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VIRTUAL REALITY
“Virtual reality is the first step in the grand
adventure into the landscape of imagination.”
WHAT IS VIRTUAL REALITY?
• Virtual reality is an artificial environment created with a
software and presented to the user in such a way that user
suspends the belief and accepts it as a real environment on
a computer.
• Virtual Reality is primarily experienced through two fine
senses – Sight and Sound.
• The simplest form of virtual reality is a 3-D image that
can be explored interactively at a personal computer usually
by manipulating keys or mouse
•More sophisticated efforts involve such approaches as
wrap – around displaying screens and actual room arguments.
HISTORY OF VIRTUAL REALITY
• Today’s virtual reality technology built upon ideas
that date back to 1800’s almost beginning of practical
photography.
• In 1838, first stereoscope was invented, using twin
mirrors to project a single image, that eventually
developed into the view master patented in 1939 and
still produced today.
• The use of virtual reality however was first used in
1980’s when Jason Lanier, founder of VPL Research
began to develop the gear, and goggles, needed to
experience what he called “VIRTUAL REALITY”.
ADVANTAGES OF VIRTUAL REALITY
Students
experience
entirely new slide
of training.
Make education
more easier and
comfortable.
Helps encountering
high quality
visualization.
Through VR students
can experiment with
and artificial
environment.
It creates a
realistic world.
DISADVANTAGES OF VIRTUAL REALITY
It has also got
some functional
issues.
The possibility of
students getting
addicted to their
virtual world is big.
It is advanced
technology so poor
people cannot
experience the
virtual world.
It is just you
and the
software and
nothing else.
It can damage the
relation between
students and
overall human
communication.
Immersion into virtual reality is a perception of being
physically present in a non-physical world. The perception is
created by surrounding the user of the VR system in images,
sound or other stimuli that provide an engrossing total
environment.
The name is a metaphoric use of the experience
of submersion applied to representation, fiction or simulation.
Immersion can also be defined as the state of consciousness
where awareness of physical self is transformed by being
surrounded in an artificial environment; used for describing
partial or complete suspension of disbelief.
Enabling action or reaction to stimulations encountered in a
virtual or artistic environment.
TYPES OF VIRTUAL REALITY :
IMMERSIVE VR
NON IMMERSIVE VIRTUAL REALITY
• Non-immersive systems, as the name suggests, are the
least immersive implementation of VR techniques. Using the
desktop system, the virtual environment is viewed through a
portal or window by utilising a standard high resolution
monitor.
• Interaction with the virtual environment can occur by
conventional means such as keyboards, mice and trackballs or
may be enhanced by using 3D interaction
• The non-immersive system has advantages in that they do
not require the highest level of graphics performance, no
special hardware and can be implemented on high specification
PC clones.
•This means that these systems can be regarded as the lowest
cost VR solution which can be used for many applications.
CONCERNS AND CHALLENGES
Health and safety
•There are many health and safety considerations of
virtual reality. Most virtual reality systems come with
consumer warnings.
•Including: seizures; developmental issues in children;
trip-and-fall and collision warnings; discomfort;
repetitive stress injury; and interference with medical
devices.
•Virtual reality headsets differ to conventional screens
in that they offer varying focal points for the eye that
mirror real-life sight, as opposed to a fixed distance,
focal point with screens like mobiles and televisions.
Privacy
The persistent tracking required by all VR systems makes the
technology particularly useful for, and vulnerable to,
mass surveillance.
The expansion of VR will increase the potential and reduce the
costs for information gathering of personal actions, movements and
responses.
Conceptual and philosophical concerns
In addition, there are conceptual and philosophical considerations
and implications associated with the use of virtual reality. What the
phrase "virtual reality" means or refers to can be ambiguous.
Mychilo S. Cline argued in 2005 that through virtual reality
techniques will be developed to influence human
behavior, interpersonal communication, and cognition.
INPUT DEVICES – VIRTUAL REALITY
• The input devices are the means by which the user
interacts with the virtual world. They send signals to the
system about the action of the user, so as to provide
appropriate reactions back to the user through the output
devices in real time.
• Classified as : -point input device, bio-controllers and voice
device.
