4. Introduction
⢠Virtual Reality (VR), can be referred to as
immersive multimedia or computer-simulated
life, replicates an environment that simulates
physical presence in places in the real world or
imagined worlds.
Simulation, is the process of running a model. A
computer model is the algorithms and equations used
to capture the behaviour of the system being modelled
5. VR is using computer technology to
create a simulated, three-
dimensional world that a user can
manipulate and explore while
feeling as if he were in that world.
Scientists, theorists and engineers
have designed dozens of devices
and applications to achieve this
goal.
6. Most up to date virtual reality environments
are displayed either on a computer screen or
with special stereoscopic displays, and some
simulations include additional sensory
information and emphasise real sound
through speakers or headphones targeted
towards VR users
Stereoscopy is a technique that creates the
illusion of three-dimensional depth from
given two-dimensional images.
7. The simulated environment can be similar to the real world in
order to create a lifelike experienceâfor example, in simulations
for pilot or combat training
U.S. Navy personnel using a mock VR parachute trainer.
8. Virtual reality is often used to describe
a wide variety of applications
commonly associated with immersive,
highly visual, 3D environments.
The development of CAD software,
graphics hardware acceleration, head-
mounted displays, datagloves, and
miniaturization have helped
popularize the notion.
9. Opinions differ on what exactly constitutes
a true VR experience, but in general it
should include:
⢠Three-dimensional images that appear
to be life-sized from the perspective of
the user
⢠The ability to track a user's motions,
particularly his head and eye
movements, and correspondingly
adjust the images on the user's display
to reflect the change in perspective
10. In this seminar, we'll look at the
following in VR:
⢠Origins Of VR
⢠History Of VR
⢠Impact Of VR
⢠Use Of VR
⢠Implementation Of VR
⢠Concerns and challenges
⢠Pioneers and notables In VR
11. Origins Of VR
The term "artificial reality", coined by
Myron Krueger, has been in use since the
1970s; however, the origin of the term
"virtual reality" can be traced back to the
French playwright, poet, actor, and director
Antonin Artaud.
In his seminal book The Theatre and Its
Double (1938), Artaud described theatre as
"la rĂŠalitĂŠ virtuelle", a virtual reality in which,
in Erik Davis's words, "characters, objects,
and images take on the phantasmagoric
force of alchemy's visionary internal dramas"
13. Beforethe 1950âs
The first traces of virtual reality came
from the world of science fiction. Stanley
G. Weinbaumâs "Pygmalion's Spectacles"
is recognized as one of the first works of
science fiction that explores virtual
reality. The short story describes a
goggle-based virtual reality system with
holographic recording of fictional
experiences including smell and touch.
14. 1950â 1970
⢠In the 1950s, Morton Heilig wrote of an
"Experience Theatre" that could encompass all
the senses in an effective manner, thus drawing
the viewer into the onscreen activity.
⢠In 1966, Thomas A. Furness III introduces virtual
reality technology to the Air Force in the form of a
visual flight simulator.
⢠In 1968, Ivan Sutherland, with the help of his
student Bob Sproull, created what is widely
considered to be the first virtual reality head-
mounted display (HMD) system.
15. 1970 â 1990
Also notable among the earlier hypermedia and
virtual reality systems was the Aspen Movie Map,
which was created at MIT in 1977. The program was
a crude virtual simulation of Aspen, Colorado in
which users could wander the streets in one of
three modes: summer, winter, and polygons. The
first two were based on photographsâthe
researchers actually photographed every possible
movement through the city's street grid in both
seasonsâand the third was a basic 3-D model of
the city
16. 1990 â 2000
In 1991 Sega announces the Sega
VR headset for arcade games and
the Mega Drive console. It used
LCD screens in the visor, stereo
headphones, and inertial sensors
that allowed the system to track
and react to the movements of
the user's head.
17. 2000 â present day
⢠In 2001 SAS3 or SAS Cube has been the first PC
based cubic room, developed by Z-A Production
(Maurice Benayoun, David Nahon), Barco, ClartĂŠ,
installed in Laval France in April 2001. The SAS
library gave birth to Virtools VRPack.
