Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
2. WHAT IS VR?
VIRTUAL REALITY IS
-Artificial Environment
-Interaction with human senses
-Input from persons actions and reactions.
3. Why is Virtual reality needed?
It will take us to the world generated by
Computer such as a room, or interior of
Human body.
4.
5. In 1950’s flight stimulators were built by US air force
to train student pilots.
In 1965, a research program for computer graphics
“the ultimate layout” was laid out.
In 1988, the commercial development of VR
was developed.
In 1991, first commercial entertainment VR system
“virtuality” was developed.
History
15. What is Oculus rift?
(next generation virtual reality)
It is a new set
of 3D virtual
reality gaming
Goggles that
let you step
into your
favorite game.
22. HMD(Head Mounted Display)
Worn on head like a helmet or
face mask.
Has a small display optic in front
of one eye (Monocular HMD) or
can have it on each eye
(Binocular HMD) to reproduce a
stereoscopic vision.
23. CAVE (Cave Automatic Virtual
Environment)
Surround-screen
Projection-based
Coupled with head and hand
tracking systems.
25. Data gloves
Mounted along the fingers
which accurately measure the
position and movement of the
fingers and wrist.
The user manipulate the
movements of the virtual
environment using the glove.
26. Motion tracking
Uses a combination of
computer chips, sensors
and cameras to record
humans in motion.
Designed for head and
hand tracking in VR games,
simulations, animations, and
visualizations.
27.
28. Pros of VR
Stimulate real life
situations.
Making learning fun and
interesting.
Save on cost.
Complex situations
Made easy.
A safe environment’.
29. Cons on VR
•Expensive equipment.
•Cannot be used by everyone.
•Leads to weight
gain.
•Addiction.
30. Conclusion
Its sole objective is to provide a user
friendly and thrilling experience.
It will soon be most exciting source of
‘entertainment’ in our homes.