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 Virtual reality is the replication of an
environment that simulates a
physical presence in places in the
real world or an imagined world,
allowing the user to interact in that
world. Virtual realities artificially
create sensory experiences, which
can include sight, touch, hearing,
and smell.
 It is also referred to as immersive
multimedia, computer-simulated
reality, artificial reality or
synthesized reality.
 The first approach to create a virtual reality
system was taken by Morton Heilig. He created
a multi-sensory simulator called The
Sensorama.
 Next, Ivan Sutherland created the very first
virtual reality Head-Mounted Display called The
Sword Of Damocles.
 The first prototype of a force-feedback system
was developed at the University of North
Carolina called Grope.
 Following these several advancements were
made such as VCASS, DataGlove, BOOM,
CAVE and so on.
 After several such advancements, mainstream attention had shifted away
from the Virtual Reality concept due to lack of general availability, cost
constraints and disappointing results.
 Recently, however, Virtual Reality has again captured mainstream attention
due to devices like Oculus Rift, Google Cardboard, Teslasuit and such.
 As such, many more devices have been developed, or are being
developed, to enable Virtual Reality like – HTC Vive, VirtuaSphere, etc.
Although it is almost impossible to classify all kinds of VR systems using just one
classification, one of the ways we can classify VR systems is categorizing them
based on the levels of immersion.
The classification is as follows:
 Non-Immersive VR Systems
 Immersive VR Systems
 Semi-Immersive VR Systems
There is one subclass of VR Systems than cannot be grouped under any of the above
categories. We call this Computer-Mediated Reality.
Non-Immersive Virtual Reality Systems
Also known as DesktopVR or Window on World (WoW) systems, Non-
Immersive virtual reality systems are usually the simplest and the least expensive of
the various systems. As the name suggests, these have the least immersive
implementation of virtual reality techniques. Using a desktop (or a mobile), the virtual
environment can be viewed through a portal or window by using a standard high-
resolution display.
Immersive VR Systems
In Immersive virtual reality systems,
the user’s viewpoint is totally immersed
within a completely virtual world. The user is
placed inside the virtual reality environment;
this environment is assigned properties
which make it look and act real in terms of
visual and, in some cases, aural and tactile
perception. The user will be unknowing of
the real world and any sensory data
received by the user will be from the virtual
reality environment.
Semi-immersive systems
Semi-immersive systems are a
relatively new implementation of VR
technology and borrow considerably from
technologies developed in the flight
simulation field. These systems comprise of
a relatively high-performance graphics
computing system which can be coupled
with either – A large screen monitor, A large
screen projector system or Multiple
television projector systems. By use of a
wide field of view, these systems increase
the feeling of immersion (or presence)
experienced by the user.
Computer-Mediated Reality Systems
Computer-mediated reality refers to
the ability to add information to, subtract
information from, or otherwise manipulate
one’s perception of reality through the use
of a wearable computer or a hand-held
device, such as a smartphone. The main
subset of this system is the Mixed Reality
System, also known as Hybrid Reality
Systems. Augmented Reality Systems are
a subset of the mixed reality system.
The above figure shows the main components of a generic VR system and the
flow of data/information
World Database
Input
Processor
P
Output
Processor
PSimulation
Processer
Input
Devices
Output
Device
Input Devices
Although there are a large variety of
devices that are used for user input, we can
generally classify these into the following
categories.
 Head and Eye Tracking Devices
 Body Position and Orientation Tracking
 Conventional Input Devices
 Voice Recognition
Input Processor
The Input Processer of a VR program controls the devices used to input
information to the computer. We have already seen that there are a wide variety of
input devices that can be used. The selection is made based on the level of
immersion required.
Generally, the input processing of a VR system is kept simple. The objective is
to gather co-ordinate data and send it to the rest of the system with minimal lag
time.
Simulation Processor
The core of a VR system is the simulation system (or VR engine). The
Simulation processor knows about the objects and various inputs. It handles the
interactions, the scripted object actions, simulations of physical laws (real or
imaginary) and determines the world status. This simulation is basically a discrete
process that is iterated once for each frame.
World Database
The storage of information on objects and the world is a major part of the
design of a VR system. The primary things that are stored in the World Database
are the objects that inhabit the world, scripts that describe the actions of those
objects or the user, lighting, program controls and hardware device support.
