Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
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2. CONTENTS
1. What is Virtual Reality
2. History of Virtual Reality
3. Types of Virtual Reality
4. Architecture of Virtual Reality
5. What Software Does Virtual Reality Use?
6. What Hardware Does Virtual Reality Use?
7. How Does Virtual Reality Technology Work?
8. Input-Output Devices
9. Advantages and Disadvantages
10.Applications
11.Engagement with VR by Age
12.Case studies
13.Future Scope
14.Conclusion
3. What is Virtual Reality ?
● Virtual reality is a simulated 3D
environment that enables users to
explore and interact with a virtual
surrounding in a way that approximates
reality.
● The environment is created with
computer hardware and software.
● Users need to wear devices to interact
with the environment.
5. 1930s
Science fiction Writer
Stanley G. Weinbaum
contains the idea of a pair
of goggles that let the
wearer experience a
fictional world through
holographics, smell, taste
and touch.
Science Fiction Story
6. 1950s
Sensorama
A Cinematographer Morton Heilig
developed the Sensorama which
was an arcade-style theatre
cabinet that would stimulate all the
senses. It featured stereo
speakers, a stereoscopic 3D
display, fans, smell generators and
a vibrating chair.
8. ● Non-immersive virtual reality refers to a virtual
experience through a computer where you can
control some characters or activities within the
software, but the environment is not directly
interacting with you.
● Gaming devices such as PlayStation, Xbox,
Computer etc are providing you with a non-
immersive virtual reality experience.
Non-immersive
9. ● In this you will feel like you are within the virtual
world physically and everything is happening to
you for real.
● This is an expensive form of virtual reality that
involves helmets, gloves, and body connectors
with sense detectors.
● These are connected to a powerful computer.
Your movements, reactions, and even a blink of
an eye are detected and projected within the
virtual world.
Fully Immersive
10. ● A semi-immersive virtual reality is a mixture of
non-immersive and fully immersive virtual reality.
● You can use the mouse to move about the virtual
space and on mobile devices, you can touch and
swipe to move about the place.
● They can be both device-based and web-based.
Semi-Immersive
11. ● This is a form of a virtual world where different
people from various locations can come into
contact within a virtual environment, usually in
the form of 3D or projected characters.
● For example, there is a video game called PUBG
where tons of players come to existence as
individual virtual characters which they can
control.
Collaborative
12. ● Desktop-based Virtual Reality involves displaying
a 3-dimensional virtual on regular desktop
display without use of any specialized movement
tracking environment.
Windows on World
14. What Software Does Virtual Reality Use?
VR Content
Management
Systems
VR Game
Engine
VR Social
Platforms
VR Training
Simulator
VR Software
Development
Kit
VR
Visualization
Developers use various software to build VR. They include VR software development kits, visualization
software, content management, game engines, social platforms, and training simulators.
15. What Hardware Does Virtual Reality Use?
PC-Based VR
Headsets
Standalone VR
Headsets
Mobile
Headsets
VR Headsets :
A VR headset is a head-mounted device, such as goggles. A VR
headset is a visual screen or display.
There are three main types of headsets:
16. 3D Mouse
Optical
Trackers
Motion
Controllers
Omnidirection
al Treadmills
Wired Gloves
Smelling
Devices
VR Accessories
VR Accessories : Accessories include the 3D mouse, optical trackers, wired
gloves, motion controllers, bodysuits, treadmills, and even smelling devices.
These are some of the accessories used today in VR:
17. How Does Virtual Reality Technology Work?
● Users will usually start up the application on a PC or console.
● The process of starting up a VR simulation begins with putting on this headset. A VR
headset is a head-mounted display (HMD) that blocks out the outside world and
displays a 3-D world. The VR headset is then plugged in and the user can switch
their view over to the headset to immerse themselves in the experience.
● Once the headset is placed on the user's head and adjusted to fill their peripheral
vision, they can use the motion controls to control the experience on screen or their
own body movement to move around the scene.
● As long as the user keeps the headset on, the scene will continue to move and
interact with them as they move their head or use the controllers to look around and
interact.
20. Advantages Disadvantages
Virtual reality helps in exploring places
without actually being there
Implementation is expensive
The education system has been improved Only develop technical skills no interaction
is there
It creates a realistic world Technology is complex
Help in providing training Addiction to Virtual Reality
Lowest risk Impact on the real human body
Increases interest and engagement toward
a subject
Not engaged in the real world
Cost-effective Psychological damage
22. 1. Virtual Reality in Healthcare
● EaseVRx uses cognitive behavioral therapy and other behavioral
principles such as deep relaxation, attention-shifting, interoceptive
awareness, and others, to aid in the reduction of chronic pain. VR
has even been used as pain relief for burn injuries.
● Companies like Osso VR enable surgeons to interact with medical
devices in VR and practice surgery on virtual bodies, helping to
increase familiarity with new devices and proficiency in implanting
them.
23. 2. Virtual Reality in Military
● Training simulation in the military field fosters the combat skills of
small-scale units or single soldiers by simulating actual vehicles,
soldiers and combat environment with a VR headset and
controllers, trainees are completely immersed in virtual
environments.
● For example, you can have a flight simulator overlaid with a virtual
world rendering an actual battlefield for a complete pilot training
● VR also helps with decision-making and tactics in actual combat
situation.
