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Virtual Reality Seminar
By:
Name: Anuj Kumar Singh
Roll no. : 1140432023
Class: CS-32
Babu Banarasi Das University Lucknow
Things to cover in this SEMINAR
• What is Virtual Reality?
• History of Virtual Reality
• Devices used in Virtual Reality
• Why we need of Virtual Reality?
& there Applications
• Disadvantages of VR glasses
• Conclusion
WHAT IS VIRTUAL REALITY?
Virtual Reality made of two terms virtual and reality. Virtual means
NEAR and Reality means what we experience as a human beings.
So virtual reality means ‘near -reality’.
Virtual Reality is seeing an imaginary world, rather than the real one.
The imaginary world is a simulation running in a computer. The sense
data is fed by some system in our brain.
Virtual Reality means feeling an imaginary (virtual) world, rather than
the real one.
The imaginary world is a simulation running in a computer. The sense
data is fed by some system to our brain.
Gyroscope:
A gyroscope is a device that uses Earth’s gravity to help determine
orientation.
Its design consists of a freely-rotating disk called a rotor, mounted
onto a spinning axis in the center of a large and more stable wheel. As
the axis turns, the rotor remains stationary to indicate the central
gravitational pull, and thus which way is “down”.
HISTORY OF VIRTUAL REALITY
1950’s visionary cinematographer Morton Heilig built a single user
console called SENSORAMA. This enabled the user watch television in
three dimensional ways.
SENSORAMA is the revolutionary Motion Picture System that takes
you into another world with
• 3-D
• WIDE VISION
• MOTION
• COLOR
• STEREO-SOUND
• AROMAS
• VIBRATIONS
In 1961, Philco Corporation engineers developed the first HMD known
as the Headsight.
• First Head Mounted Display
• Magnetic tracking system
• Live stream from camera system
It was in 1965 IVAN SUTHERLAND envisioned what he called
“Ultimate Display”.
In 1988, commercial development of VR began.
IVAN SUTHERLAND’s Ph.D. Thesis
He was also known for First “computer graphics” application
allowed you to draw directly on the screen with a stylus.
In 1991, first commercial entertainment VR system “Virtuality” was
released.
DEVICES USED IN VIRTUAL REALITY
• HEAD MOUNTED DISPLAY (HMD):
It is sometimes called head-mounted displays, HMD’s
Are not only been used in military, medical and engineering but also
used to create augmented reality.
Oculus rift
Samsung gear
Sony VR
Google cardboard
etc .
• CAVE AUTOMATIC VIRTUAL ENVIRONMENT(CAVE):
This is the name given to a virtual environment
In which the person is fully immersed within it.
CAVE takes the form of a cube-like space in which images are
displayed by a series of projectors.( Rear projection wall and down
projection floor , speakers at different angles ,Tracking sensors in
walls, Sound/Music, Video)
• DATA GLOVES:
Within a VR room (CAVE) or other environment, a data glove can
allow you to interact normally with objects--opening door, grabbing
objects and feeling the objects in your hand rather than just
making a gesture in air.
Gloves has following sensors
• Motion sensors track hand movement
• Data is sent wirelessly to open source system
• All fingers are tracked by integrated flex sensor
• DATA SUIT:
Tesla suit enables users to interact with virtual environment and
actually “feeling” it. With sensors and haptic feedback abilities .
The main component of the suit is the wireless “T-Belt”, which is the
control unit.
WHY WE NEED VIRTUAL REALITY
First of all the potential is clear that for entertainment industry,
immersive films and videos are good examples. The entertainment
industry is after all a multi-billion industry and consumers are always
keen themselves updated.
Virtual Reality has many other serious applications which will be
cover further but whenever it is too dangerous, expensive or
impractical to something in reality, virtual reality is a answer.
From trainee surgeon, virtual reality allows us to take virtual risks in
order to gain real world experience.
APPLICATIONS OF VIRTUAL REALITY
1. BUSINESS:
Virtual reality is being used in a number of ways by the business
community which includes:
• Virtual tours of a business environments .
• Training of new employees.
• A 360 view of a product.
2. TRAINING :
• Virtual reality environments have been used training
simulators.
• Examples include flight simulators, battlefield simulators for
soldiers, paratrooping.
3. 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,
engine designing.
4. 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 is nursing, dentistry, health issues for
the disabled.
5. ENTERTAINMENTS:
• The entertainment industry is one of the most enthusiastic
advocates of virtual reality, most noticeably in games and virtual
worlds.
• Virtual Museum, e.g. interactive exhibitions.
• Gaming
• Virtual theme parks
DISADVANTAGES of Virtual Reality
• Social One issue is social isolation. The isolation causes
depression, disassociation and other conditions.
• Psychological Run the risk of failing to recognize the true
consequences for actions in which they are taking part or are
viewing.
• Hearing problems.
• Effect on eyes.
• So to avoid such problems take break after 10 minutes of using
VR glasses
CONCLUSION
1. In 1999 10% of the world’s computing power was non-human
2. In 2029 99% of the world’s computing capacity will be non-
human
 Virtual reality is a growing industry.
 PC and specialized hardware are getting better, faster and
cheaper because of development in VR.
 In the past, computing power has doubled approximately every
18th
months.
