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GCIT 1015 IT Innovations Shaping Our World
Overview of Virtual Reality
Section 6
Presentation Group 1
24-Nov-17
Group Members: Chu Yin Chuen (17224799)
Mok Chiu Ming (17204275)
Ngan Chi On (15204170)
1
Content
2
Introduction
• General Definition of Virtual Reality (VR)
o Virtual: near
o Reality: what we experience as human begins
• Virtual Reality = Presenting our senses with a computer
generated virtual environment that we can explore
• Technical Definition of Virtual Reality (VR)
o The combination of hardware, software and sensory
synchronicity to stimulate our senses together to in order to
create the illusion of reality
3
Elements of Virtual
Reality – I3
• Immersion
o Allows user to immerse in the virtual
world by using the hardware (e.g. VR
headset) which inhibiting the user from
being distracted by the real world
• Interaction
o Allows users to manipulate the object in
a virtual environment
• Imagination
o Allows users to perceive non-existent
things and create illusion in a imaginary
world by simulating a real world
4
Immerse
Interactive Imagination
Types of VR
5
•High interaction
•Most expensive
•Allow one user to
use
•Using computer &
VR software
•Most cheapest
Types of VR
6
•Simulate a real
situation
•Bigger demand
for hardware
•Project on 3D screen
•Allow multi-users
using simultaneously
Differences between
Other R’s
7
Augmented Reality, ARVirtual Reality, VR Mixed Reality, MR
• Real world with digital
information overlay
• Example
 Pokémon GO
• Fully enclosed, synthetic
experience with no sense of the
real world
• Example
 PlayStation® VR
• Merging of real and virtual
worlds new environments
• Visualizations where physical
and digital objects co-exist and
interact in real time
• Example
 Microsoft HoloLens
8
A
Public
P
L
I
C
A
T
I
O
N
S
Education
Examples:
• Medical Training
• Physical Therapy
Healthcare
Business
Examples:
• Virtual field trip
• Simulating creative ideas or
imaginations
Examples:
• A 360⁰ view of a product to
clients or customers
10
A
P
Personal
L
I
C
A
T
I
O
N
S
Shopping
e.g. “Buy+” from Alibaba
Traveling/Adventure
e.g. Jaunt VR
Gaming
e.g. PlayStation® VR
Watching Movie/Video
e.g. Oculus Video
 Interactivity increase
 not only in gaming but also in educating
 Breakthrough time and space constraints
 e.g. Virtual Field Trip
 Powerful training tool
 especially for professionals like doctors and pilots
 Improving experiences of gaming and watching video
 Benefits in healthcare
 helpful to patient’s recovery
 better training for medical staff
 Benefits in education
 learning motivation increase
 visualized and simplified complex knowledge/concept
11
12
Physically  Eye strain & fatigue
 Dizziness
 Motion Sickness
 e.g. nausea, disorientation, pallor, headaches etc.
 Real-world injuries
 block vision and sound  hit objects/people that are surrounded
Psychologically
 Social isolation
 Addict to use VR
 Sensory conflict
 Having the visual and vestibular systems at odds while in an
immersive, virtual environment
Online Survey
• Background
o Google Form
o Information: Opinions of the popularity and attitude on VR
o Numbers of respondents: 32 (Last modified: 19th October 2017)
o Site: https://goo.gl/forms/0EX05LuVR9GBQBpQ2
13
Online Survey – Results
14
Interpretation:
Almost 60% of the respondents do not experience VR (19 respondents)
Over 40% of respondents do experienced VR (13 respondents)
• Almost Half of the respondents who experienced VR before only have once experience of VR
Analysis:
• The popularity of VR in Hong Kong is low
• The technology of VR is not common to use in Hong Kong
No
59%
Yes
41%
Have you experienced VR before?
Once
46%
2-3 times
23%
5 times or
above
23%
3-5 times
8%
Which of the following best describes the number
of times you experienced VR?
Online Survey – Results
15
0
2
4
6
8
8
3
2
0 0 0 0 0 0
NUMBEROFRESPONDENTS
Which of the following best describes of the main
reason for you used/experienced VR?
Interpretation:
The main reason of the respondents using VR is watching movie/video
 8 respondents (There are total 13 out of 32 respondents who already experienced VR)
Analysis:
• Respondents do not realize about VR
• People easily ignore/do not realize other usages of VR(e.g. shopping)
 Should increase the promotion of the usages of VR
Online Survey – Results
16
0 2 4 6 8 10 12
Price
Quality of Content
Ease of Use
Variety of Usage
Health Influence
Durability of Devices
Others
11
8
2
3
5
2
1
Number of Respondents
Factors
Which factor you think the most concern of using VR?
