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Presented By:
Aayush Goyal
Electronics and Communication Engineering
Enrol. No.: 331/14
VIRTUAL REALITY
Seminar on
National Institute of Technology,
Srinagar
Hazratbal, Srinagar
Jammu and Kashmir - 190006
Table of Contents
1. Introduction to Virtual Reality
2. A Brief History of VR
3. Components of VR
4. Architecture of VR
5. Types of VR
6. Working of VR
7. Applications of VR
8. Advantages and Disadvantages
9. Conclusion and Future Scope
INTRODUCTION
Q. What is Virtual Reality?
1. Made up of ‘Virtual’ and ‘Reality’.
2. ‘Virtual’ means ‘Near’ & ‘Reality’ means ‘What we
experience’.3. So what is Virtual Reality?
4. In technical terms it is an
environment that is
stimulated by the computer.
5. The simulation can be
similar to real world for eg
Pilot training.
6. It can be virtual as in the VR
games.
HISTORY
The
Sensorama
was released
in the 1950s.
A VPL
Research
DataSuit, a
full-body
outfit with
sensors for
measuring
the
movement of
arms, legs,
and trunk.
Developed
circa 1989.
Displayed at
the Nissho
Iwai
showroom in
Tokyo.
COMPONENTS OF VR
HEAD MOUNTED DISPLAYS
(HMDs)• Probably the most instantly recognizable objects associated with virtual
reality.
• They are sometimes referred to as Virtual Reality headsets or VR glasses.
• They are wore on head.
• The latest HMDs are compact and efficient.
INPUT DEVICES
They can be classified into
1. tracking device
2. point input device
3. bio-controllers
4. voice device.
Tracking devices sometimes referred to as position
sensors, are used in tracking the position of the user,
and they include:
1. Electromagnetic, ultrasonic, optical, mechanical
and gyroscopic sensors
2. data gloves
3. neural and bio or muscular controllers.
OUTPUT DEVICES
• Responsible for the presentation of the virtual environment and its phenomenon to
the user – they contribute to the generation of an immersive feeling at most.
• Two possible common options for the graphics are the stereo display monitor, and
the HMD which provides a higher level of immersion.
• Audio or sound is an important channel inVR; its importance is only surpassed by
that of visual.
• Classified on the basis of senses into:
1. graphics (visual)
2. audio (aural),
3. haptic (contact or force)
4. Smell
5. taste.
Softwares
• Another paramount and vital role playing thing inVR technologies.
• It is responsible for the managing of I/O devices, analysing incoming data and generating proper
feedback.
• The difference to conventional systems is that VR devices are much more complicated than these
used at the desktop – they require extremely precise handling and send large quantities of data to
the system.
• Moreover, the whole application is time-critical and software must manage it: input data must be
handled timely and the system response that is sent to the output displays must be prompt in order
not to destroy the feeling of immersion.
ARCHITECTURE OF VR
TYPES OF VR
How does VR work?
The working of a VR system can be divided into
following categories:
1. The Basics
2. Head Tracking
3. Motion Tracking
4. Eye Tracking
WORKING OF VR
APPLICATIONS
1. VIDEO GAMES
2. CINEMAAND ENTERTAINMENT
3. SOCIAL SCIENCE AND PSYCHOLOGY
4. HEALTHCAREAND CLINICAL
THEREPIES
5. EDUCATIONANDTRAINING
6. ARTISTRYAND DESIGN
7. TOURISMAND EXPLORATION
8. REAL ESTATE AND SHOPPING
9. ENGINEERING
10. AND MANY MORE…
Pros and Cons OF VR
• Advantages:
1. Immersive Learning
2. Convenient
3. Innovative and
Enjoyable
4. No fear of mistakes
5. Little/No risk
• Disadvantages:
1. Costly and Expensive
2. Development Process
3. Idea of escapism
4. Training Consequences
CONCLUSION AND FUTURE SCOPE
• Virtual Reality is a way for humans to visualize, manipulate and interact
with computers and extremely complex data.
• Mobile VR is the new thing and Google has been at forefront since its inception.
• Just like every technology it has two sides to it.
• One that will make human race much more advanced and second can be single
greatest threat to us.
• Problems:
1. Simulator Sickness Symptoms
2. Expensive
3. Lack of integration between
APIs
• Future Work:
1. High Fidelity Systems
2. Cost-Saving
3. Collaborative
THANK
YOU !

