cover image: Virtual Reality, Augmented Reality, and Warfare

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Virtual Reality, Augmented Reality, and Warfare

18 Oct 2024

Introduction Towards the end of the 1999 cult classic film, The Matrix , Neo, after transforming into the all-powerful The One, says, “I can see everything clearly now.” The camera then shifts to Neo’s point of view, displaying a cascade of ones and zeros against a green screen. The filmmaker wants the viewer to see that Neo can now access the duality behind the Matrix—a simulation created by machines to keep humans in a state of stupor while their bodies are used as bio-electric fuel for the machine civilisation. The simulation immerses human beings into the world as it was in 1999, and life inside the Matrix is designed to be as normal as possible to create a sense of presence for the users while precluding them from ever thinking of the greater reality beyond the simulation. The aim of virtual reality (VR)-based applications and hardware is to create such user immersion inside a synthetic environment, though for purely benign and educative purposes. However, the current peculiarities of the hardware, software, and user requirements have created a number of devices and programmes that combine elements of both physical and virtual reality. This mixed reality (MR) can be thought of as forming part of a reality–virtuality continuum with the physical and virtual environments (VE) acting as extreme bounds. Two intermediate states of augmented reality (AR), which comprises the use of certain equipment and data to accentuate the user’s perception of the physical world, and augmented virtuality (AV), which is the augmentation of VE with real or unmodelled imaging data, fall between the two bounds. [1]
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Authors

Akshat Upadhyay

Attribution
Akshat Upadhyay, “Virtual Reality, Augmented Reality, and Warfare,” ORF Issue Brief No. 742 , October 2024, Observer Research Foundation.
Pages
18
Published in
India

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