2. ANIMATION
• THE ART OF CREATING MOVING IMAGES VIA THE USE OF COMPUTERS.
• IT IS A SUBFIELD OF COMPUTER GRAPHICS
• CREATED BY MEANS OF 3D COMPUTER GRAPHICS, THOUGH 2D COMPUTER
GRAPHICS ARE STILL WIDELY USED.
• ALSO REFERRED TO AS CGI (COMPUTER-GENERATED IMAGERY OR COMPUTER-
GENERATED IMAGING), ESPECIALLY WHEN USED IN FILMS.
• TO CREATE THE ILLUSION OF MOVEMENT, AN IMAGE IS DISPLAYED ON THE
COMPUTER SCREEN THEN QUICKLY REPLACED BY A NEW IMAGE THAT IS SIMILAR TO
THE PREVIOUS IMAGE, BUT SHIFTED SLIGHTLY.
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3. DESIGN OF ANIMATION SEQUENCES
1. STORYBOARD LAYOUT: IS AN OUTLINE OF THE ACTION. IT DEFINES THE
MOTION SEQUENCE AS A SET OF BASIC EVENTS THAT ARE TO TAKE PLACE
2. OBJECT DEFINITION: IS GIVEN FOR EACH PARTICIPANT IN THE ACTION.
OBJECTS CAN BE DEFINED IN TERMS OF BASIC SHAPES, SUCH AS POLYGONS OR
SPLINES. IN
3. KEYFRAME: IS A DETAILED DRAWING OF THE SCENE AT A CERTAIN TIME IN THE
ANIMATION SEQUENCE.
4. IN-BETWEEN: ARE THE INTERMEDIATE FRAMES BETWEEN THE KEY FRAMES
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5. VIRTUAL REALITY
• FEELING THE IMAGINARY WORLD RATHER THAN THE REAL ONE. IMAGINARY
WORLD IS THE SIMULATION RUNNING IN THE COMPUTER.
• IS THE TERM USED FOR COMPUTER GENERATED 3D ENVIRONMENT THAT
ALLOWS THE USER TO ENTER AND INTERACT WITH ALTERNATE REALITIES.
• VITUAL= BEING SOMETHING IN ESSENCE OR EFFECT, THOUGH NOT ACTUALLY
OR IN FACT
REALITY= WHAT WE EXPERIENCE AS HUMAN BEING
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6. BRIEF HISTORY
• IN 1950 VISIONARY CINEMATOGRAPHY MORTON HEILIG USED A SINGLE
USER CONSOLE CALLED SENSORAMA THAT ENABLE THE USER TO WATCH
THE TV IN 3D.
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7. BRIEF HISTORY
• THE VR INDUSTRY MAINLY PROVIDED VR DEVICES FOR MEDICAL, FLIGHT
SIMULATION, AUTOMOBILE INDUSTRY DESIGN, AND MILITARY TRAINING PURPOSES
FROM 1970 TO 1990
• 1990–2000
FIRST CUBIC IMMERSIVE ROOM,
THE FIRST REAL-TIME INTERACTIVE IMMERSIVE MOVIE.
A PHYSICALLY REALISTIC VIRTUAL REALITY IN 3D
• 2000–2015
GOOGLE INTRODUCED STREET VIEW,
A VIRTUAL REALITY HEADSET FOR THE PLAYSTATION 4 VIDEO GAME CONSOLE
• 2000-NOW
BY 2016 THERE WERE AT LEAST 230 COMPANIES DEVELOPING VR-RELATED
PRODUCTS. FACEBOOK HAS 400 EMPLOYEES FOCUSED ON VR DEVELOPMENT;
GOOGLE, APPLE, AMAZON, MICROSOFT, SONY AND SAMSUNG ALL HAD DEDICATED
AR AND VR GROUPS.
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8. TYPES OF VR
1. IMMERSIVE VR
2. NON-IMMERSIVE VR
3. WINDOW ON WORLD VR
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9. IMMERSIVE VR
• IS A PERCEPTION OF BEING PHYSICALLY PRESENT IN A NON-PHYSICAL WORLD
• ELEMENTS OF VIRTUAL ENVIRONMENT THAT INCREASE THE IMMERSIVENESS OF
THE EXPERIENCE
A) CONTINUITY OF SURROUNDING
B) CONFORMANCE TO HUMAN VISION
C) FREEDOM OF MOVEMENT
D) PHYSICAL INTERACTION
E) PHYSICAL FEEDBACK
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11. WINDOW ON WORLD VR
• INVOLVES DISPLAYING THE 3D VIRTUAL ON REGULAR DESKTOP THAT DISPLAY
WITHOUT THE USE OF ANY SPECIALIZED MOVEMENTS TRACKING ENVIRONMENT
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12. 3 I’S IN VR
1. IMMERSION:
WHAT MAKES VR FEEL REAL TO THE AUDIENCE.
2. INTERACTION:
VR IS RESPONSIVE TO THE USER’S INPUT – GESTURES, VERBAL COMMANDS,
HEAD MOVEMENT TRACKING ETC.
3. IMAGINATION:
VIRTUAL EXPERIENCE CAN BE DESIGNED TO UNFOLD A STORY, STEP INSIDE A
DREAM OR A VISION, ENTER A GAME OR EXPERIENCE PRODUCT FROM THE
INSIDE
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15. APPLICATION OF VR
1. GAMING AND 3D CINEMA
2. IN ROBOTICS, VIRTUAL REALITY HAS BEEN USED TO CONTROL ROBOTS
IN TELEPRESENCE AND TELEROBOTIC SYSTEMS.
3. SURGERY TRAINING CAN BE DONE THROUGH VIRTUAL REALITY.
4. PRIMARY EDUCATION, MILITARY, ASTRONAUT TRAINING, FLIGHT SIMULATORS
AND DRIVER TRAINING.
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