Intze Overhead Water Tank Design by Working Stress - IS Method.pdf
Virtual reality technology
1. RAVI KUMAR PATEL
JAIPUR NATIONAL UNIVERSITY
COMPUTER SCIENCE & ENGG.
6CS52
VIRTUAL REALITY TECHNOLOGY
2. Virtual Environment Introduction
What is Virtual Reality
Types of Virtual reality
Devices used in Virtual Reality
Applications of Virtual Reality
Current problems & Future work
Conclusion
3. • A computer generated world with which user
can interact is called Virtual Environment.
• This interaction can vary from looking around to
interactively modifying the world.
4. Virtual reality can be defined as an upcoming
technology that makes users feel in a Virtual
Environment (VE) by using
computer hardware and software.
It enables people to deal with information more
easily. VR provides a different way to see and
experience information, one that is dynamic and
immediate.
7. • 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.
8.
9. • B) DATA GLOVES
A glove that can sense the position of the finger which can
be used to control and interact with the virtual images being
displayed.
10.
11. 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.
12. TRAINING:
• Virtual reality environments have been used for
training simulators.
• Examples include flight simulators, battlefield
simulators for soldiers.
13. Entertainment:
• The entertainment industry is one of the most
enthusiastic advocates of virtual reality, most
noticeably in games and virtual worlds.
• Gaming
14. Cyber sickness / 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
15. • VR introduces a new way of interacting with
computers
• The best of VR is yet to come
• Web is very suitable for VR applications, but the
proper technology is not yet there