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Q91 (IAS/2019) Science & Technology › ICT, AI, Cybersecurity & Emerging Tech › Virtual and augmented reality Official Key

In the context of digital technologies for entertainment, consider the following statements : 1. In Augmented Reality (AR), a simulated environment is created and the physical world is completely shut out. 2. In Virtual Reality (VR), images generated from a computer are projected onto real-life objects or surroundings. 3. AR allows individuals to be present in the world and improves the experience using the camera of smart-phone or PC. 4. VR closes the world, and transposes an individual, providing complete immersion experience. Which of the statements given above is/are correct?

Result
Your answer:  ·  Correct: B
Explanation

The correct answer is option B (statements 3 and 4 only).

**Statement 1 is incorrect:** Augmented Reality (AR) enhances the real world by overlaying digital information[1], while VR completely replaces the user's real-world environment with a simulated one[2]. The statement wrongly attributes VR's characteristics to AR.

**Statement 2 is incorrect:** This reverses the definitions. Augmented reality (AR) overlays the computer-generated sensory signals on the real world[3], not VR. VR completely immerses users in a simulated environment, disconnecting them from the physical world[4].

**Statement 3 is correct:** Using augmented reality, users still see and interact with their physical environments while experiencing supplementary digital information overlaid onto their field of vision[5]. Augmented reality (AR) overlays computer-generated images and information onto the real world, typically viewed through the screen of a smartphone, tablet, or AR headset[6].

**Statement 4 is correct:** VR replaces the real-world environment with a simulated environment, where computer simulations influence the user's senses and perception through the production of images, sound and other sensations[7], providing complete immersion by shutting out the physical world.

Sources
  1. [2] https://ppp.worldbank.org/library/virtual-and-augmented-reality-planning-and-design
  2. [3] https://ntrs.nasa.gov/api/citations/20205001683/downloads/20205001683%20Accepted%20Manuscript.pdf
  3. [4] https://guides.library.uq.edu.au/virtual-augmented-reality
  4. [6] https://guides.library.uq.edu.au/virtual-augmented-reality
  5. [7] https://ppp.worldbank.org/library/virtual-and-augmented-reality-planning-and-design
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Q. In the context of digital technologies for entertainment, consider the following statements : 1. In Augmented Reality (AR), a simulated …
At a glance
Origin: Mostly Current Affairs Fairness: Low / Borderline fairness Books / CA: 0/10 · 10/10
Statement 1
In the context of digital technologies for entertainment, does Augmented Reality (AR) create a fully simulated virtual environment?
Origin: Web / Current Affairs Fairness: CA heavy Web-answerable

Web source
Presence: 5/5
"Augmented Reality (AR) enhances the real world by overlaying digital information, while Virtual Reality (VR) immerses users in fully simulated environments,"
Why this source?
  • Directly contrasts AR and VR, stating AR overlays the real world while VR creates fully simulated environments.
  • Shows AR does not replace reality but enhances it, implying AR is not a fully simulated virtual environment.
Web source
Presence: 5/5
"Virtual reality (VR) recreates the sensory world around us entirely through computer-generated signals of sight, sound, touch (and in some cases smell and taste). Augmented reality (AR) overlays the computer-generated sensory signals on the real world"
Why this source?
  • Defines VR as recreating the sensory world entirely through computer-generated signals.
  • Defines AR as overlaying computer-generated sensory signals on the real world, indicating AR does not fully simulate an environment.
Web source
Presence: 4/5
"Imagine you are looking at the real world, but with extra information or images layered on top. That’s what Augmented Reality (AR) does."
Why this source?
  • Explains AR as viewing the real world with extra information or images layered on top.
  • This description emphasizes augmentation of reality rather than creation of a wholly simulated environment.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 232
Strength: 4/5
“With rapid development in the fields of information technology and hardware, the world is about to witness a fourth industrial revolution i.e., Industry 4.0, which is rooted in a new technological phenomenon - digitalization. This digitalization enables us to build a new virtual world from which we can steer the physical world. While Industry 3.0 focussed on the automation of single machines and processes, Industry 4.0 concentrates on the end-to-end digitisation of all physical assets and their integration into digital ecosystems with value chain partners. Driven by the power of big data, high computing capacity, artificial intelligence and analytics, Industry 4.0 aims to completely digitise the manufacturing sector.”
Why relevant

Describes Industry 4.0 as building 'a new virtual world' to steer the physical world — establishes a distinction between creating a fully digital world and linking digital and physical assets.

How to extend

A student could use this to ask whether AR is meant to 'steer the physical world' (overlay/augment) or to replace it entirely (full simulation), and then compare AR's purpose to that description.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Challenges for the Labour Force (Industry 4.0 and Labour 1.0) > p. 233
Strength: 4/5
“The shift in employment caused by adoption of industry 4.0 will be gradual but profound and existing jobs will require to be transformed with the aid of virtual reality and augmented reality. The existing workforce would require large scale re-skilling to adjust to the new reality as there is fundamental incompatibility of Industry 4.0 and our Labour Standards 1.0. There will be a need for massive up skilling as 'digital labour would become integral to most work profiles. At the very core of Industry 4.0 is the fact that lifetime or permanent employment as we know it—that is becoming increasingly rare in even Industry 3.0—will more or less cease to exist with workers.”
Why relevant

Mentions both 'virtual reality' and 'augmented reality' as distinct tools used for re-skilling, implying they are different technologies with different roles.

How to extend

A student could infer that if VR and AR are listed separately, AR may not be identical to VR's fully simulated environments and should be compared to VR features.

