THIS is about the new technology arriving in 21st century taking the world to a whole new level. We are going to replace this real world interface with an imaginary one by using this concept
2. OVERVIEW
• What is Virtual Reality?
• History of Virtual Reality
• Types of Virtual Reality
• Devices used in Virtual Reality
• Applications of Virtual Reality
• Future Of Virtual Reality
3. WHAT IS VIRTUAL REALITY
• Virtual Reality refers to a high-end user interface that
involves real-time simulation and interactions through
multiple sensorial channels.
• Virtual reality is a computer generated world with which
the user can interact.
• Virtual reality is, plainly speaking, seeing an imaginary
world, rather than the real one. The imaginary world is a
simulation running in a computer. The sense data is fed by
some system to our brain.
4. HISTORY OF VIRTUAL REALITY
• In 1950s, flight simulators were built by US Air Force to train student
pilots.
• Sesorama simulator was built by Morton Heilig in 1962. Simulation
that contained Stereoscopic images, motion chair, audio,
temperature changes, odours, and blown air. One could see, hear,
feel motion and smell during the simulation
• In 1965, a research program for computer graphics called “The
Ultimate Display” was laid out by Ivan Sutherland This was a virtual
environment seen through an HMD (head-mounted display). Users
could manipulate objects in a realistic way.
• In 1988, commercial development of VR began.
• In 1991, first commercial entertainment VR system "Virtuality" was
released.
• In 1992 a method of the showing and testing of scientific
visualizations called the CAVE was created.
5. TYPES OF VIRTUAL REALITY
• Immersive Virtual Reality
• Augmented Virtual Reality
• Desktop (Window on a World) Virtual Reality
• Video Mapping Virtual Reality
6. IMMERSIVE VIRTUAL REALITY
• It is basically a feeling of involvement of the
user in the virtual world .
• The user has no visual contact with the
physical word.
• Often equipped with a head mounted display
(HMD).
• This unique combinations where the user can
immerse as well interact with the simulations
is known as telepresence.
7. AUGMENTED VIRTUAL REALITY
• AR integrate the computer-generated virtual objects into the physical
world.
• This involves literally augmenting reality with virtual information.
• AR technology includes head-mounted displays and virtual retinal displays
for visualization purposes, and construction of controlled environments
containing sensors and actuators.
8. DESKTOP VIRTUAL REALITY
• Desktop-based virtual reality involves displaying a 3-
dimensional virtual world on a regular desktop display
without use of any specialized movement-tracking
equipment.
• Modern computer games can be used as an example.
• It is cost-effective when compared to the immersive VR.
• However they lack the immersion quality, Because there
is no sense of peripheral vision, limiting the user's ability
to know what is happening around them
9. VIDEO MAPPING VIRTUAL REALITY
• The user watches a monitor that shows
his body's interaction with the world.
• The element of interaction depends on a
number of factors like speed, range and
mapping.
10. DEVICES USED IN VIRTUAL REALITY
• HMD
• CAVE
• 3D SCANNER
• BOOM
• DATA GLOVES
• PROJECTORS AND SHUTTER GLASSES
• MOTION TRACKERS
11. HMD (HEAD MOUNTED DISPLAY)
• A head-mounted display is a device, worn on the head that has a
small display optic in front of one eye (monocular HMD) or each eye
(binocular HMD) to reproduce a stereoscopic vision.
• The highly responsive head-tracking system provides a full 360-
degree angle of view and specially developed optics deliver a bright
, crisp image
• Training with HMDs involve a wide range of applications from
driving, welding and spray painting, flight and vehicle simulators,
dismounted soldier training and medical procedure training.
12. CAVE AUTOMATIC VIRTUAL ENVIRONMENT
• Surround-screen, surround-sound, projection-
based VR system.
• Illusion of immersion is created by projecting 3D
computer graphics into a cube composed of
display screens that completely surround viewer.
• Coupled with head and hand tracking systems.
• Sound system provides audio feedback.
• Sensors within the room track the viewer's
position to align the perspective correctly.
• Viewer explores virtual world by moving around
inside cube and grabbing objects.
13. 3D SCANNER
• A 3D scanner is a device that analyses a real-world
object or environment to collect data on its shape and
possibly its appearance (i.e. Colour).
• The collected data can then be used to construct
digital, three dimensional models.
• They are extensively used for the entertainment
industry in the production of movies and video games
, design , documentation of cultural artefacts involved
in the design.
14. BINOCULAR OMNI-ORIENTATION MONITOR
• The BOOM (Binocular Omni-Orientation Monitor) 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.
• Head tracking is accomplished via sensors in the links of the
arm that holds the box.
15. DATA GLOVES
• The data glove consists of a lightweight nylon glove
with optical sensors mounted along the fingers
which accurately and repeatedly measure the
position and movement of the fingers and wrist.
• Data gloves are commonly used in virtual reality
environments where the user sees an image of the
data glove and can manipulate the movements of
the virtual environment using the glove.
16. PROJECTORS AND SHUTTER GLASSES
• The projector has extremely demanding
requirements for its graphics hardware. It
consists of 3D projection system, mirrors and
projection walls.
• Shutter glasses enable us to view virtual image or
video more deliberately through them. Shutters
in the glasses are synchronized with the display
system using infrared emitters.
17. MOTION TRACKERS
• Motion tracking uses a combination of
computer chips, sensors and cameras to
record humans in motion and create digital
doppelgangers that move the same way.
• Designed for head and hand tracking in VR
games, simulations, animations, and
visualizations.
18. APPLICATIONS OF VIRTUAL REALITY
• Movies :- Virtual Reality is applied in 3-D movies to try and
immerse the viewer into the movie and/or virtual setting and
environments.
• Video Games :- Virtual reality is evident in video games. Now
you can physically interact with a game by using your body
and motions to control characters and other elements of the
game that years ago people would only imagine.
• Psychiatry :- With the advent of realistic virtual humans, it will
be possible to recreate situations in a virtual world, immersing
the real patient into virtual scenes. Therapists may also use VR
to treat people who are afraid of heights.
19. • Education and training :- The most common example is
the Flight Simulator . They have lower operating costs and are safer to
use than real aircraft. They also allow the simulation of dangerous
scenarios not allowable with real aircraft.
• Medicine:- With the simulation of the entire physiology of
the human body , the effects of various illnesses or organ replacement
will be visible. The surgeon using an HMD and data gloves may have a
complete simulated view of the surgery. For medical students learning
how to operate, the best way would be to start with 3D virtual
patients.
• Design :- Many areas of design are typically 3D for example, the
design of a car shape, where the designer looks for sweeping curves
and good aesthetics from every possible view.
20. FUTURE OF VIRTUAL REALITY
• Virtual Reality is a growing industry.
• PC and specialized hardware are getting better, faster and
cheaper because of development in VR.
• Maybe 3D user interfaces will replace the windows based ones.
• Huge demand for VRML programmers in near future.
• Revolution in gaming industries.