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   <br><p><b>Augmented reality (AR)</b> provides a live direct, or indirect, view of the real-world with aspects that are modified or “augmented” by aid of a computer.</p>
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   <p><b>Augment Reality (AR)</b> is the concept of having the real-world view being super-imposed with computer graphics, whereas <b>Virtual Reality (VR) </b>is the concept of the “viewer” having their entire field of vision replaced with an artificially generate simulation. Different technologies can be used to achieve these concepts, and it is up to the user to choose what technology fits best with their objectives.</p>
   <br><p><b>Virtual Reality (VR)</b> on the other hand, occludes (obstructs) the entire field of view of the user (i.e. a headset and other sensory gear), and replaces the entire surrounding environment with a completely computer-generated one.</p>
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  <p>Although the gaming industry is the biggest driver of technologies and applications, it is not the only player in the industry driving innovation. Visual processes that can be improved by gaming industry concepts are being used in other industries. For example, construction workers and architects can be equipped with headsets to explore and better understand designs, repair and assembly line workers can also be helped by visual prompts displayed in headsets and can be supported by outside help with a see-what-I-see function, medical and educational fields can also benefit from new simulation opportunities presented by AR and VR. Any Government of Canada (GC) initiatives that rely heavily on visual information can benefit from these technologies.</p>
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   <p>Challenges do present themselves and should be considered before widespread adoption, such as injuries sustained while “immersed” in VR, privacy concerns regarding information being collected while wearing AR and VR technologies, and unknown adverse health effects from wearing AR and VR devices for long periods of time.</p>
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  <p>Shared Services Canada (SSC) should also consider the following points; 1) data ownership concerns regarding data generated while the technologies are in use, 2) the high cost of equipment and application development, 3) the relative “immaturity” of the current technologies being offered, and 4) adopting AR and VR out of necessity, rather than for the sake of innovation. </p>
    
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