FUNDAMENTALS OF HUMAN GEOGRAPHY, CLASS XII (NCERT 2025 ed.) > Chapter 7: Transport and Communication > Cyber Space – Internet > p. 68
Strength: 3/5
“Cyberspace is the world of electronic computerised space. It is encompassed by the Internet such as the World Wide Web (www). In simple words, it is the electronic digital world for communicating or accessing information over computer networks without physical movement of the sender and the receiver... It is also referred to as the Internet. Cyberspace exists everywhere. It may be in an office, sailing boat, flying plane and virtually anywhere. The speed at which this electronic network has spread is unprecedented in human history. There were less than 50 million Internet users in 1995, about 400 million in 2000, over two billion in 2010 and about 5.4 billion in 2023.”
Why relevant

Defines 'cyberspace' as an electronic/digital world for communication distinct from the physical, giving a concept of fully digital space.

How to extend

A student can contrast cyberspace (fully digital environment) with AR to judge if AR produces that same fully digital space or instead links digital data to physical locations.

Science ,Class VIII . NCERT(Revised ed 2025) > Chapter 10: Light: Mirrors and Lenses > Discover, design, and debate > p. 169
Strength: 3/5
“Move objects in the simulation and observe how the image changes.”
Why relevant

Uses the phrase 'Move objects in the simulation', providing a concrete example of simulation as a manipulable, fully virtual model.

How to extend

A student could compare this notion of a standalone simulation (as used in experiments) with entertainment AR which may overlay digital content onto real-world scenes to see if they match.

Exploring Society:India and Beyond ,Social Science, Class VIII . NCERT(Revised ed 2025) > Chapter 7: Factors of Production > Technology: An Enabler of Production > p. 176
Strength: 3/5
“Technology means the application of scientific knowledge. For example, a camera converts light into electrical signals to create a digital image. Any production-related activity uses some form of technology. Some early forms of technology that have existed since ancient times are still in use today. Today, newer and advanced technological developments are applied in various areas, making our lives easier. For example, payments can be made at the click of a button through UPI (Unified Payments Interface); farmers can get advance weather updates; Global Positioning Systems (GPS) can discover the shortest routes for transporting goods, and so on. Fig. 7.19.”
Why relevant

Explains technology converting physical inputs (camera light) into digital images, illustrating how digital representations of the physical are created rather than replacing reality.

How to extend

A student could extend this to AR: if AR uses sensors/cameras to digitize and overlay, it likely augments the physical rather than generating a purely simulated environment.

Statement 2
In the context of digital technologies for entertainment, does Augmented Reality (AR) completely shut out the physical world?
Origin: Web / Current Affairs Fairness: CA heavy Web-answerable

Web source
Presence: 5/5
"AR integrates virtual content with the real world, which enhances the user's perception of reality in the physical world."
Why this source?
  • Directly contrasts AR with VR, stating VR disconnects from the physical world while AR integrates with it.
  • Specifies that AR enhances the user's perception of the physical world rather than replacing it.
Web source
Presence: 5/5
"users still see and interact with their physical environments while experiencing supplementary digital information overlaid onto their field of vision."
Why this source?
  • Explicitly says users still see and interact with their physical environments when using AR.
  • Describes AR as overlaying supplementary digital information onto the real-world field of vision, implying the physical world remains present.
Web source
Presence: 4/5
"AR focuses on augmenting the physical world with digital artifacts, images, videos, or"
Why this source?
  • States AR augments the physical world with digital artifacts, indicating AR adds to rather than replaces the real world.
  • Frames AR and VR as different in how they interact with the physical environment, supporting that AR does not shut it out.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 232
Strength: 5/5
“With rapid development in the fields of information technology and hardware, the world is about to witness a fourth industrial revolution i.e., Industry 4.0, which is rooted in a new technological phenomenon - digitalization. This digitalization enables us to build a new virtual world from which we can steer the physical world. While Industry 3.0 focussed on the automation of single machines and processes, Industry 4.0 concentrates on the end-to-end digitisation of all physical assets and their integration into digital ecosystems with value chain partners. Driven by the power of big data, high computing capacity, artificial intelligence and analytics, Industry 4.0 aims to completely digitise the manufacturing sector.”
Why relevant

Describes Industry 4.0 as building a new virtual world 'from which we can steer the physical world', implying digital layers operate to control or augment physical assets rather than replace them.

How to extend

A student could infer AR is likely used to overlay or guide interactions with physical objects (not fully replace them) and check AR use-cases in entertainment that merge virtual overlays with real spaces.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Challenges for the Labour Force (Industry 4.0 and Labour 1.0) > p. 233
Strength: 4/5
“The shift in employment caused by adoption of industry 4.0 will be gradual but profound and existing jobs will require to be transformed with the aid of virtual reality and augmented reality. The existing workforce would require large scale re-skilling to adjust to the new reality as there is fundamental incompatibility of Industry 4.0 and our Labour Standards 1.0. There will be a need for massive up skilling as 'digital labour would become integral to most work profiles. At the very core of Industry 4.0 is the fact that lifetime or permanent employment as we know it—that is becoming increasingly rare in even Industry 3.0—will more or less cease to exist with workers.”
Why relevant

States that virtual reality and augmented reality will transform jobs and require re-skilling, indicating AR is a tool integrated into physical work rather than isolating users wholly from the physical environment.

How to extend

One could extend this to entertainment jobs (e.g., live events, theme parks) to test if AR augments performers/audiences instead of excluding physical presence.

