This document discusses virtual reality (VR), including its history, types, technologies, architecture, devices, applications, advantages, and disadvantages. It provides an overview of VR as a computer-generated simulation that allows users to interact with and become immersed in virtual environments. The document outlines the key components of VR systems including head-mounted displays, input devices, and software. It also summarizes several uses of VR in fields like military, healthcare, education, and entertainment. In conclusion, the document suggests that VR offers new ways to interact with computers and experience virtual worlds not possible in reality.
Software and Systems Engineering Standards: Verification and Validation of Sy...
Government College Virtual Reality Report
1. GOVERNMENT COLLEGE OF ENGINEERING
AND TEXTILE TECHNOLOGY SERAMPORE
SUBMITTED BY:
1. SUBHANKAR BARMAN 11000218003
2. BIPLOB BONIK 11000217042
3. RUPAM GHOSAL 11000218008
4. RUPAM PANJI 11000217030
6TH SEM YEAR: 2020
2. • Introduction
• History
• Types of VIRTUAL REALITY
• Technologies of VIRTUAL REALITY
• Architecture
• Device uses for VIRTUAL REALITY
• Applications
• Advantages And Disadvantages
• Conclusion
• References
3. • Virtual Reality means feeling the
imaginary(virtual) world, rather than
the real one. The imaginary world is
a simulation running in a computer.
• Virtual reality is the term used for
computer generated 3D environments
that allow the user to enter and
interact with alternate realities.
• The definition of ‘virtual’ is near and
‘reality’ is what we experience as
human beings.
4. •More than one person has been involved in
the development of this technological
system.
•In 1950’s visionary cinematography
Morton Heilig built a single user console
called Sensorama. This enabled the user
watch television in 3 dimensional ways.
5. Immersive Virtual Reality
Non-Immersive Virtual Reality
Window on world Virtual Reality
6. Immersion into virtual reality is a perception of
being physically present in a non-physical world.
Elements of virtual environments that increase
the immersiveness of the experience:
1. Continuity of surroundings
2. Conformance to human vision
3. Freedom of movement
4. Physical interaction
5. Physical feedback
7. VR experiences that typically use
desktop or laptop screens to present the
VE to a user, so the user does not
experience the sense of actually being in
the VE; the platform does not fully
occlude the user's field of view.
8. • Also known as Desktop VR.
• Use of a Monitor to display the
visual world.
• Does Not require Special
Hardware.
• Low Cost , Low Performance,
• Less Immersion.
9. The seamless merging of Real space
and Virtual space.
Integrating the Computer-Generated
Virtual objects into the Physical world
which become in a sense an equal part of
our natural environment.
10. Binocular Omni-Orientation
Monitor (BOOM) :-
3-D Display device suspended from
a weighted boom that can move freely.
Head-coupled stereoscopic display
device.
Convenient to use.
Fast and accurate built-in tracking.
11. Head Mounted Display(HMD) :-
A Helmet or a Face mask providing the
visual and auditory displays.
Use LCD to display stereo images.
May include built-in Head-tracker and
Stereo headphones.
12. Software's :-
Vizard Virtual Reality
Virtual Reality Studio
Sense8 World Tool Kit
Multiverse
18. Motion sickness / Simulator
sickness
Low-Accuracy
Expensive
Bit lack of integration between
application packages.
19. Visualization of complicated, large data is helpful
for understanding and analysis.
VR offers us a new way to interact with computer and
real life.
VR enables us to experience the virtual world that
is impossible in real world.
VR is changing our life, eventually VR will increasingly
become a part of our life.
The Best of VR is Yet to Come . . .