2. TABLE OF
CONTENT
• What Is Virtual Reality
• History Of Virtual Reality
• Types Of Virtual Reality
• Advantages &
Disadvantages
• Impact Of VR
• Conclusion
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3. WHAT IS
VIRTUAL REALITY?
Virtual reality (VR) is a technology that creates
immersive digital environments, either simulating
the real world or inventing new ones. Users
typically wear headsets and may use hand-held
controllers to interact with the virtual space. Real-
time movement tracking allows for a sense of
immersion and presence within the digital
experience. Applications span from gaming and
entertainment to professional training and
education.
Various industries like real estate and automotive
design use VR for walkthroughs and
demonstrations. Social VR platforms are also
emerging, enabling new ways to communicate and
build communities in virtual spaces.
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4. HISTORY OF
VIRTUAL REALITY
The concept of virtual reality (VR) has roots
dating back to the 1960s, with Morton Heilig's
Sensorama machine and Ivan Sutherland's "Sword
of Damocles" as early prototypes that provided
multisensory experiences. The term "virtual
reality" was popularized in the 1980s by Jaron
Lanier, who founded VPL Research to develop VR
products like the Data Glove. In the 1990s, the
gaming industry took an interest in VR, but the
technology was still too expensive and
underdeveloped for mass consumption.
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5. The 21st century saw significant advancements, most notably with the
release of the Oculus Rift in 2016, a headset that made high-quality VR
accessible to consumers. The technology has since expanded into various
sectors, including healthcare for surgical training and psychological
therapies, as well as education for immersive learning experiences.
Advances in hardware and software have improved the quality,
affordability, and accessibility of VR, leading to broader adoption. Current
and future trends suggest even more integration of VR into daily life,
including in social interactions, workspace collaboration, and advanced
simulations for various industries.
HISTORY OF
VIRTUAL REALITY
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7. Non-Immersive VR is a type of virtual reality that
provides a simulated environment without fully
immersing the user in it. It often requires just a
standard computer and some simple peripherals,
such as a mouse and keyboard, for interaction.
Examples include virtual tours on websites, basic
training simulations, and certain 3D video games
that do not require specialized VR hardware.
Non-immersive
Virtual Reality
Semi-Immersive
Virtual Reality
Semi-Immersive VR offers a high level of visual
immersion but typically does not fully engage all of
the user's senses or movements. This form of VR
often uses large projection screens, surround
sound, and limited interactivity through devices like
joysticks or touchscreens. It is commonly used in
applications like flight simulators, architectural
walkthroughs, and certain types of educational or
training programs.
Fully Immersive
Virtual Reality
Fully Immersive VR provides a highly interactive
and immersive experience by enveloping all the
user's senses through specialized hardware.
This typically includes a VR headset for visual
and auditory immersion, as well as hand
controllers or haptic gloves for tactile feedback
and interaction. The system tracks the user's
movements in real-time, allowing for a deep
sense of presence and engagement within the
virtual environment.
Augmented
Reality
Augmented Reality (AR) overlays digital
information, such as images, videos, or sounds,
onto the real world through devices like
smartphones, tablets, or AR glasses. Unlike
virtual reality, AR does not create a completely
new environment but enhances the existing one
with additional data or visuals. Applications
range from interactive 3D ads and navigation
aids to educational tools and real-time
information displays.
Collaborative
VR
Collaborative VR allows multiple users to
interact in a shared virtual environment, often in
real-time. This type of VR is commonly used in
professional settings for training, design
reviews, and remote teamwork, as well as in
social VR platforms for communal experiences.
Through avatars or other digital
representations, users can communicate,
manipulate objects, and perform tasks together,
bridging physical distances and enhancing
collaboration.
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8. ADVANTAGES & DISADVANTAGES
Cost: High-quality VR headsets and the computers or
consoles that power them can be expensive.
Space: Fully immersive VR often requires a
significant amount of physical space, which not
everyone has available.
Health Effects: Prolonged use can cause motion
sickness, eye strain, and other health issues.
Isolation: There's concern that extensive use of VR
could lead to social isolation, as users might prefer
virtual worlds to the real one.
Technical Issues: As a still-evolving technology, VR
can be prone to bugs, glitches, and other technical
issues that can disrupt the experience.
Limited Content: While growing, the library of high-
quality VR content is still relatively limited compared
to other media.
Accessibility: Not everyone can use or tolerate VR
for physical or psychological reasons, which limits its
applicability in certain scenarios.
Immersion: VR offers an unparalleled level of
immersion, allowing users to enter worlds that feel
nearly as real as our own.
Training & Education: It can be a powerful tool for
training and education, providing realistic, immersive
environments where users can practice anything
from surgery to flight operations safely.
Healthcare: Therapeutic VR can be used for various
treatments, including pain management and anxiety
reduction.
Accessibility: People with mobility issues can
experience things they wouldn't be able to otherwise,
like virtual travel or exercise.
Collaboration: Collaborative VR allows for highly
interactive team-based scenarios, which can be
especially useful for remote work or complex
problem-solving tasks.
Real Estate & Design: It can provide virtual
walkthroughs, making it easier for people to envision
an architectural project or a product design before
it's made.
Entertainment: Gaming and media consumption are
significantly enhanced, offering interactive and highly
engaging experiences.
ADVANTAGES DISADVANTAGES
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9. IMPACT OF VR
Virtual Reality (VR) has had a transformative impact on various sectors, reshaping the
way we interact with digital environments and even with each other. In healthcare, VR is
being used for everything from surgical training to pain management and mental health
therapies, offering new treatment paradigms. In education, VR provides immersive
learning experiences that can be more engaging and effective than traditional methods,
such as enabling medical students to 'walk through' a 3D model of the human body. The
gaming and entertainment industries have been revolutionized by VR's immersive
experiences, taking interactivity and engagement to new levels. Businesses are also
utilizing VR for a variety of applications, from virtual meetings and collaboration spaces
to customer service training and product design. On a social level, platforms that offer
shared virtual spaces are beginning to change the way we socialize online, providing a
sense of "presence" that other digital communication methods can't match. However,
the impact of VR is not without challenges, including issues of accessibility, potential
health risks, and concerns about social isolation if misused.
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10. Virtual Reality (VR) is a groundbreaking technology that has the potential to revolutionize numerous
aspects of our daily lives, from healthcare and education to entertainment and business. Its ability to provide
immersive, interactive experiences offers unprecedented opportunities for training, therapy, social
interaction, and exploration. While the technology has made significant strides in accessibility and
application, challenges remain, including cost, health implications, and concerns about social isolation. As
hardware improves and software becomes increasingly sophisticated, we can expect VR to become more
integrated into our daily routines. It's a tool with enormous potential, but like any technology, it needs to be
used thoughtfully and responsibly. Overall, VR stands as one of the most promising and transformative
technologies of our time, offering us new ways to experience the world, connect with others, and tackle
complex problems.
CONCLUSION
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