FUNDAMENTALS OF HUMAN GEOGRAPHY, CLASS XII (NCERT 2025 ed.) > Chapter 7: Transport and Communication > Cyber Space – Internet > p. 68
Strength: 4/5
“Cyberspace is the world of electronic computerised space. It is encompassed by the Internet such as the World Wide Web (www). In simple words, it is the electronic digital world for communicating or accessing information over computer networks without physical movement of the sender and the receiver... It is also referred to as the Internet. Cyberspace exists everywhere. It may be in an office, sailing boat, flying plane and virtually anywhere. The speed at which this electronic network has spread is unprecedented in human history. There were less than 50 million Internet users in 1995, about 400 million in 2000, over two billion in 2010 and about 5.4 billion in 2023.”
Why relevant

Defines cyberspace as an electronic world existing 'everywhere' and enabling communication without physical movement, suggesting digital experiences can substitute some physical presence but also coexist spatially with it.

How to extend

Using basic knowledge that AR overlays digital content on real locations, a student might compare AR to pure cyberspace/VR to judge whether AR specifically eliminates physical context.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > 7.11 E-Commerce > p. 242
Strength: 3/5
“E-Commerce includes buying, selling, marketing or distribution of (i) goods, including digital products and (ii) services; through electronic network. Delivery of goods, including digital products, and services may be online or through traditional mode of physical delivery.”
Why relevant

Notes e-commerce can involve online transactions but still requires 'traditional mode of physical delivery', showing digital systems often depend on physical-world processes.

How to extend

By analogy, a student could test whether AR entertainment likewise depends on physical spaces/devices (venues, cameras, sensors), implying it does not completely shut out the physical world.

FUNDAMENTALS OF HUMAN GEOGRAPHY, CLASS XII (NCERT 2025 ed.) > Chapter 6: Tertiary and Quaternary Activities > Telecommunications > p. 49
Strength: 3/5
“The use of telecommunications is linked to the development of modern technology. It has revolutionised communications because of the speed with which messages are sent. The time reduced is from weeks to minutes. Besides, the recent advancements like mobile telephony have made communications direct and instantaneous at any time and from anywhere. The telegraph, morse code and telex have almost become things of the past. Radio and television also help to relay news, pictures, and telephone calls to vast audiences around the world and hence they are termed as mass media. They are vital for advertising and entertainment. Newspapers are able to cover events in all corners of the world.”
Why relevant

Explains telecommunications and mass media relay news and pictures to vast audiences, highlighting that digital media supplement real-world events and audiences rather than erase them.

How to extend

A student might examine entertainment formats (broadcasts, live shows) augmented by AR to see if AR augments audience experience without removing the physical event.

Statement 3
In the context of digital technologies for entertainment, does Virtual Reality (VR) project computer-generated images onto real-life objects or surroundings?
Origin: Web / Current Affairs Fairness: CA heavy Web-answerable

Web source
Presence: 5/5
"AR is a blend of the real world and the digital world, which is achieved by overlaying virtual computer-generated objects onto real-world objects. Where AR alters the user’s ongoing perception of a real-world environment, VR completely replaces the user's real-world environment with a simulated one."
Why this source?
  • Defines AR as overlaying virtual computer-generated objects onto real-world objects — that describes projecting CGI onto real surroundings.
  • Explicitly contrasts AR with VR by saying VR "completely replaces the user's real-world environment with a simulated one," implying VR does not project onto real objects.
Web source
Presence: 5/5
"Virtual reality (VR) recreates the sensory world around us entirely through computer-generated signals of sight, sound, touch (and in some cases smell and taste). Augmented reality (AR) overlays the computer-generated sensory signals on the real world"
Why this source?
  • States that VR "recreates the sensory world around us entirely through computer-generated signals," indicating a fully simulated environment.
  • Contrasts AR as overlaying computer-generated sensory signals on the real world, reinforcing that projecting onto real objects is AR's function, not VR's.
Web source
Presence: 4/5
"Unlike AR, virtual reality works by creating a fully immersive experience using a headset and computer-generated images (CGI) to put the user in a virtual world."
Why this source?
  • Explains VR creates a fully immersive experience using CGI to put the user in a virtual world, indicating replacement rather than overlay of reality.
  • By stating "Unlike AR," it implies that projecting CGI onto real-life surroundings is characteristic of AR, not VR.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 233
Strength: 4/5
“advanced robotics and cyber-physical systems, it is making it possible the meeting of the real and virtual worlds. Industry 4.0 is the next phase in bringing together conventional and modern technologies in manufacturing to create "smart factories". Such factories consist of machines (in the entire production chain) that are digitally connected and can learn from the large amount of data generated and then make autonomous decisions.”
Why relevant

Says advanced robotics and cyber-physical systems are 'making it possible the meeting of the real and virtual worlds', suggesting a distinction and interaction between real surroundings and virtual content.

How to extend

A student could combine this with knowledge of VR headsets (which replace rather than physically project onto objects) to judge whether VR overlays real objects or creates separate virtual scenes.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 232
Strength: 5/5
“With rapid development in the fields of information technology and hardware, the world is about to witness a fourth industrial revolution i.e., Industry 4.0, which is rooted in a new technological phenomenon - digitalization. This digitalization enables us to build a new virtual world from which we can steer the physical world. While Industry 3.0 focussed on the automation of single machines and processes, Industry 4.0 concentrates on the end-to-end digitisation of all physical assets and their integration into digital ecosystems with value chain partners. Driven by the power of big data, high computing capacity, artificial intelligence and analytics, Industry 4.0 aims to completely digitise the manufacturing sector.”
Why relevant

Describes digitalization as building a 'new virtual world from which we can steer the physical world', indicating virtual worlds are constructed digitally and remain conceptually separate from physical objects.

How to extend

Use the idea of a self-contained 'virtual world' to assess whether VR typically superimposes images onto physical items or immerses the user in a digitally generated environment.

