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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)
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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
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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
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Immerse
Interactive Imagination
5. Types of VR
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•High interaction
•Most expensive
•Allow one user to
use
•Using computer &
VR software
•Most cheapest
6. Types of VR
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•Simulate a real
situation
•Bigger demand
for hardware
•Project on 3D screen
•Allow multi-users
using simultaneously
7. Differences between
Other R’s
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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
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
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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
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13. Online Survey – Results
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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
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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
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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