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SEMINAR PRESENTATION
ON
VIRTUAL REALITY
Presented By
SHREYANSH 1209113095
Department of Information Technology
OVERVIEW
 What is Virtual Reality?
 History of Virtual Reality
Types of Virtual Reality
 Devices used in Virtual Reality
 Applications of Virtual Reality
 Conclusion
WHAT IS VIRTUAL REALITY?
 Virtual Reality refers to a high-end user interface that involves
real-time simulation and interactions through multiple sensorial
channels.
 Virtual Reality means feeling an imaginary (virtual) world,
rather than the real one. The imaginary world is a simulation
running in a computer. The sense data is fed by some system to
our brain.
 Virtual Reality allows a user to interact with a computer-
simulated environment, be it a real or imagined one.
HISTORY OF VIRTUAL REALITY
1950’s visionary cinematographer Morton Heilig built a single
user console called Sensorama. This enabled the user watch
television in three dimensional ways.
In 1961, Philco Corporation engineers developed the first HMD
known as the Headsight.
It was in 1965 IVAN SUTHERLAND envisioned what he
called the “Ultimate Display.”
In 1988, commercial development of VR began.
In 1991, first commercial entertainment VR system "Virtuality"
was released.
TYPES OF VIRTUAL REALITY
VR Systems can be divided into three groups
• Non-immersive systems (like workstations)
See information about the real world, presented via computer
- location based services, GIS .
• Augmented reality systems (like HMD)
Stay in real world, but see simulated objects.
• Immersive systems (like CAVE)
See simulated world and "be" in that simulated world.
DEVICES USED IN VIRTUAL REALITY
 HEAD MOUNTED DISPLAY (HMD)
 CAVE AUTOMATIC VIRTUAL ENVIRONMENT (CAVE)
 DATA GLOVES  DATA SUIT
APPLICATIONS OF VIRTUAL REALITY
Business:
• Virtual reality is being used in a number of ways by the
business community which include:
• Virtual tours of a business environment.
• Training of new employees.
• A 360 view of a product.
Training:
• Virtual reality environments have been used for training
simulators.
• Examples include flight simulators, battlefield simulators for
soldiers,paratrooping.
Engineering and Design:
• VR is widely used in engineering and designing process.
• It gives better understanding of the design and facilitates
changes wherever necessary
• It helps to reduce the time and cost factor.
Examples: Building construction, car designing.
Medical:
• Healthcare is one of the biggest adopters of virtual reality which
encompasses surgery simulation, phobia treatment, robotic
surgery and skills training.
• VR finds its application in nursing, dentistry, health issues for
the disabled.
Entertainment:
• The entertainment industry is one of the most enthusiastic
advocates of virtual reality, most noticeably in games and
virtual worlds.
• Virtual Museum, e.g. interactive exhibitions
• Gaming
• Virtual theme parks
CONCLUSION
• Virtual Reality is a growing industry.
• PC and specialized hardware are getting better, faster and
cheaper because of development in VR.
• In the past, computing power has doubled approximately
every 18 months. If this is the case then we should have a
computer powerful enough to run immersive VR programs in
our own homes by the year 2037.
REFERENCES
 VIRTUAL REALITY <http://ei.cs.vt.edu/~history/Tate.VR.html>
 Evolution of Virtual Reality
<http://www.ec.njit.edu/~gdb1498/Portfolio/CIS350TermPaper2.htm
l>
 "virtual reality (VR)" Encyclopedia Britannica Online. 11 Dec. 2009
<http://www.britannica.com/EBchecked/topic/630181/virtual-
reality>.
 Strickland, Jonathan. "How Virtual Reality Works" Web. 9 Dec.
2009. <http://electronics.howstuffworks.com/gadgets/other-
gadgets/virtual-reality8.htm#>.

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Virtual Reality-Seminar presentation

  • 1.
  • 2. SEMINAR PRESENTATION ON VIRTUAL REALITY Presented By SHREYANSH 1209113095 Department of Information Technology
  • 3. OVERVIEW  What is Virtual Reality?  History of Virtual Reality Types of Virtual Reality  Devices used in Virtual Reality  Applications of Virtual Reality  Conclusion
  • 4. WHAT IS VIRTUAL REALITY?  Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels.  Virtual Reality means feeling an imaginary (virtual) world, rather than the real one. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.  Virtual Reality allows a user to interact with a computer- simulated environment, be it a real or imagined one.
  • 5. HISTORY OF VIRTUAL REALITY 1950’s visionary cinematographer Morton Heilig built a single user console called Sensorama. This enabled the user watch television in three dimensional ways.
  • 6. In 1961, Philco Corporation engineers developed the first HMD known as the Headsight.
  • 7. It was in 1965 IVAN SUTHERLAND envisioned what he called the “Ultimate Display.” In 1988, commercial development of VR began. In 1991, first commercial entertainment VR system "Virtuality" was released.
  • 8. TYPES OF VIRTUAL REALITY VR Systems can be divided into three groups • Non-immersive systems (like workstations) See information about the real world, presented via computer - location based services, GIS . • Augmented reality systems (like HMD) Stay in real world, but see simulated objects. • Immersive systems (like CAVE) See simulated world and "be" in that simulated world.
  • 9. DEVICES USED IN VIRTUAL REALITY  HEAD MOUNTED DISPLAY (HMD)
  • 10.  CAVE AUTOMATIC VIRTUAL ENVIRONMENT (CAVE)
  • 11.  DATA GLOVES  DATA SUIT
  • 12. APPLICATIONS OF VIRTUAL REALITY Business: • Virtual reality is being used in a number of ways by the business community which include: • Virtual tours of a business environment. • Training of new employees. • A 360 view of a product.
  • 13. Training: • Virtual reality environments have been used for training simulators. • Examples include flight simulators, battlefield simulators for soldiers,paratrooping.
  • 14. Engineering and Design: • VR is widely used in engineering and designing process. • It gives better understanding of the design and facilitates changes wherever necessary • It helps to reduce the time and cost factor. Examples: Building construction, car designing.
  • 15. Medical: • Healthcare is one of the biggest adopters of virtual reality which encompasses surgery simulation, phobia treatment, robotic surgery and skills training. • VR finds its application in nursing, dentistry, health issues for the disabled.
  • 16. Entertainment: • The entertainment industry is one of the most enthusiastic advocates of virtual reality, most noticeably in games and virtual worlds. • Virtual Museum, e.g. interactive exhibitions • Gaming • Virtual theme parks
  • 17. CONCLUSION • Virtual Reality is a growing industry. • PC and specialized hardware are getting better, faster and cheaper because of development in VR. • In the past, computing power has doubled approximately every 18 months. If this is the case then we should have a computer powerful enough to run immersive VR programs in our own homes by the year 2037.
  • 18. REFERENCES  VIRTUAL REALITY <http://ei.cs.vt.edu/~history/Tate.VR.html>  Evolution of Virtual Reality <http://www.ec.njit.edu/~gdb1498/Portfolio/CIS350TermPaper2.htm l>  "virtual reality (VR)" Encyclopedia Britannica Online. 11 Dec. 2009 <http://www.britannica.com/EBchecked/topic/630181/virtual- reality>.  Strickland, Jonathan. "How Virtual Reality Works" Web. 9 Dec. 2009. <http://electronics.howstuffworks.com/gadgets/other- gadgets/virtual-reality8.htm#>.