• Tracking devices sometimes referred to as position
sensors, and they include, electromagnetic, ultrasonic,
optical, mechanical and gyroscopic sensors.
• Incorporate it into a VR system. Voice recognition or
processing software can be used in accomplishing this.
OUTPUT DEVICES – VIRTUAL REALITY
 The output devices get feedback from the VR engine and
pass it on to the users through the corresponding output
devices to stimulate the senses.
 The possible classifications of output devices based on
the senses are: graphics (visual), audio (aural), haptic
(contact or force), smell and taste.
 Two possible common options for the graphics are the
stereo display monitor, and the HMD which provides a
higher level of immersion. They provide the brain to
provide a 3D view of the virtual world.
 Audio or sound is an important channel in VR; its
importance is only surpassed by that of visual.
Sensing gloves
 A sensing glove is an
input device for human–
computer interaction
worn like a glove.
 Various sensor
technologies are used to
capture physical data
such as bending of
fingers.
Often a motion tracker, such
as a magnetic tracking device
is attached to capture the
global position/rotation data
of the glove.
APPLICATIONS OF VIRTUAL
REALITY IN MILITARY
• They can be placed in fighter
jets, submarines, tanks or
armoured vehicles to experience
the claustrophobic conditions, or
placed in the middle of an active
battlefield or patrolled through a
hostile environment, learning how
to locate enemy soldier.
• Learning skills such as
navigation, survival, and teamwork
in difficult and compromising
situations, can be achieved with
striking realism. No other
technology can provide this level of
engagement or experience in the
same immersive way as VR.
•VR allows military
personnel to undertake a
huge range of simulations,
without the associated
costs, thus massively
reducing training budgets.
• VR can put a trainee in
any number of different
places, situations or
environments, and can be
used to teach awareness,
build skills, and provide
valuable experience to help
when real life requires it.
APPLICATIONS OF VIRTUAL
REALITY IN HEALTHCARE
 Healthcare is one of the biggest adopters of virtual reality
which encompasses surgery simulation, phobia treatment,
robotic surgery and skills training.
 One of the advantages of this technology is that it allows
healthcare professionals to learn new skills as well as
refreshing existing ones in a safe environment. Plus it allows
this without causing any danger to the patients.
1 .Human simulation software
 One example of this is the Human Simulation system which
enables doctors, nurses and other medical personnel to interact
with others in an interactive environment. They engage in
training scenarios in which they have to interact with a patient
but within a 3D environment only.
2.Virtual reality diagnostics often used as a diagnostic
tool in that it enables doctors to arrive at a diagnosis in
conjunction with other methods such as MRI scans. This
removes the need for invasive procedures or surgery.
3. Virtual robotic surgery
 A popular use of this technology is in robotic surgery.
This is where surgery is performed by means of a robotic
device – controlled by a human surgeon.
 Which reduces time and risk of complications. Virtual
reality has been also been used for training purposes and,
in the field of remote telesurgery.
 In which surgery is performed by the surgeon at a
separate location to the patient.
 Virtual reality helps
in medical training
and practicals .
 It also helps in
counseling
 Through virtual
reality the user
could experiment
artificial
environment .
 Using virtual reality
in healthcare is very
expensive
 It requires constant
updates and
maintenance
 The stimulators used
are very fragile
 MERITS  DEMERITS
MERITS AND DEMERITS OF
VIRTUAL REALITY IN HEALTH CARE
VIRTUAL REALITY AND EDUCATION
 Virtual reality is an
another concept in
field of education.
 Its helps us to learn
more easily as it
eliminates language
barriers.
 And also enables us
to visualize things.
VIRTUAL REALITY AND SCIENTIFIC
VISUALISATION
 Virtual reality is being increasingly used
in the field of scientific visualisation.
 This field is based upon using computer
graphics to express complex ideas and
scientific concepts .
 It acts as tool for conveying a set of
complex information .
 Virtual reality helps the scientists to
convey new ideas without any
difficulties.
HOW IT IS USED?
1.
• It is used to convey
complex information .
2.
• Makes it more easier
to visualize .