Interpretation:
Most of the respondents concern of using VR is
 The price
 The quality of content
 The health influence
Analysis:
 Quality of content
 Price
Government should promote uses guidelines for VR users
 the worried about using VR
 the popularity of using VR in Hong Kong
Conclusion
17
 However, there is low of popularity of using VR in Hong Kong (by questionnaires)
 And using VR is not only beneficial for us in daily life, but also is harmful to us
(in both physical & psychological)
 Therefore, people should put more attention to understand
the advantages and the risks of using
VR
THE END
18

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Gcit1015 section6 gp1

  • 1. GCIT 1015 IT Innovations Shaping Our World Overview of Virtual Reality Section 6 Presentation Group 1 24-Nov-17 Group Members: Chu Yin Chuen (17224799) Mok Chiu Ming (17204275) Ngan Chi On (15204170) 1
  • 3. Introduction • General Definition of Virtual Reality (VR) o Virtual: near o Reality: what we experience as human begins • Virtual Reality = Presenting our senses with a computer generated virtual environment that we can explore • Technical Definition of Virtual Reality (VR) o The combination of hardware, software and sensory synchronicity to stimulate our senses together to in order to create the illusion of reality 3
  • 4. Elements of Virtual Reality – I3 • Immersion o Allows user to immerse in the virtual world by using the hardware (e.g. VR headset) which inhibiting the user from being distracted by the real world • Interaction o Allows users to manipulate the object in a virtual environment • Imagination o Allows users to perceive non-existent things and create illusion in a imaginary world by simulating a real world 4 Immerse Interactive Imagination
  • 5. Types of VR 5 •High interaction •Most expensive •Allow one user to use •Using computer & VR software •Most cheapest
  • 6. Types of VR 6 •Simulate a real situation •Bigger demand for hardware •Project on 3D screen •Allow multi-users using simultaneously
  • 7. Differences between Other R’s 7 Augmented Reality, ARVirtual Reality, VR Mixed Reality, MR • Real world with digital information overlay • Example  Pokémon GO • Fully enclosed, synthetic experience with no sense of the real world • Example  PlayStation® VR • Merging of real and virtual worlds new environments • Visualizations where physical and digital objects co-exist and interact in real time • Example  Microsoft HoloLens
  • 8. 8 A Public P L I C A T I O N S Education Examples: • Medical Training • Physical Therapy Healthcare Business Examples: • Virtual field trip • Simulating creative ideas or imaginations Examples: • A 360⁰ view of a product to clients or customers
  • 9. 10 A P Personal L I C A T I O N S Shopping e.g. “Buy+” from Alibaba Traveling/Adventure e.g. Jaunt VR Gaming e.g. PlayStation® VR Watching Movie/Video e.g. Oculus Video
  • 10.  Interactivity increase  not only in gaming but also in educating  Breakthrough time and space constraints  e.g. Virtual Field Trip  Powerful training tool  especially for professionals like doctors and pilots  Improving experiences of gaming and watching video  Benefits in healthcare  helpful to patient’s recovery  better training for medical staff  Benefits in education  learning motivation increase  visualized and simplified complex knowledge/concept 11
  • 11. 12 Physically  Eye strain & fatigue  Dizziness  Motion Sickness  e.g. nausea, disorientation, pallor, headaches etc.  Real-world injuries  block vision and sound  hit objects/people that are surrounded Psychologically  Social isolation  Addict to use VR  Sensory conflict  Having the visual and vestibular systems at odds while in an immersive, virtual environment
  • 12. Online Survey • Background o Google Form o Information: Opinions of the popularity and attitude on VR o Numbers of respondents: 32 (Last modified: 19th October 2017) o Site: https://goo.gl/forms/0EX05LuVR9GBQBpQ2 13
  • 13. Online Survey – Results 14 Interpretation: Almost 60% of the respondents do not experience VR (19 respondents) Over 40% of respondents do experienced VR (13 respondents) • Almost Half of the respondents who experienced VR before only have once experience of VR Analysis: • The popularity of VR in Hong Kong is low • The technology of VR is not common to use in Hong Kong No 59% Yes 41% Have you experienced VR before? Once 46% 2-3 times 23% 5 times or above 23% 3-5 times 8% Which of the following best describes the number of times you experienced VR?
  • 14. Online Survey – Results 15 0 2 4 6 8 8 3 2 0 0 0 0 0 0 NUMBEROFRESPONDENTS Which of the following best describes of the main reason for you used/experienced VR? Interpretation: The main reason of the respondents using VR is watching movie/video  8 respondents (There are total 13 out of 32 respondents who already experienced VR) Analysis: • Respondents do not realize about VR • People easily ignore/do not realize other usages of VR(e.g. shopping)  Should increase the promotion of the usages of VR
  • 15. Online Survey – Results 16 0 2 4 6 8 10 12 Price Quality of Content Ease of Use Variety of Usage Health Influence Durability of Devices Others 11 8 2 3 5 2 1 Number of Respondents Factors Which factor you think the most concern of using VR? Interpretation: Most of the respondents concern of using VR is  The price  The quality of content  The health influence Analysis:  Quality of content  Price Government should promote uses guidelines for VR users  the worried about using VR  the popularity of using VR in Hong Kong
  • 16. Conclusion 17  However, there is low of popularity of using VR in Hong Kong (by questionnaires)  And using VR is not only beneficial for us in daily life, but also is harmful to us (in both physical & psychological)  Therefore, people should put more attention to understand the advantages and the risks of using VR