Rendering Processor
The rendering processor of a VR program is those that create the sensations
that are output to the user. Generally, we have separate rendering processors for
visual, auditory, haptic and other sensory systems. Each renderer would take a
description of the world state from the simulation processor or derive it directly from
the World Database for each frame.
Output Devices
Similar to Input, there are a large
number of devices we can use for
feedback to a user. We generally classify
those into:
 Visual Feedback
 Auditory Feedback
 Haptic Feedback
 Other Senses
 Virtual reality provides new forms and
methods of visualization, drawing on the
strengths of visual representations.
 Virtual reality motivates students. It requires
interaction and encourages active
participation rather than passivity.
 Virtual reality allows the learner to proceed
through an experience during a broad time
period not fixed by a regular class schedule,
at their own pace.
 VR plays an important role in combat training for
the military.
 Moreover, any operator's display can be
augmented with important sensor information,
warnings and suggested procedures.
 VR is also used in flight simulation for the Air
Force where people are trained to be pilots.
Civilian pilots are also sometimes trained using
simulations.
 The same goes for truck driving simulators, in
which Belgian firemen are for example trained to
drive in a way that prevents as much damage as
possible.
 Training for surgeons is usually cadavers and a
gradual process of assisting more experienced
doctors before taking over tasks and bigger
portions of the surgery. Virtual Reality could
provide another means of practise without any
risk to real patients.
 The primary use of VR in a therapeutic role is
its application to various forms of exposure
therapy, including phobia treatments.
 Entertainment
 Gaming
 Heritage (Museums)
 Archaeology
 Design
 Architecture
 Still limited by technology
 Health & safety concerns
 Psychological concerns – desensitization
 Virtual criminality (accountability)
 Virtual Reality addiction & Escapism
 Traditional design principles crumble in VR
Virtual environment technology has been developing over a long period, and
offering presence simulation to users as an interface to a synthesized world and has
become the research agenda for a growing community of researchers and
industries. Examples of applications areas that have benefited from VR technology
are virtual prototyping, simulation and training, tele-presence and teleo-peration, and
augmented reality.
As a conclusion, we can say that given the complexity of VR, the
importance of human factors, and the lack of standard solutions, the secret of
successfully implementing professional VR applications is to set realistic
expectations for the technology
Vitual reality
Vitual reality

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Vitual reality

  • 1.
  • 2.  Virtual reality is the replication of an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and smell.  It is also referred to as immersive multimedia, computer-simulated reality, artificial reality or synthesized reality.
  • 3.  The first approach to create a virtual reality system was taken by Morton Heilig. He created a multi-sensory simulator called The Sensorama.  Next, Ivan Sutherland created the very first virtual reality Head-Mounted Display called The Sword Of Damocles.  The first prototype of a force-feedback system was developed at the University of North Carolina called Grope.  Following these several advancements were made such as VCASS, DataGlove, BOOM, CAVE and so on.
  • 4.  After several such advancements, mainstream attention had shifted away from the Virtual Reality concept due to lack of general availability, cost constraints and disappointing results.  Recently, however, Virtual Reality has again captured mainstream attention due to devices like Oculus Rift, Google Cardboard, Teslasuit and such.  As such, many more devices have been developed, or are being developed, to enable Virtual Reality like – HTC Vive, VirtuaSphere, etc.
  • 5. Although it is almost impossible to classify all kinds of VR systems using just one classification, one of the ways we can classify VR systems is categorizing them based on the levels of immersion. The classification is as follows:  Non-Immersive VR Systems  Immersive VR Systems  Semi-Immersive VR Systems There is one subclass of VR Systems than cannot be grouped under any of the above categories. We call this Computer-Mediated Reality. Non-Immersive Virtual Reality Systems Also known as DesktopVR or Window on World (WoW) systems, Non- Immersive virtual reality systems are usually the simplest and the least expensive of the various systems. As the name suggests, these have the least immersive implementation of virtual reality techniques. Using a desktop (or a mobile), the virtual environment can be viewed through a portal or window by using a standard high- resolution display.
  • 6. Immersive VR Systems In Immersive virtual reality systems, the user’s viewpoint is totally immersed within a completely virtual world. The user is placed inside the virtual reality environment; this environment is assigned properties which make it look and act real in terms of visual and, in some cases, aural and tactile perception. The user will be unknowing of the real world and any sensory data received by the user will be from the virtual reality environment.