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Seminar Presentation on Virtual Reality

  • 1. Presented By: Aayush Goyal Electronics and Communication Engineering Enrol. No.: 331/14 VIRTUAL REALITY Seminar on National Institute of Technology, Srinagar Hazratbal, Srinagar Jammu and Kashmir - 190006
  • 2. Table of Contents 1. Introduction to Virtual Reality 2. A Brief History of VR 3. Components of VR 4. Architecture of VR 5. Types of VR 6. Working of VR 7. Applications of VR 8. Advantages and Disadvantages 9. Conclusion and Future Scope
  • 3. INTRODUCTION Q. What is Virtual Reality? 1. Made up of ‘Virtual’ and ‘Reality’. 2. ‘Virtual’ means ‘Near’ & ‘Reality’ means ‘What we experience’.3. So what is Virtual Reality? 4. In technical terms it is an environment that is stimulated by the computer. 5. The simulation can be similar to real world for eg Pilot training. 6. It can be virtual as in the VR games.
  • 4. HISTORY The Sensorama was released in the 1950s. A VPL Research DataSuit, a full-body outfit with sensors for measuring the movement of arms, legs, and trunk. Developed circa 1989. Displayed at the Nissho Iwai showroom in Tokyo.
  • 6. HEAD MOUNTED DISPLAYS (HMDs)• Probably the most instantly recognizable objects associated with virtual reality. • They are sometimes referred to as Virtual Reality headsets or VR glasses. • They are wore on head. • The latest HMDs are compact and efficient.
  • 7. INPUT DEVICES They can be classified into 1. tracking device 2. point input device 3. bio-controllers 4. voice device. Tracking devices sometimes referred to as position sensors, are used in tracking the position of the user, and they include: 1. Electromagnetic, ultrasonic, optical, mechanical and gyroscopic sensors 2. data gloves 3. neural and bio or muscular controllers.
  • 8. OUTPUT DEVICES • Responsible for the presentation of the virtual environment and its phenomenon to the user – they contribute to the generation of an immersive feeling at most. • Two possible common options for the graphics are the stereo display monitor, and the HMD which provides a higher level of immersion. • Audio or sound is an important channel inVR; its importance is only surpassed by that of visual. • Classified on the basis of senses into: 1. graphics (visual) 2. audio (aural), 3. haptic (contact or force) 4. Smell 5. taste.
  • 9. Softwares • Another paramount and vital role playing thing inVR technologies. • It is responsible for the managing of I/O devices, analysing incoming data and generating proper feedback. • The difference to conventional systems is that VR devices are much more complicated than these used at the desktop – they require extremely precise handling and send large quantities of data to the system. • Moreover, the whole application is time-critical and software must manage it: input data must be handled timely and the system response that is sent to the output displays must be prompt in order not to destroy the feeling of immersion.
  • 12. How does VR work? The working of a VR system can be divided into following categories: 1. The Basics 2. Head Tracking 3. Motion Tracking 4. Eye Tracking WORKING OF VR
  • 13. APPLICATIONS 1. VIDEO GAMES 2. CINEMAAND ENTERTAINMENT 3. SOCIAL SCIENCE AND PSYCHOLOGY 4. HEALTHCAREAND CLINICAL THEREPIES 5. EDUCATIONANDTRAINING 6. ARTISTRYAND DESIGN 7. TOURISMAND EXPLORATION 8. REAL ESTATE AND SHOPPING 9. ENGINEERING 10. AND MANY MORE…
  • 14. Pros and Cons OF VR • Advantages: 1. Immersive Learning 2. Convenient 3. Innovative and Enjoyable 4. No fear of mistakes 5. Little/No risk • Disadvantages: 1. Costly and Expensive 2. Development Process 3. Idea of escapism 4. Training Consequences
  • 15. CONCLUSION AND FUTURE SCOPE • Virtual Reality is a way for humans to visualize, manipulate and interact with computers and extremely complex data. • Mobile VR is the new thing and Google has been at forefront since its inception. • Just like every technology it has two sides to it. • One that will make human race much more advanced and second can be single greatest threat to us. • Problems: 1. Simulator Sickness Symptoms 2. Expensive 3. Lack of integration between APIs • Future Work: 1. High Fidelity Systems 2. Cost-Saving 3. Collaborative