⢠By 2007, Google introduced Street View, a service
that shows panoramic views of an increasing
number of worldwide positions such as roads,
indoor buildings and rural areas. It also features a
stereoscopic 3D mode, introduced in 2010.
18. ⢠In 2013 Nintendo files a patent for the concept of
using VR technology to produce a more realistic 3D
effect on a 2D television. A camera on the TV tracks
the viewer's location relative to the TV, and if the
viewer moves, everything on the screen reorients
itself appropriately. "For example, if you were
looking at a forest, you could shift your head to the
right to discover someone standing behind a tree.
⢠On March 25, 2014, Facebook purchased a
company that makes virtual reality headsets, Oculus
VR, for $2 billion
19. ⢠Sony announces Project Morpheus, a virtual
reality headset for the PS4. Google announces
Cardboard, a do-it-yourself stereoscopic
viewer for smartphones.
⢠Around the same time, Google and others
invested more than $500m into Magic Leap, a
startup company that is working on head-
mounted devices which superimpose 3D
computer-generated imagery over real world
objects, by projecting a digital light field into
the user's eye.
20. ⢠Since 2013, there have been several virtual
reality devices that seek to enter the market
to complement Oculus Rift to enhance the
game experience.
⢠One, Virtuix Omni, is based on the ability to
move in a three dimensional environment
through an omnidirectional tape. And
Gloveone, the first glove developed for
Pressive sensation to stimulate touch and
make it appear that the user has something in
his hand.
21. ⢠In February/March 2015, HTC
partnered with Valve Corporation
announced their virtual reality
headset HTC Vive and controllers,
along with their tracking technology
called Lighthouse, which is indicated
on the Steam (software) platform to
have a release date of November
2015.
22. Another upcoming VR headset called HTC Vive,
developed in co-production between HTC and Valve
Corporation. acquired in 2014 for $2 billion
23. A 2013 developer version of Oculus Rift from
Oculus VR, a company Facebook acquired in 2014
for $2 billion
24. Impact
⢠Mychilo S. Cline, in his book Power, Madness, and
Immortality: The Future of Virtual Reality, argues that
virtual reality will lead to a number of important changes in
human life and activity. He argues that virtual reality will be
integrated into daily life and activity, and will be used in
various human ways.
⢠Another such speculation has been written up on how to
reach ultimate happiness via virtual reality. He also argues
that techniques will be developed to influence human
behavior, interpersonal communication, and cognition. As
we spend more and more time in virtual space, there
would be a gradual "migration to virtual space", resulting in
important changes in economics, worldview, and culture
25.
26. Heritage and archaeology
⢠Virtual reality enables heritage sites to be
recreated extremely accurately, so that
the recreations can be published in
various media. The original sites are often
inaccessible to the public, or may even no
longer exist This technology can be used
to develop virtual replicas of caves,
natural environment, old towns,
monuments, sculptures and
archaeological elements
27. Education
â˘Strides are being made in the
realm of education, although
much needs to be done. The
possibilities of VR and
education are endless and
bring many advantages to
pupils of all ages.
28. Fiction
⢠Many science fiction books and films have imagined
characters being "trapped in virtual reality.
⢠An anime called Sword Art Online involves the
concept of virtual reality, and the possibility of
dying in real life when a player dies in the game.
⢠In 1999, The Matrix and later sequels explored the
possibility that our world is actually a vast Virtual
Reality (or more precisely, simulated reality) created
by artificially intelligent machines.
⢠In the film Avatar (2009) the humans are hooked up
to experience what their avatars perform remotely.
29. Video games
⢠The use of graphics, sound and input
technology in video games can be
incorporated into VR.
⢠Sony announced their rival to the Oculus Rift
technology as the prototype Project
Morpheus at the Game Developers
Conference during March 2014.
⢠In 2015, Valve Corporation announced their
own VR technology, SteamVR/OpenVR,
partnering with HTC to make a headset called
HTC Vive and controllers.
