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Virtual Reality

  1. Prepared By: Sagar Reddy DOEACC B-Level
  2. In the future -- Tele-presence
  3. In the future -- Tele-presence
  4. NASA VR Mars navigation simulation Geologists remotely analyzing the surface of a planet at NASA
  5. Real 3D Ultrasound Experiment
  6. Exposure Therapy For Acrophobia Virtual Elevator
  7. Non-immersive systems “Through- the - window” Large display, but doesn’t surround the user.
  8. Augmented reality Stay in real world, but see simulated objects Information Visualization
  9. More Augmented reality Stay in real world, but see simulated objects AR Museums
  10. More Augmented reality Stay in real world, but see simulated objects Augmented Reality can be used for training as well as for assembly purpose
  11. CAVE Pictures See simulated world and "be" in that simulated world Illusions of immersion
  12. Input Devices (The Data Glove) the sensors measure the bending angles of the joints of the thumb and the lower and middle knuckles of the others fingers, Attached to the back is a Polhemus sensor to measure orientation and position of the gloved hand. This information, along with the ten flex angles for the knuckles is transmitted through a serial communication line to the host computer.
  13. Input Devices ( 3D Mouse and Space Ball) The Logitech 3D mouse Figure is based on a ultrasonic position reference array, which is a tripod consisting of three ultrasonic speakers set in a triangular position, emits ultrasonic sound signals from each of the three transmitters. These are used to track the receiver position, orientation and movement. It provides proportional output in all 6 degrees of freedom: X, Y, Z, Pitch, Yaw, and Roll. .
  14. Input Devices (Motion Trackers) The Motion Tracking system is based on magnetic sensors which are attached to the user. Most common are sensors measuring the intensity of a magnetic field generated at a reference point. The motion of the different segments is tracked using magnetic sensors . These sensors return raw data (e.g. positions and orientations) expressed in a single frame system..
  15. Output Devices Head-mounted displays (HMDs) The head-mounted display (HMD) was the first device providing its wearer with an immersive experience. A typical HMD houses two miniature display screens and an optical system that channels the images from the screens to the eyes, thereby, presenting a stereo view of a virtual world. As a result, the viewer can look around and walk through the surrounding virtual environment.
  16. BOOM (Binocular Omni-Orientation Monitor) The BOOM (Binocular Omni-Orientation Monitor) from Fake space is a head-coupled stereoscopic display device. Screens and optical system are housed in a box that is attached to a multi-link arm. The user looks into the box through two holes, sees the virtual world, and can guide the box to any position within the operational volume of the device.
  17. Haptic interfaces and tactile feedback for VE applications Haptic feedback interface enables user to actually "touch" computer-generated objects and experience force feedback via the human hand. The CyberGrasp® is a lightweight, unencumbering force-reflecting exoskeleton that fits over a CyberGlove® and adds resistive force feedback to each finger. With the CyberGrasp® force feedback system, users are able to explore the physical properties of computer-generated 3D objects they manipulate in a simulated 'virtual world.' CyberGrasp
  18. “ So a virtual reality is a synthetic sensory experience which may one day be indistinguishable from the real physical world “ - Kalawsky, R.S. (1993)