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Science and Technology

VR/AR, OTT and Social Media

Computer Science: Networking, Telecom, AI/ML, Big Data, Cloud/Edge Computing, IoT, Blockchain, Digital Currency, VR/AR, OTT, Social Media

Paper II · Unit 2 Section 8 of 12 0 PYQs 31 min

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VR/AR, OTT and Social Media

7.1 Virtual Reality, Augmented Reality and Mixed Reality

Virtual Reality (VR)

VR is a fully immersive computer-generated 3D environment. The user wears a headset (HMD — Head-Mounted Display) that blocks the real world.

Key hardware: Meta Quest 3, Sony PlayStation VR2, Apple Vision Pro ($3,499, 2024), Valve Index.

VR requires high-resolution displays, low-latency head tracking (gyroscope, accelerometer), positional tracking (inside-out cameras), and 6DoF (Degrees of Freedom) for natural movement.

Augmented Reality (AR)

AR overlays digital information (text, images, 3D models) on the real world, viewed through a smartphone camera or AR glasses.

Examples:

  • Pokémon Go (2016 — first mass-market AR app, 500 million downloads)
  • Google Maps AR navigation
  • IKEA Place (see furniture in your room)
  • Snapchat AR filters

Hardware: Google Glass (enterprise 2.0), Microsoft HoloLens 2 (industrial), Apple Vision Pro (MR), Meta Ray-Ban glasses.

Mixed Reality (MR)

MR is where physical and digital objects coexist and interact in real time. Holographic elements are anchored to real space.

Applications of VR/AR:

Domain Application
Education Virtual anatomy labs, historical site visits, distance learning (metaverse classrooms)
Healthcare Surgical simulation and training; phobia treatment (VR exposure therapy); pain management
Military Flight simulator training, combat simulation, maintenance training
Tourism Virtual heritage site visits; hotels using AR for room information
Real estate Virtual property tours
E-commerce AR try-on (Warby Parker glasses, Amazon virtual try-on)
Manufacturing AR-guided assembly (Boeing uses AR headsets for wiring aircraft, reducing time by 25%)

7.2 OTT Platforms

OTT (Over-The-Top) refers to media services delivered directly to viewers via the Internet, bypassing traditional TV infrastructure (cable, satellite, DTH).

Global OTT landscape (2024):

Platform Parent Company Subscribers Type
Netflix Netflix Inc. 238 million SVOD (Subscription)
Amazon Prime Video Amazon 200 million+ Part of Prime
Disney+ Hotstar Disney/Star 160 million SVOD
YouTube Google 2.5 billion users AVOD (Ad-supported)
Jio Cinema Reliance 200 million+ AVOD + SVOD

India's OTT context:

  • 45+ OTT platforms in India; ~100 million paying subscribers (2024)
  • IPL 2023 on Jio Cinema: Free streaming; 32 million concurrent viewers (record for any live streaming event globally)
  • Netflix India price (2024): Rs 149 (mobile-only) to Rs 649 (4K) — localised pricing
  • Regulation (IT Rules 2021): OTT platforms must self-classify content (U, U/A 7+, U/A 13+, U/A 16+, A); maintain a 3-tier grievance redressal mechanism; keep records for 90 days; appoint a Grievance Officer and resident India representative

7.3 Social Media

Social media platforms by Monthly Active Users (MAU, 2024):

Platform MAU Primary Use
Facebook 3.05 billion Social networking, groups, marketplace
YouTube 2.5 billion Video sharing, streaming
WhatsApp 2 billion Messaging, groups
Instagram 2 billion Photo/video sharing, stories, reels
TikTok 1.5 billion Short-form video
Twitter/X 250 million News, public discourse
LinkedIn 1 billion Professional networking
Telegram 900 million Messaging, channels

India's social media statistics (2024):

  • 500 million+ social media users
  • WhatsApp India: 500 million+ users — world's largest WhatsApp market
  • Instagram India: 360 million+ users
  • India banned TikTok on June 29, 2020 (along with 58 other Chinese apps) citing national security and data privacy

Social media governance in India:

IT (Intermediary Guidelines) Rules 2021 — Social media intermediaries with > 5 million users ("significant social media intermediaries") must:

  • Appoint a Chief Compliance Officer, Nodal Officer, Grievance Officer (all India residents)
  • Publish monthly compliance reports
  • Enable "traceability" of first originator of messages (WhatsApp end-to-end encryption controversy)
  • Provide voluntary user verification ("blue tick")

Ministry of Electronics and IT (MeitY) is the nodal ministry for IT Act enforcement. The Supreme Court examined IT Rules 2021 — some provisions challenged on free speech grounds (2022–2023).

Concerns:

  • Hate speech and misinformation (infodemic during COVID-19)
  • Radicalisation and election manipulation (Cambridge Analytica/Facebook scandal — 87 million users' data harvested without consent, 2018)
  • Mental health impacts (especially on teenagers)
  • Cyberbullying