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.)
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.)