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VIRTUAL
REALITY
Catalyzing the Future of Work
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
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.
HISTORY
OF
VIRTUAL REALITY
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
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.
TYPES
OF
VIRTUAL REALITY
● 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
● 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
● 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
● 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
● 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
ARCHITECTURE OF VR
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.
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:
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:
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.
INPUT DEVICES
Motion Trackers Joysticks Sensing Gloves
Device Control
Buttons
Haptic Feedback Systems Treadmills
OUTPUT DEVICES
Headset 3D Audio Helsinki
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
Industrial Applications
Of
Virtual Reality
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.
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.
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.
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.
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.
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.
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.
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.
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.”
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.
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.
● 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
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.
THANK YOU

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Virtual reality.pptx

  • 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.
  • 18. INPUT DEVICES Motion Trackers Joysticks Sensing Gloves Device Control Buttons Haptic Feedback Systems Treadmills
  • 19. OUTPUT DEVICES Headset 3D Audio Helsinki
  • 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.
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  • 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.