Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
2. Content
• What is Virtual Reality
• History
• Types
• Applications
• Devices used in Virtual Reality
• Pros and Cons
3. Virtual Reality
Virtual reality (VR) is a computer technology that uses some sort of
electronic devices, sometimes in combination with physical spaces or
multi-projected environments, to generate realistic images, sounds and
other sensations that simulate a user's physical presence in a virtual or
imaginary environment. A person using virtual reality equipment is able to
"look around" the artificial world, and with high quality VR move around
in it and interact with virtual features or items.
4. History
1962
1966
1968
1977
1982
1990
1994
Morton Heilig
created the
Sensorama, a 3D
display, vibrating
seat, and scent
producer.
Ivan Sutherland
created the Sword of
Damocles, widely
considered to be the
first VR headset.
Atari Sunnyvale
Research
Laboratory, led by
Alan Kay, founded
to explore VR.
Sega
introduced the
Sega VR-1, a
head-tracking
VR device.
Thomas A. Furness
III introduced Super
Cockpit, a visual
flight simulator for
the Air Force.
Jonathan Waldern
founded Virtuality, a
company in the UK
that produced arcade
headsets.
MIT created the
Aspen Movie Map, a
hypermedia
experience that
allowed users to take
a virtual tour.
5. Types
• Non – immersive System
• Augmented reality System
• Immersive System
• Telepresence
• Mixed Reality
6. Virtual Reality Devices
INPUT DEVICES
OUTPUT DEVICES
Tracker
Joystick
Mouse
Wands
Head Mounted Display
The Immerse Desk
The Power Wall
TheCaveEnvironment
Wearables
7. • VIRTUAL REALITY IN MILITARY
• VIRTUAL REALITY IN MEDICAL
• VIRTUAL REALITY IN GAMES
• VIRTUAL REALITY IN MOVIES
Applications of Virtual Reality
10. Dangersof VR
Disengagement with real world
VR replacing reality
People preferring VR to reality
Addiction
Difficulty of distinguishing
between virtual and real, ‘false
realities represented in VR
Psychological damage identity
problems
Possible impacts on real body
Positiveusesof VR
Training
Risk-free experience
Experiencing things you
wouldn’t normally be able to
experience
Entertainment; fun, artistic
expression
Telepresence applications
26. CONCLUSION
• VR IS GROWING INDUSTRY
• PC AND SPECIALIZED HARDWARE ARE GETTING BETTER, FASTER AND CHEAPER
BECAUSE OF DEVELOPMENT IN VR.
• IN THE PAST, COMPUTING POWER HAS DOUBLED APPROXIMATELY EVERY 18
MONTHS. IF THIS IS THE CASE THEN WE SHOULD HAVE A COMPUTER POWERFUL
ENOUGH TO RUN IMMERSIVE VR PROGRAMS IN OUR OWN HOMES BY THE YEAR
2037.
27. Reference
• All The Data Are Showed On This Presentation in Come up With
some Few Books and Internet
• Thanks For Paying attention
• Any Queries Or Question
Hinweis der Redaktion
Virtual Reality is a computer technology that uses , Seeing an imaginary world, rather than the real one. The imaginary world is a simulation running in a computer. The sense data fed by some system to our brain.
Virtual Reality is a more friendly way for humans to visualize, manipulate and interact with computer.
Non-immersive systems (like workstations)
See information about the real world, presented via computer
location based services, GIS .
• Augmented reality systems (like HMD)
Stay in real world, but see simulated objects.
• Immersive systems (like CAVE)
See simulated world and "be" in that simulated world.
Telepresence is variation to visualize complete computer generatedworld.
•This is a technology which links the remote sensors with the senses of
human operator in real world.
•Fire fighters uses remote controlled vehicles to operate some
dangerous conditions. This vehicles are equipped with Telepresence
systems.
Merging the Telepresence and Virtual reality systems gives the mixed
virtual reality or seamless simulation.
•A fighter pilot can see computer generated maps and scenes data
displays in there fancy HMD that is Helmet visor or cockpit displays.
•In this type of virtual reality user can see, Hear virtual world and can
operate that world by using Telepresence.
Cyber sickness: Cyber sickness is a term to describe motion
sickness experienced by users of head-steered Virtual Reality
systems.
Low-fidelity: It is a type of sound recording which contains
technical flaws that make the recording sound different compared
with the live sound being recorded.
Very expensive