Is a technology which allows a user to
interact with a computer- simulated
environment, be it a real or imagined one.
Is a technology that allows you to enter
and interact with a world that is
generated by a computer.
1960 - The beginnings of VR
1962 - Morton Heilig created a multi-sensory
simulator
1977 - Interaction through body movement
1982 - The first computer- generated movie
1983 - First virtual Environment
1992 - A look at the possible negative side of
VR
1995 - Virtual Reality Modeling Language
1999 - Virtual Reality movie grosses $750M
worldwide
1. Head Mounted Displays (HMD):
It is a first device providing its
wearer with an immersive Experience.
Evans and Sutherland demonstrated a
head-mounted stereo display already in
1965.
2.BOOM:
BOOM is a head coupled
stereoscopic display device. Screens
and optical system are housed in a box
that is attached to a multi-link arm.
3.CAVE:
It is a device providing its
wearer with an immersive Experience.
Evans and Sutherland demonstrated
a head-mounted stereo display
already in 1965.
4.3D VIDEO Eyewear
5.Input devise, Output Devise
6.Hardware
7.Software
Immersive
Non - immersive
Augmented
Text-based
Desktop (Window on a World)
Video Mapping
The ultimate version of VR
systems they let the user totally immerse in
computer generated world with the help of HMD
that supports a stereoscopic view of the scene
accordingly to the user’s position and
orientation. These systems may be enhanced by
audio, haptic and sensory interfaces.
Example:
Desktop VR:
Fish Tank VR:
Text-based VR:
When a reader of a certain text form a mental
model of this virtual world in their head from the
description of people, places and things.
Augmented VR:
The idea of taking what is real and adding to
it in some way so that user obtains more
information from their environment.
It is a new paradigm of user interface it
offers great benefits in many application areas. It
provides an easy, powerful, intuitive way of human-
computer interaction. The user can watch and
manipulate the simulated environment in the same
way we act in the real world, without any need to
learn how the complicated (and often clumsy) user
interface works.
Desktop computers equipped with
visualization packages and simple
interface devices are far from being an
optimal solution for data presentation and
manipulation. Virtual reality promises a
more intuitive way of interaction . The first
attempts to apply VR as a visualization
tool were architectural walkthrough
systems.
TriVis accepts data from
meteorological services such as satellite
data, statistically corrected forecast data ,
precipitation data and fronts information.
Using TriVis to visualize artificial clouds,
meteorologists can predict weather with
increased accuracy . The data gathered
and analyzed by the TriVis system is used
by television weather reporters to show
their audiences storm system.
using virtual
reality technology to
create 3-D ultrasound
images to help doctors
diagnose and treat
congenital heart
defects in children.
Real Mol is a program
that uses virtual reality to show
molecular models in an interactive
, immersive environment. Using
RealMol scientists can move molecule
or protein chains to create new
molecules. This is useful in fields such
as drug design.
RealMol displays molecules in three ways:
Ball and stick model,
Stick model
CPK model .
Constantly decreasing prices and constantly
growing power of hardware has finally brought VR to the
masses – it has found application in the entertainment. In
last year’s W-Industry has successfully brought to the
market networked multi-player game systems.
National Aeronautics and
Space Administration (NASA) use
VR technology to construct a
model of the HST. In
September, 1993, approximately
100 members of the NASA HST
flight team received over 200 hours
of training using the VR.
United States: The military used it as
flight simulators to train pilots.
In modeling virtual reality offers the
possibility of watching in real-time and in real-space what
the modeled object will look like.
Interaction with the environment.
User interface.
user can see and even feel the shaped surface under
his/her fingertips.
Flight simulators and games.
CAD/CAE
Biomedical Engineering the projects mentioned are
use of virtual reality for viewing of X-RAY's and MRI‘s.
Rendering and 3-D lighting, modeling for resource
management.
New technologies have also revealed new problems.
VR in medical treatment is going through some growing
pains.
There are limitations with VR devices as well in regards
to usability.
lack of standardization of hardware and protocols
Most troublesome are the side effects it can induce, like
disorientation, dizziness and nausea.
People often find navigating in 3-D spaces and
performing actions in free space extremely difficult.
practical problems in spatial cognition research
Research directions in VR
Ergonomics of visual displays
Tracking technologies
Computing power and rendering architectures
User interfaces
Seamless" virtual environments
Biomedical research
Social aspects
Expectations
Education
Information retrieval, processing and searching
Augmented reality, New senses # Passive
entertainment, Active entertainment
VR is in its early stages, but is used
commercially, globally. There are 61,400
international commercial companies producing
VR. While VR is at an early stage, it is used
educationally throughout the world. There are
approximately 3,600 educational institutions
which use VR.