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Virtual Reality 2013
 

Virtual Reality 2013

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    Virtual Reality 2013 Virtual Reality 2013 Presentation Transcript

    • Virtual Reality
    • What is VR? ● A computer-simulated enviroment that can simulate real physical world/interactions which tracks the user in real time. “So a virtual reality is a synthetic sensory experience which may one day be indistinguishable from the real physical world” -Kalawsky, R.S (1993)
    • Uses of VR ● Architecture/Real-Estate(VR walkthrough) ● Training (military,aviation,driving,ect) ● Medicine/Health (treatment of PTSD,phobias, phantom limb pain, Amblyopia(lazyeye)/strabismus(crossedeye) ● Engineering/Design (construction/blueprint) ● E-Commerce (testing in VR before buying) ● Entertainment(Fully immersive games) ● Manufacturing (new products/goods)
    • Virtual Reality Systems VR systems can be divided into 3 groups: ● Non-immersive systems (like workstations) ● Hybrid systems (aka Augmented reality systems) ● Immersive systems (HMD or CAVE)
    • Virtual Reality Systems ● Non-immersive systems (Workstations)
    • Virtual Reality Systems ● Hybrid systems (aka Augmented reality systems)
    • Virtual Reality Systems ● Immersive systems (HMD or CAVE)
    • Oculus Rift (HMD) ● The Oculus Rift is a Virtual Reality (VR) unit with head tracking and 3D capabilities. It is still in development but the goal is to bring a low cost, highly effective VR unit to the average consumer.
    • Oculus Rift ● Low Latency 360 degree Head Tracking ● Stereoscopic 3D View ● Ultra Wide 110 degree FOV(as far as the eye can see) ● Has a gyroscope, accelerometer and magnetometer for no latency Head Tracking
    • Oculus Rift ● ● Omni by Virtuix The Omni takes virtual reality to the next level— allowing anyone to stand up and traverse virtual worlds with the natural use of their own feet. The Omni is the first virtual reality interface for moving freely and naturally in game. Moving naturally in virtual reality creates an unprecedented sense of immersion that cannot be experienced sitting down.
    • Oculus Accessories ● Razer Hydra Motion Sensing Controllers ● The PEREGINE Wearable Interface
    • 3-D Internet ● ● As the internet becomes intertwined with the real world, the resulting Geoweb is another important stepping stone for the rise of the 3D Internet. Geoweb (or The ‚Geospatial Web’) stands for the merging of geographical (location-based) information with the mainly abstract information that is currently found on the internet.
    • Geoweb ● ● Geowebbing is about a reordering of the internet around a geographic interface. Geography and location become more and more important to index information. This creates an environment where people can search for things based on location instead of by keyword only. The geoweb will allow users to perform searches without even having a need to type in keywords – one will be able to just browse around in a digital map.
    • VR Programming Programmers have developed several different computer languages and Web browsers. Some of these include: ● ● ● ● Virtual Reality Modeling Language (VRML)- the earliest threedimensional modeling language for the Web. Huge demand for VRML programmers in near future. 3DML - a three-dimensional modeling language where a user can visit a spot (or Web site) through most Internet browsers after installing a plug-in. X3D - the language that replaced VRML as the standard for creating virtual environments in the Internet. Collaborative Design Activity (COLLADA) - a format used to allow file interchanges within three-dimensional programs.
    • Future ● ● 1999 10% of the world's computing power was non-human 2029 99% of the world's computing capacity will be non-human In the past, computing power has doubled approximately every 2 years, a trend that is known as Moore's Law. If this is the case, then we should have computers powerful enough to run immersive VR programs in every home by the year 2037.