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Virtual Reality

  1. A Presentation On Virtual Reality BY SANJAY B DOLARE (162110006) ANKITA R BHAVSAR (162111015) UNDER THE GUIDENCE OF Dr. A.S.RAO
  3. Virtual Reality can be defined as a computer generated,  interactive, 3D environment in which a person is immersed
  4. clothing and equipment worn by people who engage in virtual reality. Virtual reality glasses or goggles Data gloves Head mounted displays (HMD) Data suits Workbenches Joysticks This also includes haptic devices which enable the user to feel a sense of touch when they manipulate an object within a virtual environment.
  5. The headset set-up is being used by usually requires three things.  A PC Console or Smartphone to run the program (game , app ,etc) Headset which secures a display in front of your eyes (which could be the phone's display) and some kind of input - head tracking, controllers, hand tracking, voice, on-device buttons or trackpads The goal of the hardware : To create what appears to be a life size,  3D virtual environment without the boundaries we usually associate with TV or computer screens.
  6. Sensors
  7. Sensors collect the information from the BODY MOVEMENTS Depth of Information: Quantity and Quality of data in the signal received when user interacts with the environment Breadth of information Number of Sensors present and receiving signals simultaneously Types of sensors used: Time sensors Visibility sensors Collision sensors Touch sensors Proximity sensors
  8. The controller (PC) receives the signals decodes them send necessary instructions to the output screen And all this happens in a few micro fractions of a sec(or even less than that) to make the experience EFFORTLESS On the Screen You will see Thousands of pictures displayed one after the other so that the experience is the Surrounding Environment is interacting with you
  9. To create the sensation of the environment separate Rendering processes are used: Visual Rendering -Related to computer graphics and animation -sub processes create the visual frames -Description of the World ,Objects ,lightings in the world -Geometries of WORLD Co-ordinate systems are transformed into EYE co-ordinate system. Audio Rendering -Produces monosterio or 3D audio -head-related transfer function (HRTF)  is used  Haptic Rendering -haptic is the generation of touch and force feedback information
  10. •VR Technologies •VR Application •Positive Points About VR •Negative Points About VR •Challenges & Future Possibilities
  12. CAVE Cave Automatic Virtual Environment  Surround-screen, surround-sound, projection-based VR system.  Illusion of immersion is created by projecting 3D computer graphics into a cube composed of display screens that completely surround viewer.  coupled with head and hand tracking systems.  Sound system provides audio feedback. Sensors within the room track the viewer's position to align the perspective correctly.  Viewer explores virtual world by moving around inside cube and grabbing objects.
  13.  The Data Glove consists of a lightweight nylon glove with optical sensors mounted along the fingers which accurately and repeatedly measure the position and movement of the fingers and wrist.  Data gloves are commonly used in virtual reality environments where the user sees an image of the data glove and can manipulate the movements of the virtual environment using the glove. DATA GLOVES
  14. TELEPRESENSE & TELEOPERTING • Telepresence is variation to visualize complete computer generated world. • This is a technology which links the remote sensors with the senses of human operator in real world. • Fire fighters uses remote controlled vehicles to operate some dangerous conditions. This vehicles are equipped with Telepresence systems.
  15. Haptic interfaces and tactile feedback Haptic feedback interface enables user to actually "touch" computer-generated objects and experience force feedback via the human hand. The CyberGrasp® is a lightweight, unencumbering force- reflecting exoskeleton that fits over a CyberGlove® and adds resistive force feedback to each finger. With the CyberGrasp® force feedback system, users are able to explore the physical properties of computer-generated 3D objects they manipulate in a simulated 'virtual world.' CyberGrasp
  17. VIRTUAL EALITY IN MILITARY –TRAINING • Virtual reality environments have been used for training simulators. • Examples include flight simulators, battlefield simulators for soldiers,paratrooping.
  18. MILITARY United states uses VR as flight simulator to train pilots. With VR training huge saving of fuel, electricity, wear & tear could be effected. lots. With VR training huge saving of fuel, electricity, wear & tear could be effected.
  19. MEDICAL Healthcare is one of the biggest adopters of virtual reality which encompasses surgery simulation, phobia treatment, robotic surgery and skills training. VR finds its application in nursing, dentistry, health issues for the disabled
  21. VIRTUAL REALITY IN MOVIES Until the End of the World Johnny Mnemonic The Matrix Star Wars Terminator Jurassic Park
  22. Engineering and Design: • VR is widely used in engineering and designing process. • It gives better understanding of the design and facilitates changes wherever necessary • It helps to reduce the time and cost factor. Examples: Building construction, car designing.
  23. POSITIVE POINTS • Training • Risk-free experience • Experiencing things you wouldn’t normally be able to experience • Entertainment; fun, artistic expression • Telepresence applications
  24. NEGATIVE POINTS • Disengagement with real world • VR replacing reality • People preferring VR to reality • Addiction • Difficulty of distinguishing between virtual and real, ‘false realities represented in VR • Psychological damage; identity problems • Possible impacts on real body
  25. CHALLENGES Virtual reality has been heavily criticized for being n inefficient method for navigating Non-geographical information.  Another obstacle is the headaches due to eye strain. RSI can also Result from repeated use of the handset gloves.
  26. FUTURE POSSIBILITIES • Science fiction literature and film have explored a range of futuristic VR technologies and the experiential opportunities they may offer. • Virtual experience and virtual identities via memory implants . • Recording and sharing experiences. • Games scenarios. • Use of VR for deception and control