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VIRTUAL REALITY
PRESENTED BY :- ERROR MAKERSPRESENTED BY :- ERROR MAKERS
Outline
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work
 Summary
 Reference
Introduction
 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.
.
Brief 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.
Types 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).
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.
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.
VR Examples (Cont’d)
 Telepresence VR
VR Examples (Cont’d)
 Augmented VR
Technologies of VR--Hardware
 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
Technologies of VR--Hardware
 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.
Technologies of VR--Hardware
 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.
Technologies of VR--Software
 Toolkits
– Programming libraries.
– Provide function libraries (C & C++).
 Authoring systems
– Complete programs with graphical interfaces for
creating worlds without resorting to detailed
programming.
Architecture of VR System
 Input Processor, Simulation Processor,
Rendering Processor and World
Database.
Input
Processor
Rendering
Processor
World Database
Simulation
Processor
visual,
auditory,
haptic,
touch…
Position &
Orientation
Components of VR System
(Cont’d)
 Input Processor
– Control the devices used to input
information to the computer. The
object is to get the coordinate data to
the rest of the system with minimal lag
time.
– Keyboard, mouse, 3D position
trackers, a voice recognition system,
etc.
Components of VR System
(Cont’d)
 Simulation Processor
– Core of a VR system.
– Takes the user inputs along with any
tasks programmed into the world and
determine the actions that will take
place in the virtual world.
Applications
 Entertainment
– More vivid
– Move exciting
– More attractive
Applications (Cont’d)
 Medicine
− Practice performing surgery.
− Perform surgery on a remote patient.
− Teach new skills in a safe, controlled
environment.
Applications (Cont’d)
 Manufacturing
– Easy to modify
– Low cost
– High efficient
Summary
 Visualization of complicated, large data
is helpful for understanding and
analysis.
 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.
CREATED BY :-
NAIMABBAS JAMANI
PRIYANKA MERANI
SONAL SUVA
MAITRY DOSHI
MAYURI PATADIA
HETAL KUBAVAT
RINKU SARASIA

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Virtual reality

  • 1. VIRTUAL REALITY PRESENTED BY :- ERROR MAKERSPRESENTED BY :- ERROR MAKERS
  • 2. Outline  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work  Summary  Reference
  • 3. Introduction  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. Brief 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.
  • 5. Types 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).
  • 6. 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.
  • 7. 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.
  • 8. VR Examples (Cont’d)  Telepresence VR
  • 10. Technologies of VR--Hardware  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
  • 11. Technologies of VR--Hardware  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.
  • 12. Technologies of VR--Hardware  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.
  • 13. Technologies of VR--Software  Toolkits – Programming libraries. – Provide function libraries (C & C++).  Authoring systems – Complete programs with graphical interfaces for creating worlds without resorting to detailed programming.
  • 14. Architecture of VR System  Input Processor, Simulation Processor, Rendering Processor and World Database. Input Processor Rendering Processor World Database Simulation Processor visual, auditory, haptic, touch… Position & Orientation
  • 15. Components of VR System (Cont’d)  Input Processor – Control the devices used to input information to the computer. The object is to get the coordinate data to the rest of the system with minimal lag time. – Keyboard, mouse, 3D position trackers, a voice recognition system, etc.
  • 16. Components of VR System (Cont’d)  Simulation Processor – Core of a VR system. – Takes the user inputs along with any tasks programmed into the world and determine the actions that will take place in the virtual world.
  • 17. Applications  Entertainment – More vivid – Move exciting – More attractive
  • 18. Applications (Cont’d)  Medicine − Practice performing surgery. − Perform surgery on a remote patient. − Teach new skills in a safe, controlled environment.
  • 19. Applications (Cont’d)  Manufacturing – Easy to modify – Low cost – High efficient
  • 20. Summary  Visualization of complicated, large data is helpful for understanding and analysis.  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.
  • 21. CREATED BY :- NAIMABBAS JAMANI PRIYANKA MERANI SONAL SUVA MAITRY DOSHI MAYURI PATADIA HETAL KUBAVAT RINKU SARASIA