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  1. 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.
  2. 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
  3. 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.
  4. 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
  5.  Immersive  Non - immersive  Augmented  Text-based  Desktop (Window on a World)  Video Mapping
  6. 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:
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. using virtual reality technology to create 3-D ultrasound images to help doctors diagnose and treat congenital heart defects in children.
  12. 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 .
  13. 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.
  14. 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.
  15. In modeling virtual reality offers the possibility of watching in real-time and in real-space what the modeled object will look like.
  16.  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.
  17. 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
  18.  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
  19. 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.
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