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Virtual Reality
Presenter Rohit Jain
Content
• What is Virtual Reality
• History
• Types
• Applications
• Devices used in Virtual Reality
• Pros and Cons
Virtual Reality
Virtual reality (VR) is a computer technology that uses some sort of
electronic devices, sometimes in comb...
History
1962
1966
1968
1977
1982
1990
1994
Morton Heilig
created the
Sensorama, a 3D
display, vibrating
seat, and scent
pr...
Types
• Non – immersive System
• Augmented reality System
• Immersive System
• Telepresence
• Mixed Reality
Virtual Reality Devices
INPUT DEVICES
OUTPUT DEVICES
Tracker
Joystick
Mouse
Wands
Head Mounted Display
The Immerse Desk
Th...
• VIRTUAL REALITY IN MILITARY
• VIRTUAL REALITY IN MEDICAL
• VIRTUAL REALITY IN GAMES
• VIRTUAL REALITY IN MOVIES
Applicat...
Samsun
g Gear
VR
Oculu
s Rift
Google
Cardboar
d
Modern ERA of Virtual Reality
Sony
project
Morpheus
FOVE
Eye
Tracking
VR
Microsoft
HoloLen
s
Dangersof VR
 Disengagement with real world
 VR replacing reality
 People preferring VR to reality
 Addiction
 Diffic...
VR in Daily Life
OVERCOMING FEAR
NOW.
OVERCOMING FEAR
THEN.
DATA VISUALIZATION
NOW.
2. DATA VISUALIZATION
TRAINING & SIMULATION
NOW.
THEN.
TRAINING & SIMULATION
NOW
REAL ESTATE
THEN.
REAL ESTATE
NOW.
SPORTS IMPROVEMENTS
THEN.
SPORTS IMPROVEMENTS
NOW.
MEETINGS
DearMedia
THEN.
MEETINGS
NOW.
STORYTELLING
THEN.
STORYTELLING
CONCLUSION
• VR IS GROWING INDUSTRY
• PC AND SPECIALIZED HARDWARE ARE GETTING BETTER, FASTER AND CHEAPER
BECAUSE OF DEVELO...
Reference
• All The Data Are Showed On This Presentation in Come up With
some Few Books and Internet
• Thanks For Paying a...
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VR - Virtual reality

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Virtual Reality or VR complete Description with types examples.

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VR - Virtual reality

  1. 1. Virtual Reality Presenter Rohit Jain
  2. 2. Content • What is Virtual Reality • History • Types • Applications • Devices used in Virtual Reality • Pros and Cons
  3. 3. Virtual Reality Virtual reality (VR) is a computer technology that uses some sort of electronic devices, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move around in it and interact with virtual features or items.
  4. 4. History 1962 1966 1968 1977 1982 1990 1994 Morton Heilig created the Sensorama, a 3D display, vibrating seat, and scent producer. Ivan Sutherland created the Sword of Damocles, widely considered to be the first VR headset. Atari Sunnyvale Research Laboratory, led by Alan Kay, founded to explore VR. Sega introduced the Sega VR-1, a head-tracking VR device. Thomas A. Furness III introduced Super Cockpit, a visual flight simulator for the Air Force. Jonathan Waldern founded Virtuality, a company in the UK that produced arcade headsets. MIT created the Aspen Movie Map, a hypermedia experience that allowed users to take a virtual tour.
  5. 5. Types • Non – immersive System • Augmented reality System • Immersive System • Telepresence • Mixed Reality
  6. 6. Virtual Reality Devices INPUT DEVICES OUTPUT DEVICES Tracker Joystick Mouse Wands Head Mounted Display The Immerse Desk The Power Wall TheCaveEnvironment Wearables
  7. 7. • VIRTUAL REALITY IN MILITARY • VIRTUAL REALITY IN MEDICAL • VIRTUAL REALITY IN GAMES • VIRTUAL REALITY IN MOVIES Applications of Virtual Reality
  8. 8. Samsun g Gear VR Oculu s Rift Google Cardboar d Modern ERA of Virtual Reality
  9. 9. Sony project Morpheus FOVE Eye Tracking VR Microsoft HoloLen s
  10. 10. Dangersof VR  Disengagement with real world  VR replacing reality  People preferring VR to reality  Addiction  Difficulty of distinguishing between virtual and real, ‘false realities represented in VR  Psychological damage identity problems  Possible impacts on real body Positiveusesof VR  Training  Risk-free experience  Experiencing things you wouldn’t normally be able to experience  Entertainment; fun, artistic expression  Telepresence applications
  11. 11. VR in Daily Life
  12. 12. OVERCOMING FEAR NOW.
  13. 13. OVERCOMING FEAR THEN.
  14. 14. DATA VISUALIZATION NOW.
  15. 15. 2. DATA VISUALIZATION
  16. 16. TRAINING & SIMULATION NOW.
  17. 17. THEN. TRAINING & SIMULATION
  18. 18. NOW REAL ESTATE
  19. 19. THEN. REAL ESTATE
  20. 20. NOW. SPORTS IMPROVEMENTS
  21. 21. THEN. SPORTS IMPROVEMENTS
  22. 22. NOW. MEETINGS DearMedia
  23. 23. THEN. MEETINGS
  24. 24. NOW. STORYTELLING
  25. 25. THEN. STORYTELLING
  26. 26. CONCLUSION • VR IS GROWING INDUSTRY • PC AND SPECIALIZED HARDWARE ARE GETTING BETTER, FASTER AND CHEAPER BECAUSE OF DEVELOPMENT IN VR. • IN THE PAST, COMPUTING POWER HAS DOUBLED APPROXIMATELY EVERY 18 MONTHS. IF THIS IS THE CASE THEN WE SHOULD HAVE A COMPUTER POWERFUL ENOUGH TO RUN IMMERSIVE VR PROGRAMS IN OUR OWN HOMES BY THE YEAR 2037.
  27. 27. Reference • All The Data Are Showed On This Presentation in Come up With some Few Books and Internet • Thanks For Paying attention • Any Queries Or Question

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