2. Outline
• Introduction
• Early artistic examples of virtual reality
• Virtual reality and the present day
• Who Invented Virtual Reality?
• Who Coined the Term “Virtual Reality”?
• VR Apps
• How Does Virtual Reality Affect Us?
• Virtual Crime
• Technologies of VR—Hardware
• Current problems & Future work
• Reference
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5. Early artistic examples of virtual
reality
Early simulation device
in 1920’s Edwin Link develop the world’s first flight
simulator ,designed as a training device for novice pilots..
The Sensorama
in 1957 Morton Heilig invent device that interact
with the users , that was the early form of virtual reality ,The
viewer would sit on a rotating chair which enabled them to face
screen and interact with that system “Sensorama” .
History head mounted display
In 1968 Ivan Sutherland created the Ultimate Display:
a head mounted display (HMD) attached to a
computer which enabled the wearer to see a virtual
world
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6. Early artistic examples of virtual
reality
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The first interactive map
The 1970’s saw the development of the first
interactive map of Aspen That was an
innovative form of multimedia which enabled
people to walk through the town of Aspen.
7. Early artistic examples of virtual
reality
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Virtual reality in the 1990’s
Virtual reality continued to be popular throughout
the 1990’s but the hype surrounding this
technology had an adverse effect and led to a
decrease in its popularity. Many people felt that
virtual reality had not delivered on its early
promises and as a result, they started to lose
interest.
8. Virtual reality and the present day
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Researchers, technologists and anyone else
working in the field of virtual reality is all too
aware of the dangers of hype and as a result,
have tended to downplay its capabilities.
They often avoid the term ‘virtual reality’ in
preference to ‘virtual environment’ .
9. Who Invented Virtual Reality?
• Morton Heilig produced the first interactive
film experience in which viewers were
invited to watch a film which would use all
of their senses. This multi-sensory
experience enable the viewer to become
part of the film. For example: he used an
oscillating fan so that the viewer could feel
wind blowing on their face.
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10. Who Coined the Term “Virtual Reality”?
The term ‘virtual reality’ was coined by Jaron Lanier in
1987, he had set up VPL Research - a company which
pioneered research into virtual reality and 3D graphics
which also sold the first virtual reality tools such as virtual
reality glasses , data gloves and later, the full data suit.
VPL Research patents were later acquired by Sun
Microsystems in 1999.
Virtual reality became very popular around this time –
especially in the 1990’s, but this soon dropped off due to a
yawning gap between public expectations and technological
limitations
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11. VR Apps
There are numerous ways virtual reality can be used which
provide enormous benefits to us. These include :
• Healthcare/surgery
• Military
• The media
• Art
• Architecture
• Education
• Entertainment
• Business
• Sport
• Etc….
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12. VR Apps in Medicine
VR applications in Medicine
Medicine is one of the biggest beneficiaries with the
development of surgery simulation. This is often used as
a training aid and enables the surgeon to perform an
operation on a ‘virtual patient’ or to see inside the human
body. It is also used as a diagnostic tool in that it
provides a more detail view of the human body
compared to X-rays and scans
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13. VR Apps in Medicine
Medicine
− Practice performing surgery.
− Perform surgery on a remote patient.
− Teach new skills in a safe, controlled environment.
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14. Virtual Reality in the Military
Virtual Reality in the Military
Virtual reality has been adopted by the military – this
includes all three services (army, navy and air force) –
where it is used for training purposes. This is particularly
useful for training soldiers for combat situations or other
dangerous settings where they have to learn how to react
in an appropriate manner.
A virtual reality simulation enables them to do so but
without the risk of death or a serious injury. They can
re-enact a particular scenario, for example engagement
with an enemy in an environment in which they experience
this but without the real world risks. This has proven to be
safer and less costly than traditional training methods.
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15. Virtual Reality in the Military
military general of the Israel army told me:
"the goal in the simulator that we built needs to be
that the quickest the soldiers forget that if they
using any technology or any VR tools ”
Amir Rubin
President and CEO
,Sixense
ON 31:16 / 58:08
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18. How Does Virtual Reality Affect Us?
Physical effects of virtual reality
One of the main problems with virtual reality is motion sickness. It is not
unknown for people to suffer from nausea after spending a period of time in
a virtual environment which is due to the effects the shift in perception has on
balance. Our balance is affected by changes in the inner ear which results in feelings
of nausea often experienced by people when travelling on a ship or some other form
of transport.
Some people are affected by this after spending only 30 minutes in a virtual
environment whereas others can go several hours before they notice any ill effects.
Another name for this sensation is ‘cybersickness’.
Time constraints
Another problem with virtual reality is time: it takes a long period of time to develop a
virtual environment which may not be good news for any commercial enterprise
wishing to invest in this technology. Time is money in the business world
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19. Virtual crime
It is hard to imagine but what happens if someone
commits a criminal act but within a virtual
environment? A potential situation is one in which
several people are immersed within a virtual
environment but one of these participants becomes
injured or traumatized due to the actions of another
person in that situation.
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20. Technologies of VR—Hardware
• Cave Automatic Virtual Environment
(CAVE)
• Head Mounted Display (HMD)
The Oculus Rift
The Sony Hmz-T3w
• Data gloves
• Data suit 20
21. Technologies of VR—Hardware (cave)
Cave Automatic Virtual Environment (CAVE)
− Provides the illusion of immersion by projecting stereo
images on the walls and floor of a room-sized cube.
− A head tracking system continuously adjust the stereo
projection to the current position of the leading viewer.
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23. Technologies of VR—Hardware (HMD)
The Oculus Rift :
• The oculus Rif t is a HDM designed for
gaming
• 1280*800 pixel display
• Work’s with PC and Soon will support
mobile
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” This is really a new communication platform ”
Mark Zuckerberg
Note : Mark Zuckerberg purchased Oculus for 2 billon dollar
25. Technologies of VR—Hardware (HMD)
The Sony Hmz-T3w :
• The Sony Hmz-T3w is a HDM designed
• for gaming and watching moves
• 720 pixel display
• Work’s with PC , smart phones and also ps4
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Current problems &Current problems & FutureFuture workwork
Cybersickness
Low-fidelity
Expensive
Lack of integration between application packages
High-fidelity system
The Metaverse : virtual universe we will access explore,
live, enjoy
Cost-saving
Collaborative
High-level contact between participants in distributed
VR
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Disadvantage of VRDisadvantage of VR
Cybersickness
Low-fidelity
Expensive
Lack of integration between application packages
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Current problems &Current problems & FutureFuture workwork
The Metaverse : virtual universe we will access explore,
live, enjoy .
Collaborative
Cost-saving
High-level contact between participants in distributed
VR