2. WHAT IS VIRTUAL REALITY
• “The computer-generated simulation of a three-dimensional
image or environment that can be interacted with in a seemingly
real or physical way by a person using special electronic
equipment, such as a helmet with a screen inside or gloves fitted
with sensors”
3. WHO INVENTED VIRTUAL REALITY?
• More than one person has been involved in the development of this
technology but if we are talking about the realm of virtual experience then
the answer is Morton Heilig.
• He produced the first interactive film experience in which viewers were
invited to watch a film which would use all of their senses. This multi-sensory
experience was the first ‘3D film’ which was designed for a single viewing only
and enabled the viewer to become part of the film. For example: he used an
oscillating fan so that the viewer could feel wind blowing on their face.
• Virtual reality is considered to have begun in the 1950’s but early elements of
it can be traced back to the 1860’s and long before the development of digital
technology
• The Virtual Reality Modelling Language (VRML), first introduced in 1994, was
intended for the development of "virtual worlds" without dependency on
headsets.
4. WHY WE NEED VR
Virtual reality is needed because complex
scenarios can cause serious issues. Like complex
brain surgery, flying aircraft training etc. For
these kind of dangerous scenarios simulated
environment is created ,to overcome the loss
jand also create less cost as compared to
original .
5. WORKING ELEMENTS FOR VR DEVICES:
Opinions differ on what exactly constitutes a true VR experience, but in general
it should include:
• Three-dimensional images that appear to be life-sized from the perspective of
the user
• The ability to track a user's motions, particularly his head
and eye movements, and correspondingly adjust the images on the user's
display to reflect the change in perspective
7. AFFECTS OF VR ON USERS LIFE
• Disruption of perceptual and sensory motor activities.
• Disequilibrium.
• Disorientation.
• Drowsiness.
• Cybersickness.
8. DEVICES USED FOR VR
• Personal Computer (PC)/Console/Smartphone
• Vive
• Oculus
• Audio
• Human Perception devices.
• Googgles.
9. APPLICATIONS OF VR
Virtual reality applications can be divided into:
• The simulation of real environments such as the interior of a
building or a spaceship often with the purpose of training or
education
• The development of an imagined environment, typically for a
game or educational adventure
10. APPLICATIONS OF VR
Areas in which Virtual Reality applications are commonly used :
• Design Evaluation (Virtual Prototyping).
• Planning and Maintenance.
• Concept and Data Visualization.
• Operations in hazardous or remote environments.
• Training and simulation.
• Entertainment and Leisure.
13. WHAT IS AR?
Unlike virtual reality, which
creates a totally artificial
environment, augmented
reality uses the existing
environment and overlays
new information on top of
it.
14. HISTORY
• Boeing researcher Thomas Caudell coined the term augmented reality in
1990, to describe how the head-mounted displays that electricians used when
assembling complicated wiring harnesses worked. One of the first commercial
applications of AR technology was the yellow "first down" line that began
appearing in televised football games sometime in 1998.
• Today, Google glass and heads-up displays in car windshields are perhaps the
most well-known consumer AR products, but the technology is used in many
industries including healthcare, public safety, gas and oil, tourism and
marketing.
16. AR is divided into five categories:
1. Projection based AR
2. Recognition based AR
3. Location based AR
4. Outlining AR
5. Superimposition based AR
Types of AR
17. DEVICES USED FOR AR
• Tablets
• Smartphones
• HoloLens
• User Perception
Equipment
18. APPLICATIONS OF AR
• Architecture
• Medical
• Military
• Design
• Education
• Media And Communication
• Entertainment
19.
20. Augmented Reality is a mix of real
world and the virtual world.
It lets people interact with both
worlds and distinguish clearly
between both.
This is generally achieved by
holding a smartphone in front of us.
Virtual reality creates an entire
virtual world
In this case ,it is hard to
differentiate between what is
real and what is not real
This is generally achieved by
wearing a helmet or goggles
AUGMENTED REALITY VS VIRTUAL REALITY
21. CONCLUSION
AR is far behind then Virtual reality in maturity .Accuracy is
required for success of AR ,which is quite difficult .However
still AR has great future as it promises better interaction
with real and virtual world.