Exploring Society:India and Beyond ,Social Science, Class VIII . NCERT(Revised ed 2025) > Chapter 7: Factors of Production > Technology: An Enabler of Production > p. 176
Strength: 3/5
“Technology means the application of scientific knowledge. For example, a camera converts light into electrical signals to create a digital image. Any production-related activity uses some form of technology. Some early forms of technology that have existed since ancient times are still in use today. Today, newer and advanced technological developments are applied in various areas, making our lives easier. For example, payments can be made at the click of a button through UPI (Unified Payments Interface); farmers can get advance weather updates; Global Positioning Systems (GPS) can discover the shortest routes for transporting goods, and so on. Fig. 7.19.”
Why relevant

Explains that a camera converts light into electrical signals to create a digital image, linking physical-light capture to digital image creation — useful for contrasting how digital images are generated vs. physically projected.

How to extend

A student could apply this to ask whether VR content is generated digitally and sent to displays (headsets) rather than being optically projected onto real surfaces.

Science , class X (NCERT 2025 ed.) > Chapter 9: Light – Reflection and Refraction > What you have learnt > p. 158
Strength: 4/5
“• n Light seems to travel in straight lines.• n Mirrors and lenses form images of objects. Images can be either real or virtual, depending on the position of the object.• n The reflecting surfaces, of all types, obey the laws of reflection. The refracting surfaces obey the laws of refraction.• n New Cartesian Sign Conventions are followed for spherical mirrors and lenses.”
Why relevant

Summarizes that 'mirrors and lenses form images... Images can be either real or virtual', providing definitions of 'virtual image' as an image not formed on a physical screen or surface.

How to extend

Combining this optical notion of a 'virtual image' with digital VR concepts helps a student reason whether VR images are formed on real objects or experienced as virtual (not physically projected) images.

Science , class X (NCERT 2025 ed.) > Chapter 9: Light – Reflection and Refraction > Solution > p. 156
Strength: 3/5
“A concave lens always forms a virtual, erect image on the same side of the object. The positive sign shows that the image is erect and virtual. The image is one-third of the size of the object.”
Why relevant

Gives an example that a concave lens forms a virtual, erect image on the same side as the object — an explicit instance of a virtual image being distinct from a physical projection onto objects.

How to extend

A student can analogize that VR displays create images perceived by viewers (like virtual images from optics) rather than projecting onto existing physical objects.

Statement 4
In the context of digital technologies for entertainment, does Augmented Reality (AR) allow users to remain present in the real world while enhancing their experience?
Origin: Web / Current Affairs Fairness: CA heavy Web-answerable

Web source
Presence: 5/5
"Using augmented reality, users still see and interact with their physical environments while experiencing supplementary digital information overlaid onto their field of vision."
Why this source?
  • Directly states that AR lets users still see and interact with their physical environments while adding digital information.
  • Explicitly ties AR overlay to the user's field of vision, matching the idea of remaining present while experience is enhanced.
Web source
Presence: 5/5
"Unlike virtual reality (VR), which replaces the real world with a simulated one, AR enhances the real world with digital information."
Why this source?
  • Defines AR as overlaying computer-generated images onto the real world, indicating the real environment remains visible.
  • Contrasts AR with VR by saying AR enhances the real world rather than replacing it, supporting the 'remain present' claim.
Web source
Presence: 4/5
"Augmented reality (AR) overlays the computer-generated sensory signals on the real world allowing the user to experience a rich juxtaposition"
Why this source?
  • Describes AR as overlaying computer-generated sensory signals on the real world, allowing users to experience both real and digital elements together.
  • Supports the notion of a 'rich juxtaposition' of real and digital, consistent with remaining present while having an enhanced experience.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Challenges for the Labour Force (Industry 4.0 and Labour 1.0) > p. 233
Strength: 5/5
“The shift in employment caused by adoption of industry 4.0 will be gradual but profound and existing jobs will require to be transformed with the aid of virtual reality and augmented reality. The existing workforce would require large scale re-skilling to adjust to the new reality as there is fundamental incompatibility of Industry 4.0 and our Labour Standards 1.0. There will be a need for massive up skilling as 'digital labour would become integral to most work profiles. At the very core of Industry 4.0 is the fact that lifetime or permanent employment as we know it—that is becoming increasingly rare in even Industry 3.0—will more or less cease to exist with workers.”
Why relevant

Explicitly pairs augmented reality with virtual reality as tools to transform existing jobs and work practices, indicating AR is used to modify real-world activities rather than wholly replace them.

How to extend

A student could combine this with the basic fact that 'augment' implies adding to real tasks to infer AR likely overlays digital information while the user stays in the real environment.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 232
Strength: 4/5
“With rapid development in the fields of information technology and hardware, the world is about to witness a fourth industrial revolution i.e., Industry 4.0, which is rooted in a new technological phenomenon - digitalization. This digitalization enables us to build a new virtual world from which we can steer the physical world. While Industry 3.0 focussed on the automation of single machines and processes, Industry 4.0 concentrates on the end-to-end digitisation of all physical assets and their integration into digital ecosystems with value chain partners. Driven by the power of big data, high computing capacity, artificial intelligence and analytics, Industry 4.0 aims to completely digitise the manufacturing sector.”
Why relevant

Describes digitalization enabling construction of a 'new virtual world' that can 'steer the physical world', suggesting a relationship between digital layers and the physical environment.

How to extend

A student might extend this by noting that technologies which connect digital and physical layers (like AR) can enhance real-world experiences without displacing the user from physical reality.

