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Virtual RealityVirtual Reality
Prepared by :- Ajay Jha
Exam no :- 2845
SDJ International college
TY BCA(sem-6)
2
OutlineOutline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Applications of VR
 Current problems & Future work
 Conclusion
 Reference
3
IntroductionIntroduction
 What is Virtual Reality(VR)?
Virtual Reality refers to a high-end user
interface that involves real-time
simulation and interactions through
multiple sensorial channels.
.
4
IntroductionIntroduction
((CCont’d)ont’d)
 Why VR?
VR is able to immerse you in a
computer-generated world of your own
making: a room, a city, the interior of
human body. With VR, you can explore
any uncharted territory of the human
imagination.
5
Brief HistoryBrief History
 In 1950s, flight simulators were built by US
Air Force to train student pilots.
 In 1965, a research program for computer
graphics called “The Ultimate Display” was
laid out.
 In 1988, commercial development of VR
began.
 In 1991, first commercial entertainment VR
system "Virtuality" was released.
6
Types of VR SystemTypes of VR System
 Windows on World(WoW)
– Also called Desktop VR.
– Using a conventional computer monitor to
display the 3D virtual world.
 Immersive VR
– Completely immerse the user's personal viewpoint inside
the virtual 3D world.
– The user has no visual contact with the physical word.
– Often equipped with a Head Mounted Display (HMD).
7
Types of VR System(Cont’d)Types of VR System(Cont’d)
 Telepresence
– A variation of visualizing complete computer
generated worlds.
– Links remote sensors in the real world with the senses of
a human operator. The remote sensors might be located
on a robot. Useful for performing operations in dangerous
environments.
8
Types of VR System(Cont’d)Types of VR System(Cont’d)
 Mixed Reality(Augmented Reality)
– The seamless merging of real space and virtual space.
– Integrate the computer-generated virtual objects into the
physical world which become in a sense an equal part of
our natural environment.
Distributed VR
– A simulated world runs on several computers which are
connected over network and the people are able to
interact in real time, sharing the same virtual world.
9
VR ExamplesVR Examples (Cont’d)(Cont’d)
 Telepresence VR
10
VR ExamplesVR Examples (Cont’d)(Cont’d)
 Distributed VR
11
Technologies of VR--Technologies of VR--HardwareHardware
 Head-Mounted Display (HMD)
− A Helmet or a face mask providing the visual and auditory
displays.
− Use LCD or CRT to display stereo images.
− May include built-in head-tracker and stereo headphones
12
Technologies of VR--Technologies of VR--HardwareHardware
 Binocular Omni-Orientation Monitor (BOOM)
− Head-coupled stereoscopic display device.
− Uses CRT to provide high-resolution display.
− Convenient to use.
− Fast and accurate built-in tracking.
13
Technologies of VR--Technologies of VR--HardwareHardware
 Cave Automatic Virtual Environment (CAVE)
− Provides the illusion of immersion by projecting stereo
images on the walls and floor of a room-sized cube.
− A head tracking system continuously adjust the stereo
projection to the current position of the leading viewer.
14
Technologies of VR--Technologies of VR--HardwareHardware
 Data Glove
– Outfitted with sensors on the fingers as well as an overall
position/orientation tracking equipment.
– Enables natural interaction with virtual objects by hand gesture
recognition.
15
Technologies of VR--Technologies of VR--HardwareHardware
 Control Devices
– Control virtual objects in 3 dimensions.
16
Technologies of VR--Technologies of VR--SoftwareSoftware
 Software packages available in market
– Multiverse (Freeware)
– Virtual Reality Studio ($100)
– Sense8 World Tool Kit (WTK) (over $1000)
– Autodesk Cyberspace Development kit (over $1000)
17
Technologies of VR--Technologies of VR--SoftwareSoftware
 VRML(Virtual Reality Modeling Language)
− Standard language for interactive simulation
within the World Wide Web.
− Allows to create "virtual worlds" networked via
the Internet and hyperlinked with the World
Wide Web.
− Aspects of virtual world display, interaction and
internetworking can be specified using VRML
without being dependent on special gear like
HMD.
– VR models can be viewed by Netscape or IE with a
browser plug-in.
18
ApplicationsApplications
 Entertainment
– More vivid
– Move exciting
– More attractive
19
ApplicationsApplications (Cont’d)(Cont’d)
 Medicine
− Practice performing surgery.
− Perform surgery on a remote patient.
− Teach new skills in a safe, controlled environment.
20
ApplicationsApplications (Cont’d)(Cont’d)
 Manufacturing
– Easy to modify
– Low cost
– High efficient
21
ApplicationsApplications (Cont’d)(Cont’d)
 Education & Training
– Driving simulators.
– Flight simulators.
– Ship simulators.
– Tank simulators.
22
Current problems &Current problems & FutureFuture workwork
 Cybersickness / simulator sickness
 Low-fidelity
 Expensive
 Lack of integration between application packages
 High-fidelity system
 Cost-saving
 Collaborative
 High-level contact between participants in distributed
VR
23
ConclusionConclusion
 VR offers us a new way to interact with
computer.
 VR enables us to experience the virtual world
that is impossible in real world.
 VR is changing our life, eventually VR will
increasingly become a part of our life.
24
Comments & Questions?Comments & Questions?