24. 3. Virtual Reality in Education
● With VR people can learn through experience in a risk-free
space, it's consistent, affordable and scales. Virtual Speech for
example provides VR training for soft skills such as public
speaking, active listening, and sales. They blend e-learning with
practice in VR.
● With the experiential learning VR brings, VR training significantly
increases learning retention levels PwC infamously did a study
on the effectiveness of VR learning for soft skills, and found
people learnt up to 4 times faster in VR.
25. 4. Virtual Reality in Tourism
● Imagine being able to experience a guided tour of Barcelona or
Budapest from your home in California or Singapore. With VR,
you can do just that.
● Thomas Cook launched their 'Try Before You Fly' VR experience
back in 2015, where potential holidaymakers could visit stores in
various countries to experience the holiday in VR before booking
it.
● As a result, there was a 190% uplift in New York excursions
bookings after people tried the 5-minute version of the holiday in
VR.
26. 5. Virtual Reality in Architecture
● VR is gradually changing the way that architects design and
experiment with their work. VR makes it possible to see not just
what a building or space will look like but how it will feel.
● For example, if someone was looking to add an extension to
their property, they can experience the space and what it will
look like before it's physically built and then make real-time
changes.
● This saves the customer and architect time and money, as well
as increasing satisfaction on completion of the project.
27. 6. Virtual Reality in Reality
● With VR retail experiences and body-scanning technology, we will
be able to try on clothes in the virtual world to see what they'd look
like in person. Not only is this a time-effective experience for
shoppers, but it's also more sustainable because customers will
know before they order whether the item fits their shape and size,
reducing the environmental cost of production and shipping fast
fashion.
● And it's not just fashion getting a makeover. Back in 2015, eBay
launched 'the world's first virtual reality department store' in
partnership with Australian retailer Myer.
28. 7. Virtual Reality in Entertainment
● VR is being used in the entertainment industry to heighten
experiences with 360 films and increase emotional
connection with the characters or film itself.
Example : Disney Movies VR.
● Flipside provides real-time animation and motion capture,
enabling creators to built interactive animated shows.
29. 8. Virtual Reality in Art and Design
● With VR, you don't just create life-size artwork - you can be in it.
You can actually step into your image and come out the other
side.
● The most well-known application for creating art in VR is Tilt
Brush and it's amazing what some people have managed to
paint in it.
● You can also draw, sculpt, create and animate virtual 3D models
and sculptures with Masterpiece Studio.
30.
31.
32.
33. The Johnson & Johnson Institute is enhancing surgical
training and team collaboration with Osso VR software and
the Oculus for Business platform
● According to Sandra Humbles, Vice President of Global Education Solutions for Johnson
& Johnson Medical Devices - “Technology is accelerating the pace of surgical innovation
and now there’s more for a surgeon to learn than ever before.”
● Justin Barad, an orthopedic surgeon and software developer says - “There were always
new medical devices. Learning curve data shows that you have to perform a new
procedure 100 times to be proficient. We didn’t have time to learn everything well
enough.”
● Some promising new medical devices fail to gain widespread adoption because they
require extensive training before surgeons feel comfortable using them and traditional
training methods don’t provide objective feedback on a surgeon’s performance.”
34. Building surgical training experiences in
virtual reality.
Osso VR is continuing to build out the training
curriculum for the J&J Institute — it includes
more than a dozen modules so far. Each one
gives surgeons the opportunity to put on Oculus
Quest headsets and learn the steps of a
procedure in a realistic virtual setting that carries
no risk to patients. Justin Barad of Osso VR says
that knowing the steps means fewer mistakes
and more efficient procedures in the real world.
“And we build in checkpoints to be sure the
quality level is there and the surgeon is learning,”
he says.
35. Looking to the Future
Sandra Humbles says “With the portability of Oculus Quest
headset and the support of Osso VR, we will be scaling access to
our VR training platform quicker than ever before. We want to
make VR available to every surgeon in every hospital around the
world. We’re focused on training the procedures and ensuring our
products are used safely in a way that’s more time efficient, cost-
effective, and measurable.”
● During the COVID-19 outbreak, the J&J Institute and Osso VR
have seen a spike in requests from academic medical centers
that need a way to continue their residents’ training.
36. ● Virtual Reality is one of the technologies with the highest projected potential growth.
According to the latest Forecasts from IDC Research (2018) says that investment in VR
will multiply 21-fold over the next four years, reaching 15.5 billion euros by 2022.
● The big technology companies are already working to develop headsets that do not need
cables and that allow images to be seen in HD. They are developing Virtual Reality
headsets in 8K and with much more powerful processors.
● There is even talk that in the next few years they could integrate Artificial Intelligence. The
latest 5G standard can also provide very interesting scenarios for the evolution of VR.
● All this means that Virtual Reality is no longer science fiction. It is integrated into our present
THE FUTURE OF VIRTUAL REALITY
37. CONCLUSION
● As the VR technologies have been evolving over the years, always
remember the power of simplicity while immersing in the virtual
environment. Realism and imagination are quite apart.
● Every VR input device is effective by the means of performance and
interaction.
● With the technological advancements, these gadgets are meeting the
user’s expectations like high immersion level, ease of use, high
precision etc.
● After all, understanding how our senses, brain and bodies work is still
crucial in the designing of modern VR input devices.