and promote the wide application and development of XR technology.
VII. Development Trends of XR Technology
With the continuous progress of technology, XR technology has shown new development trends in 2024. For example, Apple has launched the highly anticipated MR product Vision Pro, which marks that the XR industry has entered an active period again after a period of trough. Major global technology companies such as Microsoft, Google, Meta, Apple, Samsung and Huawei continue to explore XR, indicating that XR technology will continue to develop in 2024 and may bring more applications and innovations in fields such as education, medical care and games.