VIRTUAL REALITY AND ENTERTAINMENT
 It is not surprising that
the first thing that
comes to your mind after
hearing the word ‘virtual
reality’ is the
entertainment industry .
 Entertainment is
associated with bringing
impossible to life, thus
making us forgot about
the reality .
VIEWS ABOUT VIRTUAL REALITY
IN ENTERTAINMENT
 According to a survey, it was discovered that
most of the people are interested about the
usage of virtual reality.
THANK YOU FOR WATCHING
AND SPENDING YOR
PRECIOUS TIME!!!

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Virtual Reality

  • 1. VIRTUAL REALITY “Virtual reality is the first step in the grand adventure into the landscape of imagination.”
  • 2. WHAT IS VIRTUAL REALITY? • Virtual reality is an artificial environment created with a software and presented to the user in such a way that user suspends the belief and accepts it as a real environment on a computer. • Virtual Reality is primarily experienced through two fine senses – Sight and Sound. • The simplest form of virtual reality is a 3-D image that can be explored interactively at a personal computer usually by manipulating keys or mouse •More sophisticated efforts involve such approaches as wrap – around displaying screens and actual room arguments.
  • 3. HISTORY OF VIRTUAL REALITY • Today’s virtual reality technology built upon ideas that date back to 1800’s almost beginning of practical photography. • In 1838, first stereoscope was invented, using twin mirrors to project a single image, that eventually developed into the view master patented in 1939 and still produced today. • The use of virtual reality however was first used in 1980’s when Jason Lanier, founder of VPL Research began to develop the gear, and goggles, needed to experience what he called “VIRTUAL REALITY”.
  • 4. ADVANTAGES OF VIRTUAL REALITY Students experience entirely new slide of training. Make education more easier and comfortable. Helps encountering high quality visualization. Through VR students can experiment with and artificial environment. It creates a realistic world.
  • 5. DISADVANTAGES OF VIRTUAL REALITY It has also got some functional issues. The possibility of students getting addicted to their virtual world is big. It is advanced technology so poor people cannot experience the virtual world. It is just you and the software and nothing else. It can damage the relation between students and overall human communication.
  • 6. Immersion into virtual reality is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete suspension of disbelief. Enabling action or reaction to stimulations encountered in a virtual or artistic environment. TYPES OF VIRTUAL REALITY : IMMERSIVE VR
  • 7. NON IMMERSIVE VIRTUAL REALITY • Non-immersive systems, as the name suggests, are the least immersive implementation of VR techniques. Using the desktop system, the virtual environment is viewed through a portal or window by utilising a standard high resolution monitor. • Interaction with the virtual environment can occur by conventional means such as keyboards, mice and trackballs or may be enhanced by using 3D interaction • The non-immersive system has advantages in that they do not require the highest level of graphics performance, no special hardware and can be implemented on high specification PC clones. •This means that these systems can be regarded as the lowest cost VR solution which can be used for many applications.
  • 8. CONCERNS AND CHALLENGES Health and safety •There are many health and safety considerations of virtual reality. Most virtual reality systems come with consumer warnings. •Including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices. •Virtual reality headsets differ to conventional screens in that they offer varying focal points for the eye that mirror real-life sight, as opposed to a fixed distance, focal point with screens like mobiles and televisions.
  • 9. Privacy The persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass surveillance. The expansion of VR will increase the potential and reduce the costs for information gathering of personal actions, movements and responses. Conceptual and philosophical concerns In addition, there are conceptual and philosophical considerations and implications associated with the use of virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. Mychilo S. Cline argued in 2005 that through virtual reality techniques will be developed to influence human behavior, interpersonal communication, and cognition.
  • 10. INPUT DEVICES – VIRTUAL REALITY • The input devices are the means by which the user interacts with the virtual world. They send signals to the system about the action of the user, so as to provide appropriate reactions back to the user through the output devices in real time. • Classified as : -point input device, bio-controllers and voice device. • Tracking devices sometimes referred to as position sensors, and they include, electromagnetic, ultrasonic, optical, mechanical and gyroscopic sensors. • Incorporate it into a VR system. Voice recognition or processing software can be used in accomplishing this.