Environment and Ecology, Majid Hussain (Access publishing 3rd ed.) > Chapter 11: Contemporary Socio-Economic Issues > social relevance of liberalisation and Globalisation > p. 14
Strength: 3/5
“Te big corporates get access to indigenous knowledge and patent it for their gain and proft.• 12. Efect on Cultures and Traditions. Liberalisation and Globalisation have not only afected our lifestyles, it has also afected the fne arts, literature, music, dance, movies, news, media, TV programmes, entertainment and life style. Satellite cables, phones, walkman, VCDs, DVDs and other entertainment technology has made the life in urban and rural areas more fast, enjoyable but full of tension.• 13. Easy Communication: Te information technology made the communication easier, faster and cheaper.• 14. Development of Hybrid Culture: Te globalisation may lead to single world culture or homogenized culture.”
Why relevant

Lists entertainment technologies (satellite cables, VCDs, DVDs, TV) as making life more enjoyable, showing a pattern that communication/entertainment tech enhances user experience.

How to extend

Using the general pattern that new media enhance experiences, a student could reasonably test whether AR fits this pattern by checking if AR augments (adds to) real-world entertainment rather than replacing it.

FUNDAMENTALS OF HUMAN GEOGRAPHY, CLASS XII (NCERT 2025 ed.) > Chapter 6: Tertiary and Quaternary Activities > Telecommunications > p. 49
Strength: 3/5
“The use of telecommunications is linked to the development of modern technology. It has revolutionised communications because of the speed with which messages are sent. The time reduced is from weeks to minutes. Besides, the recent advancements like mobile telephony have made communications direct and instantaneous at any time and from anywhere. The telegraph, morse code and telex have almost become things of the past. Radio and television also help to relay news, pictures, and telephone calls to vast audiences around the world and hence they are termed as mass media. They are vital for advertising and entertainment. Newspapers are able to cover events in all corners of the world.”
Why relevant

Highlights telecommunications and modern technology as vital for advertising and entertainment, implying digital tech is commonly integrated into mass entertainment contexts.

How to extend

A student could combine this with the general knowledge that entertainment technologies vary from immersive (replace reality) to augmenting (overlay on reality) to evaluate where AR typically sits.

Exploring Society:India and Beyond ,Social Science, Class VIII . NCERT(Revised ed 2025) > Chapter 7: Factors of Production > Technology: An Enabler of Production > p. 176
Strength: 3/5
“Technology means the application of scientific knowledge. For example, a camera converts light into electrical signals to create a digital image. Any production-related activity uses some form of technology. Some early forms of technology that have existed since ancient times are still in use today. Today, newer and advanced technological developments are applied in various areas, making our lives easier. For example, payments can be made at the click of a button through UPI (Unified Payments Interface); farmers can get advance weather updates; Global Positioning Systems (GPS) can discover the shortest routes for transporting goods, and so on. Fig. 7.19.”
Why relevant

Defines technology as applying scientific knowledge to convert real signals (e.g., light to digital image), illustrating how physical-world inputs are turned into digital enhancements.

How to extend

A student could use this principle to infer AR systems take real-world sensory input and add digital elements, supporting the idea users remain in the real world while receiving enhancements.

Statement 5
In the context of digital technologies for entertainment, does Augmented Reality (AR) use smartphone or PC cameras to overlay digital content onto the real-world view?
Origin: Web / Current Affairs Fairness: CA heavy Web-answerable

Web source
Presence: 5/5
"It is typically experienced through the use of a smartphone or tablet camera, which captures the user's surroundings and adds digital elements to it in real-time."
Why this source?
  • Explicitly states AR overlays digital information onto the real world.
  • Says AR is typically experienced via a smartphone or tablet camera that captures surroundings and adds digital elements in real time, matching the claim about using device cameras to overlay content.
Web source
Presence: 5/5
"AR devices are equipped with cameras, sensors and displays. This can include smartphones and tablets creating mobile AR experiences... These devices capture the physical world and then integrate digital content"
Why this source?
  • Describes AR devices as being equipped with cameras, sensors and displays.
  • Specifically lists smartphones and tablets as devices that capture the physical world and integrate digital content, supporting the use of phone/tablet cameras for AR overlays.
Web source
Presence: 4/5
"Augmented reality (AR) overlays computer-generated images and information onto the real world, typically viewed through the screen of a smartphone, tablet, or AR headset."
Why this source?
  • Defines AR as overlaying computer-generated images onto the real world.
  • Notes AR is typically viewed through the screen of a smartphone, tablet, or AR headset, supporting the claim that device cameras/screens are used for AR overlays.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Challenges for the Labour Force (Industry 4.0 and Labour 1.0) > p. 233
Strength: 4/5
“The shift in employment caused by adoption of industry 4.0 will be gradual but profound and existing jobs will require to be transformed with the aid of virtual reality and augmented reality. The existing workforce would require large scale re-skilling to adjust to the new reality as there is fundamental incompatibility of Industry 4.0 and our Labour Standards 1.0. There will be a need for massive up skilling as 'digital labour would become integral to most work profiles. At the very core of Industry 4.0 is the fact that lifetime or permanent employment as we know it—that is becoming increasingly rare in even Industry 3.0—will more or less cease to exist with workers.”
Why relevant

Mentions augmented reality and virtual reality as technologies applied to transform work and create a new reality, establishing AR as a tool that combines digital and real environments.

How to extend

A student could combine this with the basic fact that AR must sense the real environment (e.g., via cameras) to overlay digital content, so AR implementations often use device cameras.

