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VIRTUAL REALITY 
Prepared By: 
Wan Muhammad Akhyar b Hj Ab Shatar 
11BI03020 [SMUM 4] 4th February 2013
What is Virtual Reality? 
 A computer-simulated environment. 
 VR try to stimulate physical presence in places in real world, as well as in 
imaginary world. 
 Covers remote communication environment. 
 Often used to describe a wide variety of apps commonly associated with 
immersive, high visual 3D environment. 
 Simulated environment can be similar to real world (lifelike experience). 
 Difficult to create high-fidelity VR experience due to lack of resources 
(technical limitation, image resolution, bandwidth limitation, cost etc.)
Basic Part of Virtual Reality
Brief History of Virtual Reality
Output Devices for Virtual Reality 
 3D Glasses 
 Surround Display 
 Binocular Omni Oriented Monitors (BOOM) 
 Head Mounted (coupled) Display (HMD) 
 Haptic/Force Feedback
3D Glasses 
 Simplest VR system. 
 Use only a single monitor to present the scene to the user. 
 Usually created from LCD shutter glasses (using sequential stereo). 
 Apply polarization of light concept to extract images to each eyes. 
 Movement can be added to increase the realism of presented images.
Surround Display 
 Alternative to standard desktop monitor and large projection screen. 
 Offer better image quality and wider field of view (full 360°). 
 CAVE like display, which is user surrounded by multiple large screen or one 
domed screen. 
 Advantages of surround display: gigantic, expensive, fragile, static, require 
precise hardware setup.
Binocular Omni Oriented Monitors (BOOM) 
 Support both mechanical tracking and stereoscoping display. 
 Two visual display are placed in a box mounted to a mechanical arm. 
 Mechanical construction support usually counter balance 
 Use CRT monitor for better resolution.
Head Mounted Display 
 Headset incorporating two small monitors placed in front of user’s eyes. 
 Images that presented measured by a tracker. 
 Lightweight, comfortable, easy to carry on. 
 Divided in 2 principle: Opaque & See-Through.
Haptic / Force Feedback 
 Divided in 2: kinesthetic & tactile 
 Kinesthetic: sensed by muscle, joints and tendons, Tactile: feedback 
through skin (sense of touch, temperature, texture etc.) 
 Apply see and feel it for yourself.
Examples of Virtual Reality
Impact (Pros) of Virtual Reality 
 VR is imaginably more personal than electronic mail or instant messaging, 
or even a letter or a telephone call. 
 VR is a great social leveler, it may find a common ground across 
differences in age, culture, and linguistic orientation (Biocca and Levy 
1995.) 
 People will be drawn together by similar interests instead of purely by 
geographic location (Biocca and Levy 1995.) 
 communication will be both challenging and rewarding, more effective 
and productive, and thus more enjoyable (Biocca and Levy 1995.) 
 after using a medium that provides total freedom of expression face-to-face 
communication may be found to be too confining (Cartwright 1994.)
Impact (Cons) of Virtual Reality 
 An inescapable aspect of social life is the formation and maintenance of 
interpersonal relationships (Biocca and Levy 1995.) 
 Interaction ought not be substituted for community (Mayer 1999.) 
 VR will provide a communication environment in which the dangers of 
deception and the benefits of creativity are amplified beyond the levels 
that humans currently experience in their interpersonal interactions. (Biocca 
and Levy 1995.) 
 Could lead to low self-esteem, feelings of worthlessness and insignificance, 
even self-destructive acts (Cartwright 1994.)
Q & A Session
Thank You

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VR Guide Explains Virtual Reality Basics

  • 1. VIRTUAL REALITY Prepared By: Wan Muhammad Akhyar b Hj Ab Shatar 11BI03020 [SMUM 4] 4th February 2013
  • 2. What is Virtual Reality?  A computer-simulated environment.  VR try to stimulate physical presence in places in real world, as well as in imaginary world.  Covers remote communication environment.  Often used to describe a wide variety of apps commonly associated with immersive, high visual 3D environment.  Simulated environment can be similar to real world (lifelike experience).  Difficult to create high-fidelity VR experience due to lack of resources (technical limitation, image resolution, bandwidth limitation, cost etc.)
  • 3. Basic Part of Virtual Reality
  • 4. Brief History of Virtual Reality
  • 5. Output Devices for Virtual Reality  3D Glasses  Surround Display  Binocular Omni Oriented Monitors (BOOM)  Head Mounted (coupled) Display (HMD)  Haptic/Force Feedback
  • 6. 3D Glasses  Simplest VR system.  Use only a single monitor to present the scene to the user.  Usually created from LCD shutter glasses (using sequential stereo).  Apply polarization of light concept to extract images to each eyes.  Movement can be added to increase the realism of presented images.
  • 7. Surround Display  Alternative to standard desktop monitor and large projection screen.  Offer better image quality and wider field of view (full 360°).  CAVE like display, which is user surrounded by multiple large screen or one domed screen.  Advantages of surround display: gigantic, expensive, fragile, static, require precise hardware setup.
  • 8. Binocular Omni Oriented Monitors (BOOM)  Support both mechanical tracking and stereoscoping display.  Two visual display are placed in a box mounted to a mechanical arm.  Mechanical construction support usually counter balance  Use CRT monitor for better resolution.
  • 9. Head Mounted Display  Headset incorporating two small monitors placed in front of user’s eyes.  Images that presented measured by a tracker.  Lightweight, comfortable, easy to carry on.  Divided in 2 principle: Opaque & See-Through.
  • 10. Haptic / Force Feedback  Divided in 2: kinesthetic & tactile  Kinesthetic: sensed by muscle, joints and tendons, Tactile: feedback through skin (sense of touch, temperature, texture etc.)  Apply see and feel it for yourself.
  • 12. Impact (Pros) of Virtual Reality  VR is imaginably more personal than electronic mail or instant messaging, or even a letter or a telephone call.  VR is a great social leveler, it may find a common ground across differences in age, culture, and linguistic orientation (Biocca and Levy 1995.)  People will be drawn together by similar interests instead of purely by geographic location (Biocca and Levy 1995.)  communication will be both challenging and rewarding, more effective and productive, and thus more enjoyable (Biocca and Levy 1995.)  after using a medium that provides total freedom of expression face-to-face communication may be found to be too confining (Cartwright 1994.)
  • 13. Impact (Cons) of Virtual Reality  An inescapable aspect of social life is the formation and maintenance of interpersonal relationships (Biocca and Levy 1995.)  Interaction ought not be substituted for community (Mayer 1999.)  VR will provide a communication environment in which the dangers of deception and the benefits of creativity are amplified beyond the levels that humans currently experience in their interpersonal interactions. (Biocca and Levy 1995.)  Could lead to low self-esteem, feelings of worthlessness and insignificance, even self-destructive acts (Cartwright 1994.)
  • 14. Q & A Session