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ITT PROJECT
VIRTUAL REALITY
SUBMITTED BY: MEGHNA
SAMAR
BATCH NUMBER: 173 A
REGISTRATION NO:
CRO0586829
Roll no: 27
SUBITTED TO: MRS
JYOTI MAM
CONTENTS
 VIRTUAL REALITY
 AUGMENTED REALITY
 MIXED REALITY
 A BIG THING?
 PROS
 CONS
 FUTURE
 CONCLUSION
VIRTUAL REALITY
 Virtual reality (VR) is an
interactive computer-
generated experience taking
place within a simulated
environment, that
incorporates mainly auditory
and visual, but also other
types of sensory
feedback like hap tic. This
immersive environment can
be similar to the real world or
it can be fantastical, creating
an experience that is not
possible in ordinary physical
reality.
AUGMENTED REALITY
 Augmented reality is
any sort of computer-
based system that
overlays data on top of
your current view of the
world, while continuing
to let you see the world
around you. Augmented
reality (AR) is one that
is more likely to be used
regularly in day-to-day
life
MIXED REALITY
 Mixed reality (MR, though
that isn’t an often used
acronym) is a form of
augmented reality that is
somewhere between VR and
AR. Mixed reality augments
the real world with virtual
objects that aim to look as if
they are really placed within
that world. It locks their
position according to real
world objects (e.g. placing a
virtual cat onto a real world
table and having it remain
there in augmented reality
while the user walks around
their house).
A BIG THING?
• The graph shows the
virtual reality (VR)
market revenue in the
United States from 2014 to
2025. In 2016, the VR
market in the United
States generated some 220
million U.S. dollars.
PROS
 VR For Medical
Students
 VR Surgery
Simulator
 Healthcare
 E-Commerce
 Travel
CONS
 Privacy
 Dizziness
 Weakness
 Negative Attitude
 Mental Disturbance
 Face-tracking
 Hand-tracking
 Inside-out tracking
 External body-tracking
 140 degrees field of
view
CONCLUSION
 By the aid of virtual reality spectators will be able
to get emotionally attached with every sight they
will lookout. It would totally change the way they
experience after watching any motion picture. We
will feel differently, contemplate in a different way
and see the image in an altered version. They
would get a warm feeling of solely present in the
stimulated world but in actual manner they would
be sitting wearing a head mounted system
initially. Numerous researches are still going on
to widen up this automation. There is still a need
to cut down the expenses of this machinery so
that it is wholeheartedly welcomed by the folks.
This technology is likely to speed up and get
more authentic to design its abode .

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virtual and augmented reality

  • 1. ITT PROJECT VIRTUAL REALITY SUBMITTED BY: MEGHNA SAMAR BATCH NUMBER: 173 A REGISTRATION NO: CRO0586829 Roll no: 27 SUBITTED TO: MRS JYOTI MAM
  • 2. CONTENTS  VIRTUAL REALITY  AUGMENTED REALITY  MIXED REALITY  A BIG THING?  PROS  CONS  FUTURE  CONCLUSION
  • 3. VIRTUAL REALITY  Virtual reality (VR) is an interactive computer- generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like hap tic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality.
  • 4. AUGMENTED REALITY  Augmented reality is any sort of computer- based system that overlays data on top of your current view of the world, while continuing to let you see the world around you. Augmented reality (AR) is one that is more likely to be used regularly in day-to-day life
  • 5. MIXED REALITY  Mixed reality (MR, though that isn’t an often used acronym) is a form of augmented reality that is somewhere between VR and AR. Mixed reality augments the real world with virtual objects that aim to look as if they are really placed within that world. It locks their position according to real world objects (e.g. placing a virtual cat onto a real world table and having it remain there in augmented reality while the user walks around their house).
  • 6. A BIG THING? • The graph shows the virtual reality (VR) market revenue in the United States from 2014 to 2025. In 2016, the VR market in the United States generated some 220 million U.S. dollars.
  • 7. PROS  VR For Medical Students  VR Surgery Simulator  Healthcare  E-Commerce  Travel
  • 8. CONS  Privacy  Dizziness  Weakness  Negative Attitude  Mental Disturbance
  • 9.  Face-tracking  Hand-tracking  Inside-out tracking  External body-tracking  140 degrees field of view
  • 10. CONCLUSION  By the aid of virtual reality spectators will be able to get emotionally attached with every sight they will lookout. It would totally change the way they experience after watching any motion picture. We will feel differently, contemplate in a different way and see the image in an altered version. They would get a warm feeling of solely present in the stimulated world but in actual manner they would be sitting wearing a head mounted system initially. Numerous researches are still going on to widen up this automation. There is still a need to cut down the expenses of this machinery so that it is wholeheartedly welcomed by the folks. This technology is likely to speed up and get more authentic to design its abode .