Exploring Society:India and Beyond ,Social Science, Class VIII . NCERT(Revised ed 2025) > Chapter 7: Factors of Production > Technology: An Enabler of Production > p. 176
Strength: 5/5
“Technology means the application of scientific knowledge. For example, a camera converts light into electrical signals to create a digital image. Any production-related activity uses some form of technology. Some early forms of technology that have existed since ancient times are still in use today. Today, newer and advanced technological developments are applied in various areas, making our lives easier. For example, payments can be made at the click of a button through UPI (Unified Payments Interface); farmers can get advance weather updates; Global Positioning Systems (GPS) can discover the shortest routes for transporting goods, and so on. Fig. 7.19.”
Why relevant

Defines a camera as a device that converts light into electrical signals to create a digital image, providing the basic mechanism for capturing the real-world view digitally.

How to extend

A student can infer that devices with cameras (smartphones or PCs with webcams) can supply the real-world image AR overlays onto.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 232
Strength: 3/5
“With rapid development in the fields of information technology and hardware, the world is about to witness a fourth industrial revolution i.e., Industry 4.0, which is rooted in a new technological phenomenon - digitalization. This digitalization enables us to build a new virtual world from which we can steer the physical world. While Industry 3.0 focussed on the automation of single machines and processes, Industry 4.0 concentrates on the end-to-end digitisation of all physical assets and their integration into digital ecosystems with value chain partners. Driven by the power of big data, high computing capacity, artificial intelligence and analytics, Industry 4.0 aims to completely digitise the manufacturing sector.”
Why relevant

Describes digitalization and building virtual worlds integrated with the physical world, indicating a pattern of combining digital data with physical assets.

How to extend

One can extend this to the idea that overlaying digital content onto a physical view (AR) is part of that digitization and requires capturing physical-world data (e.g., via cameras).

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 11: Agriculture - Part II > Smart Farming > p. 360
Strength: 4/5
“helps in determining the weather pattern in farms so that cultivation is done for suitable crops. Computer imaging involves the use of sensor cameras installed at different corners of the farm or drones equipped with cameras to produce images which undergo digital image processing.”
Why relevant

Explains computer imaging using sensor cameras to produce images which undergo digital image processing, showing cameras feed images into digital systems for further manipulation.

How to extend

A student could reasonably generalize that AR systems similarly process camera images and then render additional digital elements onto them on devices like phones or PCs.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 11: Agriculture - Part II > Application of Technology in Agriculture: > p. 358
Strength: 3/5
“By using drone technology with AI enabled cameras, agricultural farmers and pest control companies can virtually walk every crop and provide nearly full-time monitoring to look for irregular crop degradation, pests, disease spots or dead soil. A farmer can then collect data from a specific crop area and stop the spread of disease. Unmanned drones are able to cover far more land in much less time than humans on foot allowing for large farms to be monitored more frequently.• The volume of data collected through technologies like farm machinery, drone imagery and crop analytics is too abundant for humans to process.”
Why relevant

Gives an example of AI-enabled cameras (on drones) collecting imagery for processing, illustrating how camera-captured real-world imagery is combined with digital analysis.

How to extend

By analogy, a student can extend this pattern to consumer AR where device cameras capture scenes that are augmented with digital content.

Statement 6
In the context of digital technologies for entertainment, does Virtual Reality (VR) block out the physical world and provide a completely immersive experience that transports the user into a simulated environment?
Origin: Web / Current Affairs Fairness: CA heavy Web-answerable

Web source
Presence: 5/5
"VR completely immerses users in a simulated environment, disconnecting them from the physical world."
Why this source?
  • Explicitly states VR ‘completely immerses’ users and disconnects them from the physical world.
  • Directly ties the user experience of VR to being placed inside a simulated environment.
Web source
Presence: 5/5
"VR replaces the real-world environment with a simulated environment, where computer simulations influence the user’s senses and perception through the production of images, sound and other sensations."
Why this source?
  • Defines VR as replacing the real-world environment with a simulated environment.
  • Notes that computer simulations influence the user’s senses and perception, supporting the idea of transport into a virtual world.
Web source
Presence: 5/5
"Virtual Reality refers to when the user only perceives a simulated world, and exists at the extreme of the ‘virtuality continuum’."
Why this source?
  • States VR is when the user only perceives a simulated world, placing it at the extreme end of the virtuality continuum.
  • Links this perception to common VR hardware (head‑mounted display and earphones) that isolate the user from physical reality.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 233
Strength: 5/5
“advanced robotics and cyber-physical systems, it is making it possible the meeting of the real and virtual worlds. Industry 4.0 is the next phase in bringing together conventional and modern technologies in manufacturing to create "smart factories". Such factories consist of machines (in the entire production chain) that are digitally connected and can learn from the large amount of data generated and then make autonomous decisions.”
Why relevant

States Industry 4.0 is making possible 'the meeting of the real and virtual worlds', giving a rule that digital systems can combine or overlay physical and virtual realities.

How to extend

A student could infer that some digital technologies (including VR) are designed to merge or replace sensory input and thus test whether VR devices produce such a meeting/overlay that 'transports' users.

Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 232
Strength: 4/5
“With rapid development in the fields of information technology and hardware, the world is about to witness a fourth industrial revolution i.e., Industry 4.0, which is rooted in a new technological phenomenon - digitalization. This digitalization enables us to build a new virtual world from which we can steer the physical world. While Industry 3.0 focussed on the automation of single machines and processes, Industry 4.0 concentrates on the end-to-end digitisation of all physical assets and their integration into digital ecosystems with value chain partners. Driven by the power of big data, high computing capacity, artificial intelligence and analytics, Industry 4.0 aims to completely digitise the manufacturing sector.”
Why relevant

Says digitalization enables building 'a new virtual world from which we can steer the physical world', implying creation of distinct virtual spaces linked to physical systems.

How to extend

One could extend this to ask whether VR creates a distinct virtual space that users enter (blocking/overriding physical cues) vs. simply controlling physical systems from a screen.

