IIC Journal of Innovation 10th Edition | Page 9

Intelligent Realities For Workers Using Augmented Reality, Virtual Reality and Beyond Figure 2: Devices on the Reality-Virtuality Continuum 5 The quadrants represent different use cases and approaches:    Lower left: smart phone and tablet AR. Smart phones and tablets are so pervasive that the incremental hardware cost is often zero. But they are not heads-up and hands-free. Lower right: flat screen virtual worlds (or VR for the flat screen). This includes virtual worlds on flat screens, tiled displays and Computer Assisted Virtual Environments (CAVEs). Upper right: virtual reality for HMDs. The market supports different VR devices with different resolution, field-of-view, and processing power. Tethered HMDs connected to powerful PCs, including HMDS from  Oculus™, HTC™, Lenovo™ and PiMax™, are the most capable. Less capable but also less expensive and sometimes more convenient are smart phone approaches such as Google® Cardboard™ and Samsung ® Gear VR™. Upper left: AR HMDs. With AR, the design fragmentation is the greatest. There are three basic design categories:  Stereoscopic headsets. Larger and compatible with prescription glasses. Microsoft ® HoloLens™ is a headset. Mira Prism™ is a headset that utilizes a smartphone.  Stereoscopic smart glasses. Smaller but users may need to procure prescription lenses for 5 Attribution for embedded images, starting clockwise from upper left: Vuzix, Microsoft Sweden, Nan Palmero, Google, Jean- Pierre Dalbéra, Dave Pape, Wikimedia user Dontworry, EVG photos, pixabay.com - 5 - March 2019