  • 7. Semi-immersive systems Semi-immersive systems are a relatively new implementation of VR technology and borrow considerably from technologies developed in the flight simulation field. These systems comprise of a relatively high-performance graphics computing system which can be coupled with either – A large screen monitor, A large screen projector system or Multiple television projector systems. By use of a wide field of view, these systems increase the feeling of immersion (or presence) experienced by the user.
  • 8. Computer-Mediated Reality Systems Computer-mediated reality refers to the ability to add information to, subtract information from, or otherwise manipulate one’s perception of reality through the use of a wearable computer or a hand-held device, such as a smartphone. The main subset of this system is the Mixed Reality System, also known as Hybrid Reality Systems. Augmented Reality Systems are a subset of the mixed reality system.
  • 9. The above figure shows the main components of a generic VR system and the flow of data/information World Database Input Processor P Output Processor PSimulation Processer Input Devices Output Device
  • 10. Input Devices Although there are a large variety of devices that are used for user input, we can generally classify these into the following categories.  Head and Eye Tracking Devices  Body Position and Orientation Tracking  Conventional Input Devices  Voice Recognition
  • 11. Input Processor The Input Processer of a VR program controls the devices used to input information to the computer. We have already seen that there are a wide variety of input devices that can be used. The selection is made based on the level of immersion required. Generally, the input processing of a VR system is kept simple. The objective is to gather co-ordinate data and send it to the rest of the system with minimal lag time. Simulation Processor The core of a VR system is the simulation system (or VR engine). The Simulation processor knows about the objects and various inputs. It handles the interactions, the scripted object actions, simulations of physical laws (real or imaginary) and determines the world status. This simulation is basically a discrete process that is iterated once for each frame.
  • 12. World Database The storage of information on objects and the world is a major part of the design of a VR system. The primary things that are stored in the World Database are the objects that inhabit the world, scripts that describe the actions of those objects or the user, lighting, program controls and hardware device support. Rendering Processor The rendering processor of a VR program is those that create the sensations that are output to the user. Generally, we have separate rendering processors for visual, auditory, haptic and other sensory systems. Each renderer would take a description of the world state from the simulation processor or derive it directly from the World Database for each frame.
  • 13. Output Devices Similar to Input, there are a large number of devices we can use for feedback to a user. We generally classify those into:  Visual Feedback  Auditory Feedback  Haptic Feedback  Other Senses
  • 14.  Virtual reality provides new forms and methods of visualization, drawing on the strengths of visual representations.  Virtual reality motivates students. It requires interaction and encourages active participation rather than passivity.  Virtual reality allows the learner to proceed through an experience during a broad time period not fixed by a regular class schedule, at their own pace.
  • 15.  VR plays an important role in combat training for the military.  Moreover, any operator's display can be augmented with important sensor information, warnings and suggested procedures.  VR is also used in flight simulation for the Air Force where people are trained to be pilots. Civilian pilots are also sometimes trained using simulations.  The same goes for truck driving simulators, in which Belgian firemen are for example trained to drive in a way that prevents as much damage as possible.
  • 16.  Training for surgeons is usually cadavers and a gradual process of assisting more experienced doctors before taking over tasks and bigger portions of the surgery. Virtual Reality could provide another means of practise without any risk to real patients.  The primary use of VR in a therapeutic role is its application to various forms of exposure therapy, including phobia treatments.
  • 17.  Entertainment  Gaming  Heritage (Museums)  Archaeology  Design  Architecture
  • 18.  Still limited by technology  Health & safety concerns  Psychological concerns – desensitization  Virtual criminality (accountability)  Virtual Reality addiction & Escapism  Traditional design principles crumble in VR
  • 19. Virtual environment technology has been developing over a long period, and offering presence simulation to users as an interface to a synthesized world and has become the research agenda for a growing community of researchers and industries. Examples of applications areas that have benefited from VR technology are virtual prototyping, simulation and training, tele-presence and teleo-peration, and augmented reality. As a conclusion, we can say that given the complexity of VR, the importance of human factors, and the lack of standard solutions, the secret of successfully implementing professional VR applications is to set realistic expectations for the technology