30. Fine arts
Canadian artist Char
Davies created
immersive VR art pieces
Osmose (1995) and
EphÊmère (1998)
31. Music
Immersive virtual musical
instruments build on the trend in
electronic musical instruments to
develop new ways to control
sound and perform music such as
evidenced by conferences like
NIME (New Interfaces for Musical
Expression)
32. Therapy
The primary use of VR in a
therapeutic role is its
application to various forms
of exposure therapy, ranging
from phobia treatments to
newer approaches to treating
PTSD
33. Training
⢠The usage of VR in a training
perspective is to allow professionals
to conduct training in a virtual
environment where they can improve
upon their skills without the
consequence of failing the operation.
e.g VR is also used in flight simulation
for the Air Force where people are
trained to be pilots
36. Manufacturing
⢠Virtual reality can serve to new product design,
helping as an ancillary tool for engineering in
manufacturing processes, new product prototypes,
and simulation. Among other examples, electronic
design automation, CAD, Finite Element Analysis,
and computer-aided manufacturing are widely
utilized programs
NB: Beyond modeling assembly parts, 3D computer
graphics techniques are currently used in the
research and development of medical devices for
therapies, treatments, patient monitoring and
early diagnoses of complex diseases.
37. Urban design
⢠In 2007 development began on a virtual
reality software which took design coordinate
geometry used by land surveyors and civil
engineers and incorporated precision spatial
information created automatically by the lines
and curves typically shown on subdivision
plats and land surveying plans.
⢠In 2010, 3D virtual reality was becoming
widely used for urban regeneration and
planning and transport projects
38. Concerns and challenges
⢠Virtual reality technology faces a number of
challenges, most of which involve motion
sickness and technical matters. Users might
become disoriented in a purely virtual
environment, causing balance issues;
⢠computer latency might affect the simulation,
providing a less-than-satisfactory end-user
experience;
⢠the complicated nature of head-mounted
displays and input systems such as specialized
gloves and boots may require specialized
training to operate,
39. ⢠and navigating the non-virtual
environment (if the user is not
confined to a limited area) might
prove dangerous without external
sensory information.
⢠Recently, there are rising concerns that
with the advent of virtual reality, that
some users may experience Virtual
Reality Addiction.
41. Frederick PhillipsBrooks, Jr.
(born April 19, 1931) is an American
computer architect, software engineer,
and computer scientist, best known for
managing the development of IBM's
System/360 family of computers and the
OS/360 software support package, then
later writing candidly about the process
in his seminal book The Mythical Man-
Month. Brooks has received many
awards, including the National Medal of
Technology in 1985 and the Turing Award
in 1999.
42. MauriceBenayoun
(born 29 March 1957 in Mascara,
Algeria) is a French pioneer new-
media artist and theorist based
in Paris and Hong Kong. His work
employs various media, including
(and often combining) video,
immersive virtual reality, the
Web, wireless technology,
performance, large-scale urban
art installations and interactive
exhibitions.
43. James Henry Clark
(born March 23, 1944) is an
American entrepreneur and
computer scientist. He founded
several notable Silicon Valley
technology companies, including
Silicon Graphics, Inc., Netscape
Communications Corporation,
myCFO and Healtheon. His research
work in computer graphics led to the
development of systems for the fast
rendering of three-dimensional
computer images.
44. Industry use
The companies working in the virtual
reality sector fall broadly into three
categories of involvement: hardware (that
is, making headsets and input devices
specific to VR), software (that is, producing
software for interfacing with the hardware
or for delivering content to users) and
content creation (that is, producing
content, whether interactive or passive, for
consumption with VR hardware.
45. Headsets: (Hardwares)
⢠Carl Zeiss (Carl Zeiss Cinemizer)
⢠Facebook (Oculus Rift)
⢠HTC (HTC Vive)
⢠Razer (OSVR)
⢠Google (Google Cardboard)
⢠Samsung (Samsung Gear VR)
⢠Sony Computer Entertainment (Project
Morpheus)
⢠Microsoft (Microsoft HoloLens)
⢠Homido