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virtual reality.pptx

Virtual Reality is a newly introduced technology that allows to replace the real word with synthetic one .It makes people believe that they are in another real.

virtual reality.pptx

1 of 15
VR Gaming
Presented by : Snehal Vikas Gaikwad
Agenda
Abstract
01
Introduction
02
Problem Statement
03
Literature Survey
04
Objective
05
Proposed System
06
Application
07
Advantages and Disadvantages
08
Future Scope
09
Conclusion
10
References
11
Abstract
VR can be referred as a technology that allows for replacing the real world
by a synthetic one, making the user believe that she/he is in another
realm. It integrates stereoscopic displays, motion tracking hardware,
input devices, and software platforms.VR is not only restricted to
entertainment, but it has been expanded to different fields, mainly with
the purpose to learn or train through gaming, usually referred as
edutainment or serious games. Some examples can be found in.
Simulation techniques are used to build virtual worlds in which users
are immersed and to deceive the human senses, so that the
perceptual cues that reach the brain are aligned with an alternative
reality. These perceptual cues can be of different nature, including
acoustic, visual, haptic, smell, and motion stimuli.
Introduction
Recently, there has been a widely expressed interest in
the use of VR as a medium for playing games.The
user’s field of real world vision is covered and replaced
with the virtual world’s visual simulation by the head
mounted display helmet. The head mounted display
helmet contains a motion tracker that allows head
movements in the physical environment to be
replicated in the virtual environment.
Problem Statement
The lack of an immersive and interactive gaming
experience that enables gamers or users to visualize and
interact with the games in a realistic and engaging way.
Literature Survey
Heilig, M.L. Sensorama Simulator. US3050870A, 28 August 1962
Pan, Z.; Cheok, A.D.; Yang, H.; Zhu, J.; Shi, J. Virtual reality and mixed reality
for virtual learning environments. Comput. Graph. 2006
Das, P.; Zhu, M.O.; McLaughlin, L.; Bilgrami, Z.; Milanaik, R. Augmented
reality video games: New possibilities and implications for children and
adolescents. Multimodal Technol. Interact. 2017
Ad

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virtual reality.pptx

  • 1. VR Gaming Presented by : Snehal Vikas Gaikwad
  • 2. Agenda Abstract 01 Introduction 02 Problem Statement 03 Literature Survey 04 Objective 05 Proposed System 06 Application 07 Advantages and Disadvantages 08 Future Scope 09 Conclusion 10 References 11
  • 3. Abstract VR can be referred as a technology that allows for replacing the real world by a synthetic one, making the user believe that she/he is in another realm. It integrates stereoscopic displays, motion tracking hardware, input devices, and software platforms.VR is not only restricted to entertainment, but it has been expanded to different fields, mainly with the purpose to learn or train through gaming, usually referred as edutainment or serious games. Some examples can be found in. Simulation techniques are used to build virtual worlds in which users are immersed and to deceive the human senses, so that the perceptual cues that reach the brain are aligned with an alternative reality. These perceptual cues can be of different nature, including acoustic, visual, haptic, smell, and motion stimuli.
  • 4. Introduction Recently, there has been a widely expressed interest in the use of VR as a medium for playing games.The user’s field of real world vision is covered and replaced with the virtual world’s visual simulation by the head mounted display helmet. The head mounted display helmet contains a motion tracker that allows head movements in the physical environment to be replicated in the virtual environment.
  • 5. Problem Statement The lack of an immersive and interactive gaming experience that enables gamers or users to visualize and interact with the games in a realistic and engaging way.
  • 6. Literature Survey Heilig, M.L. Sensorama Simulator. US3050870A, 28 August 1962 Pan, Z.; Cheok, A.D.; Yang, H.; Zhu, J.; Shi, J. Virtual reality and mixed reality for virtual learning environments. Comput. Graph. 2006 Das, P.; Zhu, M.O.; McLaughlin, L.; Bilgrami, Z.; Milanaik, R. Augmented reality video games: New possibilities and implications for children and adolescents. Multimodal Technol. Interact. 2017
  • 7. Objective Recent developments in motion sensors, graphics, multimodal display technologies, and interaction have paved the way for expanding the Virtual Reality (VR) gaming possibilities beyond traditional entertainment, providing seamless immersive experiences in highly interactive synthetic worlds. From active adventures to relaxing, passive immersion, VR evolves beyond the related technologies to take the user(s) into the heart of the story itself, perceiving it as in first person. The magic of VR makes serious games such as those involving education and training an engaging adventure, providing learning skills to improve users’ expertise.
  • 8. Proposed System Virtual Reality systems have only one goal: to convince us that we are somewhere else. To achieve this, the system has to trick our brain — in particular, the parts of the brain that perceive vision, motion and other senses responsible to make us believe we belong to an environment. Any competent VR system should have a variety of components to build this illusion.A virtual reality developer is a person who creates VR experiences for game consoles, mobile platforms, and PC. Virtual reality games are coded using C-like languages: C++ and C#. Based on the MTP algorithm Skills required to become VR developer :  video editing  3D modeling  rendering  experience with game engine like Unity
  • 9. Timeline of VR 2007 1984 2019 2030 1957 VR will be a $28bn market, according to GlobalData forecasts. Future market Sony announced that it had sold more than four million PSVR headsets SONY’s PSVR Google introduced Street View, which provides panoramic views of locations. Google street view Jaron Lanier founded VPL Research, one of the first companies to develop and sell VR products First VR product considered to be one of the earliest VR systems, was invented. Sensorama
  • 10. Top Virtual Reality Games Beat Saber 2018 VR rhythm game developed by Beat Games Hitman 3 2021 stealth game developed by IO Interactive Half-Life: Alyx 2020 VR first-person shooter game developed by Valve Resident Evil 7 2017 survival horror game developed by Capcom. Applications
  • 11. Advantages and Disadvantages User have immersive experiences Connects with people Effective communication Disadvantages Advantages High cost Users addict to the virtual world Physical illness
  • 12. Future Scope You might think you’ve experienced VR, and you might have been pretty impressed. Particularly if you’re a gamer, there are some great experiences to be had out there.Today’s most popular VR applications involve taking total control of a user’s senses (sight and hearing, particularly) to create a totally immersive experience that places the user in a fully virtual environment that feels pretty realistic.Very soon, VR creators will extend this sensory hijacking to our other faculties – for example, touch and smell – to deepen that sense of immersion. At the same time, the devices we use to visit these virtual worlds will become cheaper and lighter, removing the friction that can currently be a barrier.
  • 13. Virtual Reality will be a technological revolution similar to the television or computer Virtual reality game has changed the way that people receive their entertainment through games In 2017, the VR gaming revenue was closer to $400 million; in 2020, the revenue of VR gaming rose to 1.1 billion. By 2024, the expected revenue of VR gaming is close to $2.4 billion. Therefore, it is safe to say that despite its shortcomings, virtual reality will soon be the next big thing in the gaming world.
  • 14.  https://en.wikipedia.org/wiki/Virtual_reality_game  https://www.researchgate.net/publication/323418731_Virtual_Reali ty_and_Games  https://www.techtarget.com/whatis/definition/virtual-reality- gaming-VR-gaming References