  • 11. OUTPUT DEVICES – VIRTUAL REALITY  The output devices get feedback from the VR engine and pass it on to the users through the corresponding output devices to stimulate the senses.  The possible classifications of output devices based on the senses are: graphics (visual), audio (aural), haptic (contact or force), smell and taste.  Two possible common options for the graphics are the stereo display monitor, and the HMD which provides a higher level of immersion. They provide the brain to provide a 3D view of the virtual world.  Audio or sound is an important channel in VR; its importance is only surpassed by that of visual.
  • 12. Sensing gloves  A sensing glove is an input device for human– computer interaction worn like a glove.  Various sensor technologies are used to capture physical data such as bending of fingers. Often a motion tracker, such as a magnetic tracking device is attached to capture the global position/rotation data of the glove.
  • 13. APPLICATIONS OF VIRTUAL REALITY IN MILITARY • They can be placed in fighter jets, submarines, tanks or armoured vehicles to experience the claustrophobic conditions, or placed in the middle of an active battlefield or patrolled through a hostile environment, learning how to locate enemy soldier. • Learning skills such as navigation, survival, and teamwork in difficult and compromising situations, can be achieved with striking realism. No other technology can provide this level of engagement or experience in the same immersive way as VR.
  • 14. •VR allows military personnel to undertake a huge range of simulations, without the associated costs, thus massively reducing training budgets. • VR can put a trainee in any number of different places, situations or environments, and can be used to teach awareness, build skills, and provide valuable experience to help when real life requires it.
  • 15. APPLICATIONS OF VIRTUAL REALITY IN HEALTHCARE  Healthcare is one of the biggest adopters of virtual reality which encompasses surgery simulation, phobia treatment, robotic surgery and skills training.  One of the advantages of this technology is that it allows healthcare professionals to learn new skills as well as refreshing existing ones in a safe environment. Plus it allows this without causing any danger to the patients. 1 .Human simulation software  One example of this is the Human Simulation system which enables doctors, nurses and other medical personnel to interact with others in an interactive environment. They engage in training scenarios in which they have to interact with a patient but within a 3D environment only.
  • 16. 2.Virtual reality diagnostics often used as a diagnostic tool in that it enables doctors to arrive at a diagnosis in conjunction with other methods such as MRI scans. This removes the need for invasive procedures or surgery.
  • 17. 3. Virtual robotic surgery  A popular use of this technology is in robotic surgery. This is where surgery is performed by means of a robotic device – controlled by a human surgeon.  Which reduces time and risk of complications. Virtual reality has been also been used for training purposes and, in the field of remote telesurgery.  In which surgery is performed by the surgeon at a separate location to the patient.
  • 18.  Virtual reality helps in medical training and practicals .  It also helps in counseling  Through virtual reality the user could experiment artificial environment .  Using virtual reality in healthcare is very expensive  It requires constant updates and maintenance  The stimulators used are very fragile  MERITS  DEMERITS MERITS AND DEMERITS OF VIRTUAL REALITY IN HEALTH CARE
  • 19. VIRTUAL REALITY AND EDUCATION  Virtual reality is an another concept in field of education.  Its helps us to learn more easily as it eliminates language barriers.  And also enables us to visualize things.
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  • 21. VIRTUAL REALITY AND SCIENTIFIC VISUALISATION  Virtual reality is being increasingly used in the field of scientific visualisation.  This field is based upon using computer graphics to express complex ideas and scientific concepts .  It acts as tool for conveying a set of complex information .  Virtual reality helps the scientists to convey new ideas without any difficulties.
  • 22. HOW IT IS USED? 1. • It is used to convey complex information . 2. • Makes it more easier to visualize .
  • 23. VIRTUAL REALITY AND ENTERTAINMENT  It is not surprising that the first thing that comes to your mind after hearing the word ‘virtual reality’ is the entertainment industry .  Entertainment is associated with bringing impossible to life, thus making us forgot about the reality .
  • 24. VIEWS ABOUT VIRTUAL REALITY IN ENTERTAINMENT  According to a survey, it was discovered that most of the people are interested about the usage of virtual reality.
  • 25. THANK YOU FOR WATCHING AND SPENDING YOR PRECIOUS TIME!!!