FUNDAMENTALS OF HUMAN GEOGRAPHY, CLASS XII (NCERT 2025 ed.) > Chapter 7: Transport and Communication > Cyber Space – Internet > p. 68
Strength: 4/5
“Cyberspace is the world of electronic computerised space. It is encompassed by the Internet such as the World Wide Web (www). In simple words, it is the electronic digital world for communicating or accessing information over computer networks without physical movement of the sender and the receiver... It is also referred to as the Internet. Cyberspace exists everywhere. It may be in an office, sailing boat, flying plane and virtually anywhere. The speed at which this electronic network has spread is unprecedented in human history. There were less than 50 million Internet users in 1995, about 400 million in 2000, over two billion in 2010 and about 5.4 billion in 2023.”
Why relevant

Defines cyberspace as an electronic digital world that 'exists everywhere' alongside physical places, suggesting digital and physical coexist rather than one necessarily replacing the other.

How to extend

Use this to probe whether VR is another layer of cyberspace coexisting with physical reality or instead a modality that fully blocks it for the user.

Science ,Class VIII . NCERT(Revised ed 2025) > Chapter 10: Light: Mirrors and Lenses > Discover, design, and debate > p. 169
Strength: 3/5
“Move objects in the simulation and observe how the image changes.”
Why relevant

Mentions moving objects in a simulation and observing image changes — an example showing digital simulations can create dynamic virtual environments.

How to extend

A student could extrapolate that VR uses similar simulations to create immersive scenes and then check whether sensory isolation (e.g., visual/audio blocking) is part of that setup.

Geography of India ,Majid Husain, (McGrawHill 9th ed.) > Chapter 12: Transport, Communications and Trade > Radio, Television, and Cinema > p. 45
Strength: 3/5
“It manages radio and television services under the supervision of parliamentary Committee. Cinema is the most popular means of entertainment in India. It is the largest producer of feature films in the world. Hindi films by far is the most dominant section. Almost all the regional languages bring out their own films almost continuously. Personal computers and Internet services have brought about a new revolution in the age of explosion of information technology.”
Why relevant

Notes personal computers and Internet services transformed entertainment, indicating digital tech is already used to deliver immersive entertainment experiences.

How to extend

Combine this with knowledge of entertainment hardware to investigate whether current entertainment tech trends aim at full immersion (VR) or augmented/coexistent experiences.

Pattern takeaway: The 'X vs Y' Swap Pattern is dominant in Science & Tech. If a question compares two technologies, assume 80% probability that their definitions or key features have been interchanged in the statements. Verify definitions before accepting them.
How you should have studied
  1. [THE VERDICT]: Sitter. Basic tech literacy required. Covered in every standard Science & Tech compilation under 'Emerging Technologies'.
  2. [THE CONCEPTUAL TRIGGER]: GS III - Awareness in the fields of IT, Computers, and Robotics. Specifically, the 'Industry 4.0' theme mentioned in economy texts (Vivek Singh).
  3. [THE HORIZONTAL EXPANSION]: Memorize the spectrum: Augmented Reality (Overlay) -> Mixed Reality (Interaction with digital objects in real world, e.g., HoloLens) -> Virtual Reality (Full immersion) -> Extended Reality (XR - Umbrella term). Also: Haptics (Touch feedback), Metaverse (Persistent virtual world), and Web 3.0 (Decentralization).
  4. [THE STRATEGIC METACOGNITION]: When studying comparative technologies (LED vs OLED, 4G vs 5G, AR vs VR), always make a 'Difference Table'. UPSC consistently creates questions by swapping the unique features of two competing technologies.
Concept hooks from this question
📌 Adjacent topic to master
S1
👉 Role of AR and VR in Industry 4.0
💡 The insight

AR and VR are tools used to transform jobs and enable new digital modes of work under Industry 4.0.

High-yield for GS papers on technology and labour: connects digitalisation, skilling and employment policy. Mastering this helps answer questions on workforce transformation, policy responses to automation, and technology-driven training programs.

📚 Reading List :
  • Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Challenges for the Labour Force (Industry 4.0 and Labour 1.0) > p. 233
  • Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 232
🔗 Anchor: "In the context of digital technologies for entertainment, does Augmented Reality..."
📌 Adjacent topic to master
S1
👉 Virtual world vs Cyberspace (digital world)
💡 The insight

Cyberspace is the electronic digital world and Industry 4.0 builds virtual worlds that can interact with the physical world.

Important for questions on digital infrastructure, digital divide and governance of online spaces; links to internet penetration, digital ecosystems and policy on digital public goods.

📚 Reading List :
  • Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 232
  • FUNDAMENTALS OF HUMAN GEOGRAPHY, CLASS XII (NCERT 2025 ed.) > Chapter 7: Transport and Communication > Cyber Space – Internet > p. 68
🔗 Anchor: "In the context of digital technologies for entertainment, does Augmented Reality..."
📌 Adjacent topic to master
S1
👉 Augmented environments versus fully simulated (simulation) environments
💡 The insight

Distinguishing augmentation (overlaying digital content on the real world) from full simulations is essential when evaluating claims about AR creating a fully simulated environment.

Useful for precise answers in technology-related questions and critique of tech claims; enables clear differentiation in questions asking about applications, limitations, and policy implications of AR versus VR and simulations.

📚 Reading List :
  • Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Challenges for the Labour Force (Industry 4.0 and Labour 1.0) > p. 233
  • Science ,Class VIII . NCERT(Revised ed 2025) > Chapter 10: Light: Mirrors and Lenses > Discover, design, and debate > p. 169
  • Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 232
🔗 Anchor: "In the context of digital technologies for entertainment, does Augmented Reality..."
📌 Adjacent topic to master
S2
👉 Industry 4.0: Digitisation of physical assets
💡 The insight

Digitisation creates virtual systems that monitor, model and steer physical assets, which bears on whether digital layers replace or augment the physical world.