Any questions...?

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Virtual reality

  • 1. 1 Virtual RealityVirtual Reality Prepared by :- Ajay Jha Exam no :- 2845 SDJ International college TY BCA(sem-6)
  • 2. 2 OutlineOutline  Introduction  The history of VR  Types of VR  Technologies of VR  Applications of VR  Current problems & Future work  Conclusion  Reference
  • 3. 3 IntroductionIntroduction  What is Virtual Reality(VR)? Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. .
  • 4. 4 IntroductionIntroduction ((CCont’d)ont’d)  Why VR? VR is able to immerse you in a computer-generated world of your own making: a room, a city, the interior of human body. With VR, you can explore any uncharted territory of the human imagination.
  • 5. 5 Brief HistoryBrief History  In 1950s, flight simulators were built by US Air Force to train student pilots.  In 1965, a research program for computer graphics called “The Ultimate Display” was laid out.  In 1988, commercial development of VR began.  In 1991, first commercial entertainment VR system "Virtuality" was released.
  • 6. 6 Types of VR SystemTypes of VR System  Windows on World(WoW) – Also called Desktop VR. – Using a conventional computer monitor to display the 3D virtual world.  Immersive VR – Completely immerse the user's personal viewpoint inside the virtual 3D world. – The user has no visual contact with the physical word. – Often equipped with a Head Mounted Display (HMD).
  • 7. 7 Types of VR System(Cont’d)Types of VR System(Cont’d)  Telepresence – A variation of visualizing complete computer generated worlds. – Links remote sensors in the real world with the senses of a human operator. The remote sensors might be located on a robot. Useful for performing operations in dangerous environments.
  • 8. 8 Types of VR System(Cont’d)Types of VR System(Cont’d)  Mixed Reality(Augmented Reality) – The seamless merging of real space and virtual space. – Integrate the computer-generated virtual objects into the physical world which become in a sense an equal part of our natural environment. Distributed VR – A simulated world runs on several computers which are connected over network and the people are able to interact in real time, sharing the same virtual world.
  • 9. 9 VR ExamplesVR Examples (Cont’d)(Cont’d)  Telepresence VR
  • 10. 10 VR ExamplesVR Examples (Cont’d)(Cont’d)  Distributed VR
  • 11. 11 Technologies of VR--Technologies of VR--HardwareHardware  Head-Mounted Display (HMD) − A Helmet or a face mask providing the visual and auditory displays. − Use LCD or CRT to display stereo images. − May include built-in head-tracker and stereo headphones
  • 12. 12 Technologies of VR--Technologies of VR--HardwareHardware  Binocular Omni-Orientation Monitor (BOOM) − Head-coupled stereoscopic display device. − Uses CRT to provide high-resolution display. − Convenient to use. − Fast and accurate built-in tracking.
  • 13. 13 Technologies of VR--Technologies of VR--HardwareHardware  Cave Automatic Virtual Environment (CAVE) − Provides the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube. − A head tracking system continuously adjust the stereo projection to the current position of the leading viewer.
  • 14. 14 Technologies of VR--Technologies of VR--HardwareHardware  Data Glove – Outfitted with sensors on the fingers as well as an overall position/orientation tracking equipment. – Enables natural interaction with virtual objects by hand gesture recognition.
  • 15. 15 Technologies of VR--Technologies of VR--HardwareHardware  Control Devices – Control virtual objects in 3 dimensions.
  • 16. 16 Technologies of VR--Technologies of VR--SoftwareSoftware  Software packages available in market – Multiverse (Freeware) – Virtual Reality Studio ($100) – Sense8 World Tool Kit (WTK) (over $1000) – Autodesk Cyberspace Development kit (over $1000)
  • 17. 17 Technologies of VR--Technologies of VR--SoftwareSoftware  VRML(Virtual Reality Modeling Language) − Standard language for interactive simulation within the World Wide Web. − Allows to create "virtual worlds" networked via the Internet and hyperlinked with the World Wide Web. − Aspects of virtual world display, interaction and internetworking can be specified using VRML without being dependent on special gear like HMD. – VR models can be viewed by Netscape or IE with a browser plug-in.
  • 18. 18 ApplicationsApplications  Entertainment – More vivid – Move exciting – More attractive
  • 19. 19 ApplicationsApplications (Cont’d)(Cont’d)  Medicine − Practice performing surgery. − Perform surgery on a remote patient. − Teach new skills in a safe, controlled environment.
  • 20. 20 ApplicationsApplications (Cont’d)(Cont’d)  Manufacturing – Easy to modify – Low cost – High efficient
  • 21. 21 ApplicationsApplications (Cont’d)(Cont’d)  Education & Training – Driving simulators. – Flight simulators. – Ship simulators. – Tank simulators.
  • 22. 22 Current problems &Current problems & FutureFuture workwork  Cybersickness / simulator sickness  Low-fidelity  Expensive  Lack of integration between application packages  High-fidelity system  Cost-saving  Collaborative  High-level contact between participants in distributed VR
  • 23. 23 ConclusionConclusion  VR offers us a new way to interact with computer.  VR enables us to experience the virtual world that is impossible in real world.  VR is changing our life, eventually VR will increasingly become a part of our life.
  • 24. 24 Comments & Questions?Comments & Questions? Any questions...?