Systematic review and meta-analysis of augmented reality in medicine, retail, and games
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(2020) 3:21
Visual Computing for Industry, Biomedicine, and Art
REVIEW
Open Access
Systematic review and meta-analysis of augmented reality in medicine, retail, and games Pranav Parekh1, Shireen Patel1, Nivedita Patel1 and Manan Shah2*
Abstract This paper presents a detailed review of the applications of augmented reality (AR) in three important fields where AR use is currently increasing. The objective of this study is to highlight how AR improves and enhances the user experience in entertainment, medicine, and retail. The authors briefly introduce the topic of AR and discuss its differences from virtual reality. They also explain the software and hardware technologies required for implementing an AR system and the different types of displays required for enhancing the user experience. The growth of AR in markets is also briefly discussed. In the three sections of the paper, the applications of AR are discussed. The use of AR in multiplayer gaming, computer games, broadcasting, and multimedia videos, as an aspect of entertainment and gaming is highlighted. AR in medicine involves the use of AR in medical healing, medical training, medical teaching, surgery, and post-medical treatment. AR in retail was discussed in terms of its uses in advertisement, marketing, fashion retail, and online shopping. The authors concluded the paper by detailing the future use of AR and its advantages and disadvantages in the current scenario. Keywords: Augmented reality, Software, Medicine, Gaming
Introduction Significant advances in technology in contemporary times have made many things possible such as creating virtual worlds or enhancing existing real-world objects and scenarios through multiple sensory modes [1]. Augmented reality (AR) and virtual reality (VR) have the capability to alter the way entertainment, shopping, health activities, recreation, etc. are perceived [2]. Although VR and AR are often assumed to be the same, they are considerably different. AR, also termed mixed reality [3, 4], is a mapping of virtual objects onto the real world whose elements are augmented using sensory inputs. VR is a complete immersion in an artificial environment created using software [5]. This environment is presented to and accepted by the user as a real * Correspondence: [email protected] 2 Department of Chemical Engineering, School of Technology, Pandit Deendayal Petroleum University, Gandhinagar, Gujarat, India Full list of author information is available at the end of the article
environment. This difference forms the basis of the functioning of virtual technology. Both AR and VR are often combined to attain specific goals [6]. AR, which was commercialized long ago, has played a major role in reshaping the existing manners of performing activities. However, owing to certain challenges, the technology did not achieve the expected results in the early days [7]. Investors were hesitant to invest heavily in this field because they believed that the augmented world was yet to be adequately developed to yield the desired outp
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