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VIRTUAL REALITY (VR)
Presentation on virtual Reality
Submitted to: Submitted By:
Sir. Ali Asghar Manjotho F-16cs31
1
F16-cs31
Content
 Introduction
 History
 Principle
 Components
 Types of VR
 Software VR
 Hardware VR
 Applications
 Advantages & Dis-Advantages
 Summary
2
F16-cs31
Introduction
 Refers to a high-end user interface that involves real-time simulation and
interactions through multiple sensorial channels.
 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.
3
F16-cs31
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.
4
F16-cs31
Principle
 It tracks the physical movements in the real world, then a rendering computer
redraws the virtual world to reflects those movements.
 The updated virtual world is sent to the output (to the user in the real world).
 In this case, the output is sent back to a head mounted display.
 Hence, The user feels "immersed" in the virtual world - as if she was in the
virtual world itself as all she can see is her rendered movements in the virtual
world.
5
F16-cs31
Components of VR
 Reality Engine
 Head Mountain Display (HMD)
 Audio Units
 Gloves
6
F16-cs31
Reality Engine
 Reality engines are based largely on the same components that make up a
personal computer (PC), although much more computing power is required for the
reality engine than is available in a standard PC.
 Virtual reality images are made with tiny dot like segments of a picture known as
pixels, or picture elements.
 Each pixel itself is made up of hundreds of thousands of dots. Realistic images
can be either opaque, in which all the viewer sees is the virtual world, or see-
through, in which the virtual image is projected or superimposed onto the outer
world.
7
F16-cs31
Head Mountain Display (HMD)
 Head-mounted display (HMD) units use a small screen or screens (one for each
eye) that are worn in a helmet or a pair glasses. Unlike a movie, where the director
controls what the viewer sees, the HMD allows viewers to look at an image from
various angles or change their field of view by simply moving their heads. HMD
units usually employ cathode-ray tube (CRT) or liquid crystal display (LCD)
technology.
 CRTs incorporate optic systems that reflect an image onto the viewer's eye.
Although more bulky and heavy than LCD displays, CRT systems create images
that have extremely high resolutions, making a scene seem that much more
realistic civilian/commercial (medicine, video gaming, sports, etc.).
8
F16-cs31
Audio Units
 The audio portion of virtual reality is transmitted through small speakers placed
over each ear. Audio cues may include voices, singing, thud like noises of colliding
objects—in short, any sound that can be recorded.
 Sounds that seem to come from above, below, or either side provide audio cues
that mimic how sounds are heard in the real world. Three-dimensional (or
omnidirectional) sound further enhances the virtual reality experience.
9
F16-cs31
Gloves
 Gloves in virtual reality allow the user to interact with the virtual world. For
example, the user may pick up a virtual block, turn it over in a virtual hand, and set
it on a virtual table.
 Wired with thin fiber optic cables, some gloves use light-emitting diodes (LEDs) to
detect the amount of light passing through the cable in relation to the movement of
the hand or joint.
 The computer then analyzes the corresponding information and projects this
moving hand into the virtual reality. Magnetic tracking systems also are used to
determine where the hand is in space in relation to the virtual scene.
10
F16-cs31
Types of Virtual Reality
Types of
VR
Hardware Software
11
F16-cs31
Hardware VR
 Primary user input interfaces
 Tracking interfaces
 Visual interfaces
 Auditory interfaces
 Haptic interfaces
 Olfactory interfaces
12
F16-cs31
Software VR
 Input Process
 Simulation Process
 Rendering Process
 World Database
13
F16-cs31
Applications of VR System
 Entertainment:
 More vivid
 Move exciting
 More attractive
14
F16-cs31
Applications of VR System
 Medicine:
 Practice performing surgery.
 Perform surgery on a remote patient.
 Teach new skills in a safe, controlled environment.
15
F16-cs31
Applications of VR System
 Manufacturing:
 Easy to Modify
 Low Cost
 High Efficient
16
F16-cs31
Applications of VR System
 Education & Training:
 Driving Simulators
 Ship Simulators
 Flight Simulators
 Tank Simulators
17
F16-cs31
Advantages & Dis-Advantages
 Advantages
 Many different fields can use VR as a
way to train students without actually
putting anyone in harm's way. This
includes the fields of medicine, law
enforcement, architecture and aviation.
VR also helps those that can't get out
of the house experience a much fuller
life.
 This also helps record exactly how
quickly a patient is learning and
recovering.
 These patients can explore the world
through virtual environments like
Second Life, a VR community on the
Internet, exploring virtual cities as well
as more fanciful environments.
 Dis-Advantages
 The hardware needed to create a fully
immersed VR experience is still cost
prohibitive. The total cost of the
machinery to create a VR system is still
the same price as a new car.
 Training with a VR environment does
not have the same consequences as
training and working in the real world.
This means that even if someone does
well with simulated tasks in a VR
environment, that person might not do
well in the real world.
 The technology for such an experience
is still new and experimental. VR is
becoming much more commonplace
but programmers are still grappling with
how to interact with virtual
environments.
