138290 633676467827677500

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138290 633676467827677500

  1. 1. Is a technology which allows a user tointeract with a computer- simulatedenvironment, be it a real or imagined one.Is a technology that allows you to enterand interact with a world that isgenerated by a computer.
  2. 2. 1960 - The beginnings of VR1962 - Morton Heilig created a multi-sensory simulator1977 - Interaction through body movement1982 - The first computer- generated movie1983 - First virtual Environment1992 - A look at the possible negative side of VR1995 - Virtual Reality Modeling Language1999 - Virtual Reality movie grosses $750M worldwide
  3. 3. 1. Head Mounted Displays (HMD): It is a first device providing itswearer with an immersive Experience.Evans and Sutherland demonstrated ahead-mounted stereo display already in1965.2.BOOM: BOOM is a head coupledstereoscopic display device. Screensand optical system are housed in a boxthat is attached to a multi-link arm.
  4. 4. 3.CAVE: It is a device providing itswearer with an immersive Experience.Evans and Sutherland demonstrateda head-mounted stereo displayalready in 1965.4.3D VIDEO Eyewear5.Input devise, Output Devise6.Hardware7.Software
  5. 5.  Immersive Non - immersive Augmented Text-based Desktop (Window on a World) Video Mapping
  6. 6. The ultimate version of VRsystems they let the user totally immerse incomputer generated world with the help of HMDthat supports a stereoscopic view of the sceneaccordingly to the user’s position andorientation. These systems may be enhanced byaudio, haptic and sensory interfaces. Example: Desktop VR: Fish Tank VR:
  7. 7. Text-based VR: When a reader of a certain text form a mentalmodel of this virtual world in their head from thedescription of people, places and things.Augmented VR: The idea of taking what is real and adding toit in some way so that user obtains moreinformation from their environment.
  8. 8. It is a new paradigm of user interface itoffers great benefits in many application areas. Itprovides an easy, powerful, intuitive way of human-computer interaction. The user can watch andmanipulate the simulated environment in the sameway we act in the real world, without any need tolearn how the complicated (and often clumsy) userinterface works.
  9. 9. Desktop computers equipped withvisualization packages and simpleinterface devices are far from being anoptimal solution for data presentation andmanipulation. Virtual reality promises amore intuitive way of interaction . The firstattempts to apply VR as a visualizationtool were architectural walkthroughsystems.
  10. 10. TriVis accepts data frommeteorological services such as satellitedata, statistically corrected forecast data ,precipitation data and fronts information.Using TriVis to visualize artificial clouds,meteorologists can predict weather withincreased accuracy . The data gatheredand analyzed by the TriVis system is usedby television weather reporters to showtheir audiences storm system.
  11. 11. using virtualreality technology tocreate 3-D ultrasoundimages to help doctorsdiagnose and treatcongenital heartdefects in children.
  12. 12. Real Mol is a programthat uses virtual reality to showmolecular models in an interactive, immersive environment. UsingRealMol scientists can move moleculeor protein chains to create newmolecules. This is useful in fields suchas drug design.RealMol displays molecules in three ways: Ball and stick model, Stick model CPK model .
  13. 13. Constantly decreasing prices and constantlygrowing power of hardware has finally brought VR to themasses – it has found application in the entertainment. Inlast year’s W-Industry has successfully brought to themarket networked multi-player game systems.
  14. 14. National Aeronautics andSpace Administration (NASA) useVR technology to construct amodel of the HST. InSeptember, 1993, approximately100 members of the NASA HSTflight team received over 200 hoursof training using the VR. United States: The military used it asflight simulators to train pilots.
  15. 15. In modeling virtual reality offers thepossibility of watching in real-time and in real-space whatthe modeled object will look like.
  16. 16.  Interaction with the environment. User interface. user can see and even feel the shaped surface under his/her fingertips. Flight simulators and games. CAD/CAE Biomedical Engineering the projects mentioned are use of virtual reality for viewing of X-RAYs and MRI‘s. Rendering and 3-D lighting, modeling for resource management.
  17. 17. New technologies have also revealed new problems.VR in medical treatment is going through some growing pains.There are limitations with VR devices as well in regards to usability.lack of standardization of hardware and protocolsMost troublesome are the side effects it can induce, like disorientation, dizziness and nausea.People often find navigating in 3-D spaces and performing actions in free space extremely difficult.practical problems in spatial cognition research
  18. 18.  Research directions in VR  Ergonomics of visual displays  Tracking technologies  Computing power and rendering architectures  User interfaces  Seamless" virtual environments  Biomedical research Social aspects  Expectations  Education  Information retrieval, processing and searching  Augmented reality, New senses # Passive entertainment, Active entertainment
  19. 19. VR is in its early stages, but is usedcommercially, globally. There are 61,400international commercial companies producingVR. While VR is at an early stage, it is usededucationally throughout the world. There areapproximately 3,600 educational institutionswhich use VR.

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