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    Critical Technologies in the Cluster of Virtual and Augmented Reality

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    Technologies of creating new products in the field of virtual reality have not only been widely developed, but have already reached the payback stage - primarily in the areas of computer games and simulators for drivers and operators of complex technology, including spacecraft, airplanes, helicopters, cars, etc. As a rule, when discussing these technologies, they add socalled technologies of augmented reality to them. This is logical, but the problem is that, for example, with government funding for the development of these two technologies in a single cluster of programs, there is a danger that all actual projects will be directed to commercialization in the field of virtual reality, whereas this is not so important, since may develop in ways of selffinancing. In this case, there is already a tendency to replace the enlarged concept only with its simplest component, i.e. The term “virtual reality” is used as a synonym for “virtual and augmented reality”, which is completely erroneous. This article aims to distinguish between these terms. To this end, a list of critical subtechnologies has been developed, which is divided into two subsections, one of which relates only to augmented reality technologies. The article may be useful in refining the state support program designed to develop this critical end-to-end digital technology
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