18
F16-cs31
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.
19
F16-cs31
Thanks
F16-cs31
20

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Virtual reality (vr) presentation

  • 1. VIRTUAL REALITY (VR) Presentation on virtual Reality Submitted to: Submitted By: Sir. Ali Asghar Manjotho F-16cs31 1 F16-cs31
  • 2. Content  Introduction  History  Principle  Components  Types of VR  Software VR  Hardware VR  Applications  Advantages & Dis-Advantages  Summary 2 F16-cs31
  • 3. Introduction  Refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels.  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. 3 F16-cs31
  • 4. 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. 4 F16-cs31
  • 5. Principle  It tracks the physical movements in the real world, then a rendering computer redraws the virtual world to reflects those movements.  The updated virtual world is sent to the output (to the user in the real world).  In this case, the output is sent back to a head mounted display.  Hence, The user feels "immersed" in the virtual world - as if she was in the virtual world itself as all she can see is her rendered movements in the virtual world. 5 F16-cs31
  • 6. Components of VR  Reality Engine  Head Mountain Display (HMD)  Audio Units  Gloves 6 F16-cs31
  • 7. Reality Engine  Reality engines are based largely on the same components that make up a personal computer (PC), although much more computing power is required for the reality engine than is available in a standard PC.  Virtual reality images are made with tiny dot like segments of a picture known as pixels, or picture elements.  Each pixel itself is made up of hundreds of thousands of dots. Realistic images can be either opaque, in which all the viewer sees is the virtual world, or see- through, in which the virtual image is projected or superimposed onto the outer world. 7 F16-cs31
  • 8. Head Mountain Display (HMD)  Head-mounted display (HMD) units use a small screen or screens (one for each eye) that are worn in a helmet or a pair glasses. Unlike a movie, where the director controls what the viewer sees, the HMD allows viewers to look at an image from various angles or change their field of view by simply moving their heads. HMD units usually employ cathode-ray tube (CRT) or liquid crystal display (LCD) technology.  CRTs incorporate optic systems that reflect an image onto the viewer's eye. Although more bulky and heavy than LCD displays, CRT systems create images that have extremely high resolutions, making a scene seem that much more realistic civilian/commercial (medicine, video gaming, sports, etc.). 8 F16-cs31
  • 9. Audio Units  The audio portion of virtual reality is transmitted through small speakers placed over each ear. Audio cues may include voices, singing, thud like noises of colliding objects—in short, any sound that can be recorded.  Sounds that seem to come from above, below, or either side provide audio cues that mimic how sounds are heard in the real world. Three-dimensional (or omnidirectional) sound further enhances the virtual reality experience. 9 F16-cs31
  • 10. Gloves  Gloves in virtual reality allow the user to interact with the virtual world. For example, the user may pick up a virtual block, turn it over in a virtual hand, and set it on a virtual table.  Wired with thin fiber optic cables, some gloves use light-emitting diodes (LEDs) to detect the amount of light passing through the cable in relation to the movement of the hand or joint.  The computer then analyzes the corresponding information and projects this moving hand into the virtual reality. Magnetic tracking systems also are used to determine where the hand is in space in relation to the virtual scene. 10 F16-cs31
  • 11. Types of Virtual Reality Types of VR Hardware Software 11 F16-cs31
  • 12. Hardware VR  Primary user input interfaces  Tracking interfaces  Visual interfaces  Auditory interfaces  Haptic interfaces  Olfactory interfaces 12 F16-cs31
  • 13. Software VR  Input Process  Simulation Process  Rendering Process  World Database 13 F16-cs31
  • 14. Applications of VR System  Entertainment:  More vivid  Move exciting  More attractive 14 F16-cs31
  • 15. Applications of VR System  Medicine:  Practice performing surgery.  Perform surgery on a remote patient.  Teach new skills in a safe, controlled environment. 15 F16-cs31
  • 16. Applications of VR System  Manufacturing:  Easy to Modify  Low Cost  High Efficient 16 F16-cs31
  • 17. Applications of VR System  Education & Training:  Driving Simulators  Ship Simulators  Flight Simulators  Tank Simulators 17 F16-cs31
  • 18. Advantages & Dis-Advantages  Advantages  Many different fields can use VR as a way to train students without actually putting anyone in harm's way. This includes the fields of medicine, law enforcement, architecture and aviation. VR also helps those that can't get out of the house experience a much fuller life.  This also helps record exactly how quickly a patient is learning and recovering.  These patients can explore the world through virtual environments like Second Life, a VR community on the Internet, exploring virtual cities as well as more fanciful environments.  Dis-Advantages  The hardware needed to create a fully immersed VR experience is still cost prohibitive. The total cost of the machinery to create a VR system is still the same price as a new car.  Training with a VR environment does not have the same consequences as training and working in the real world. This means that even if someone does well with simulated tasks in a VR environment, that person might not do well in the real world.  The technology for such an experience is still new and experimental. VR is becoming much more commonplace but programmers are still grappling with how to interact with virtual environments. 18 F16-cs31
  • 19. 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. 19 F16-cs31