High-yield for UPSC because questions on technological change ask how digitalisation transforms industry, value chains and regulatory needs; links to manufacturing policy, AI, big data and economic restructuring; useful for essays and policy-analysis questions on modernisation and industrial strategy.

📚 Reading List :
  • Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Fourth Industrial Revolution (Industry 4.0): Present > p. 232
🔗 Anchor: "In the context of digital technologies for entertainment, does Augmented Reality..."
📌 Adjacent topic to master
S2
👉 VR and AR in workforce transformation
💡 The insight

Augmented and virtual reality are explicitly invoked as tools that transform job roles and demand reskilling, so their practical uses must be weighed against claims of replacing physical reality.

Important for UPSC as debates on labour, skills and education increasingly involve immersive technologies; connects labour market policy, vocational training and social protection; helps answer questions on human capital and technology-driven employment change.

📚 Reading List :
  • Indian Economy, Vivek Singh (7th ed. 2023-24) > Chapter 7: Indian Economy after 2014 > Challenges for the Labour Force (Industry 4.0 and Labour 1.0) > p. 233
🔗 Anchor: "In the context of digital technologies for entertainment, does Augmented Reality..."
📌 Adjacent topic to master
S2
👉 Cyberspace versus physical presence
💡 The insight

Cyberspace enables electronic interaction without physical movement, illustrating coexistence of digital and physical spheres rather than total exclusion of one by the other.

Relevant for UPSC because digital inclusion, communication infrastructure and the digital divide are recurring topics; links to governance of online services, rural-urban connectivity and public service delivery; useful for questions on digital policy and social impacts of ICT.

📚 Reading List :
  • FUNDAMENTALS OF HUMAN GEOGRAPHY, CLASS XII (NCERT 2025 ed.) > Chapter 7: Transport and Communication > Cyber Space – Internet > p. 68
🔗 Anchor: "In the context of digital technologies for entertainment, does Augmented Reality..."
📌 Adjacent topic to master
S3
👉 Virtual vs Real Images in Optics
💡 The insight

Knowing what constitutes a virtual image versus a real image helps clarify whether a visual is formed on a physical surface or only perceived, which is relevant when assessing how digital visuals are presented.

High-yield for linking basic physics to display technologies: it enables exam candidates to reason whether a technology produces images that exist on/at real surfaces (real) or are perceived without surface formation (virtual). This concept connects optics to imaging systems and supports analysis of device behaviour and display claims.

📚 Reading List :
  • Science , class X (NCERT 2025 ed.) > Chapter 9: Light – Reflection and Refraction > What you have learnt > p. 158
  • Science , class X (NCERT 2025 ed.) > Chapter 9: Light – Reflection and Refraction > Solution > p. 156
🔗 Anchor: "In the context of digital technologies for entertainment, does Virtual Reality (..."
🌑 The Hidden Trap

Mixed Reality (MR). Since AR and VR are tested, the next logical step is MR, where digital and physical objects co-exist and interact in real-time (unlike AR where digital just floats on top). Also, look out for 'Haptic Technology' which adds the sense of touch to these experiences.

⚡ Elimination Cheat Code

The 'Reciprocal Error' Logic. Statement 1 says AR 'shuts out the world' (which sounds like VR). Statement 2 says VR 'projects on real objects' (which sounds like AR). When you see two statements that look like perfect definitions of *each other*, both are usually false. Eliminating 1 and 2 leaves only Option B and D. Statement 3 (AR uses phone camera) is common sense (think Snapchat filters/Pokemon Go), confirming Option B.

🔗 Mains Connection

Mains GS3 (Science & Tech Applications): Move beyond entertainment. Cite AR/VR in 'Skill India' (simulated welding training), 'Heritage Conservation' (virtual tours of ASI sites like Ajanta), and 'Healthcare' (remote surgery planning). This turns a Prelims fact into a Mains value-add.

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SIMILAR QUESTIONS

IAS · 2004 · Q144 Relevance score: 0.90

Consider the following statements: 1. Smart Card is a plastic card with an embedded microchip. 2. Digital technology is primarily used with new physical communication medium such as satellite and fibre optics transmission. 3. A digital library is a collection of documents in an organised electronic form available on the Internet only. Which of the statements given above is/are correct?

IAS · 2018 · Q64 Relevance score: -0.23

Consider the following pairs : Terms sometimes seen in news Context / Topic 1. Belle II experiment - Artificial Intelligence - Digital/ 2. Blockchain technology Cryptocurrency 3. CRISPR - Cas9 - Particle Physics Which of the pairs given above is/are correctly matched ?

CDS-I · 2010 · Q112 Relevance score: -0.53

Consider the following statements 1. A person with myopia can see distant objects distinctly but cannot see nearby objects clearly. 2. A person with hypermetropia cannot see distant objects clearly. 3. A person with presbyopia can see nearby objects without corrective glasses. Which of the statements given above is/are not correct ?

IAS · 2023 · Q87 Relevance score: -0.72

Consider the following statements : Statement-I : Recently, the United States of America (USA) and the European Union (EU) have launched the Trade and Technology Council'. Statement-II : The USA and the EU claim that through this they are trying to bring technological progress and physical productivity under their control. Which one of the following is correct in respect of the above statements?

IAS · 2022 · Q62 Relevance score: -0.81

With reference to Web 3-0, consider the following statements : 1. Web 3.0 technology enables people to control their own data. 2. In Web 3.0 world, there can be blockchain based social networks. 3. Web 3.0 is operated by users collectively rather than a corporation. Which of the statements given above are correct ?