 If this case then we should have a computer powerful enough to
run immersive VR programs in our own homes by the year 2037
Thankyou……………

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Virtual reality

  • 1. Virtual Reality Seminar By: Name: Anuj Kumar Singh Roll no. : 1140432023 Class: CS-32 Babu Banarasi Das University Lucknow
  • 2. Things to cover in this SEMINAR • What is Virtual Reality? • History of Virtual Reality • Devices used in Virtual Reality • Why we need of Virtual Reality? & there Applications • Disadvantages of VR glasses • Conclusion
  • 3. WHAT IS VIRTUAL REALITY? Virtual Reality made of two terms virtual and reality. Virtual means NEAR and Reality means what we experience as a human beings. So virtual reality means ‘near -reality’. Virtual Reality is seeing an imaginary world, rather than the real one. The imaginary world is a simulation running in a computer. The sense data is fed by some system in our brain. Virtual Reality means feeling an imaginary (virtual) world, rather than the real one. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
  • 4. Gyroscope: A gyroscope is a device that uses Earth’s gravity to help determine orientation. Its design consists of a freely-rotating disk called a rotor, mounted onto a spinning axis in the center of a large and more stable wheel. As the axis turns, the rotor remains stationary to indicate the central gravitational pull, and thus which way is “down”.
  • 5. HISTORY OF VIRTUAL REALITY 1950’s visionary cinematographer Morton Heilig built a single user console called SENSORAMA. This enabled the user watch television in three dimensional ways. SENSORAMA is the revolutionary Motion Picture System that takes you into another world with • 3-D • WIDE VISION • MOTION • COLOR • STEREO-SOUND • AROMAS • VIBRATIONS
  • 6. In 1961, Philco Corporation engineers developed the first HMD known as the Headsight. • First Head Mounted Display • Magnetic tracking system • Live stream from camera system
  • 7. It was in 1965 IVAN SUTHERLAND envisioned what he called “Ultimate Display”. In 1988, commercial development of VR began. IVAN SUTHERLAND’s Ph.D. Thesis He was also known for First “computer graphics” application allowed you to draw directly on the screen with a stylus. In 1991, first commercial entertainment VR system “Virtuality” was released.
  • 8. DEVICES USED IN VIRTUAL REALITY • HEAD MOUNTED DISPLAY (HMD): It is sometimes called head-mounted displays, HMD’s Are not only been used in military, medical and engineering but also used to create augmented reality. Oculus rift Samsung gear Sony VR Google cardboard etc .
  • 9. • CAVE AUTOMATIC VIRTUAL ENVIRONMENT(CAVE): This is the name given to a virtual environment In which the person is fully immersed within it. CAVE takes the form of a cube-like space in which images are displayed by a series of projectors.( Rear projection wall and down projection floor , speakers at different angles ,Tracking sensors in walls, Sound/Music, Video)
  • 10. • DATA GLOVES: Within a VR room (CAVE) or other environment, a data glove can allow you to interact normally with objects--opening door, grabbing objects and feeling the objects in your hand rather than just making a gesture in air. Gloves has following sensors • Motion sensors track hand movement • Data is sent wirelessly to open source system • All fingers are tracked by integrated flex sensor
  • 11. • DATA SUIT: Tesla suit enables users to interact with virtual environment and actually “feeling” it. With sensors and haptic feedback abilities . The main component of the suit is the wireless “T-Belt”, which is the control unit.
  • 12. WHY WE NEED VIRTUAL REALITY First of all the potential is clear that for entertainment industry, immersive films and videos are good examples. The entertainment industry is after all a multi-billion industry and consumers are always keen themselves updated. Virtual Reality has many other serious applications which will be cover further but whenever it is too dangerous, expensive or impractical to something in reality, virtual reality is a answer. From trainee surgeon, virtual reality allows us to take virtual risks in order to gain real world experience.
  • 13. APPLICATIONS OF VIRTUAL REALITY 1. BUSINESS: Virtual reality is being used in a number of ways by the business community which includes: • Virtual tours of a business environments . • Training of new employees. • A 360 view of a product.
  • 14. 2. TRAINING : • Virtual reality environments have been used training simulators. • Examples include flight simulators, battlefield simulators for soldiers, paratrooping.
  • 15. 3. 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, engine designing.
  • 16. 4. 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 is nursing, dentistry, health issues for the disabled.
  • 17. 5. ENTERTAINMENTS: • The entertainment industry is one of the most enthusiastic advocates of virtual reality, most noticeably in games and virtual worlds. • Virtual Museum, e.g. interactive exhibitions. • Gaming • Virtual theme parks
  • 18. DISADVANTAGES of Virtual Reality • Social One issue is social isolation. The isolation causes depression, disassociation and other conditions. • Psychological Run the risk of failing to recognize the true consequences for actions in which they are taking part or are viewing. • Hearing problems. • Effect on eyes. • So to avoid such problems take break after 10 minutes of using VR glasses
  • 19. CONCLUSION 1. In 1999 10% of the world’s computing power was non-human 2. In 2029 99% of the world’s computing capacity will be non- human  Virtual reality is a growing industry.  PC and specialized hardware are getting better, faster and cheaper because of development in VR.  In the past, computing power has doubled approximately every 18th months.  If this case then we should have a computer powerful enough to run immersive VR programs in our own homes by the year 2037 Thankyou……………