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Al-Hussein Bin Talal University/Jordan
 Student:  Abdalrhman Mnaja’a (SE)
 
IT/Software Engineering 
 
STN : 120120612044
1
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
2
Introduction
What is Virtual Reality(VR)?
    Virtual reality is a form of technology which creates 
    computer generated worlds or immersive
    environments which people can explore and in
    many cases , interact with.
  
  what is virtual reality (VR)?
    virtual : artificially generated input to the perceptional   
                 system
   reality : electrical signal interpreted by the brain 
                                                          “Michael Abrash”
                                                                                 oculus chief scientist 3
Introduction (Cont’d)
 Why VR?
VR is able to immerse you in a computer-
generated world of your own making: a room, a 
city, the interior of human body. With VR, you can 
explore any uncharted territory of the human 
imagination.
4
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
5
Early artistic examples of virtual
reality
6
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.
Early artistic examples of virtual
reality
7
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.
Virtual reality and the present day
8
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’ .
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.
9
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
10
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….
11
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
12
VR Apps in Medicine
 Medicine
− Practice performing surgery.
− Perform surgery on a remote patient.
− Teach new skills in a safe, controlled environment.
13
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.
14
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
15
VR Apps (Cont’d)
 Manufacturing
Easy to modify
Low cost
High efficient
16
VR Apps (Cont’d)
 Education & Training
Driving simulators.
Flight simulators.
Ship simulators.
Tank simulators.
17
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
18
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.
19
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
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.
21
Technologies of VR—Hardware (HMD)
The Oculus Rift :
22
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
23
24
” This is really a new communication platform ”
Mark Zuckerberg
Note : Mark Zuckerberg purchased Oculus for 2 billon dollar
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
25
26
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
27
Disadvantage of VRDisadvantage of VR
 Cybersickness
 Low-fidelity
 Expensive
 Lack of integration between application packages
28
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
29
ReferenceReference
 http://www.vrs.org.uk/virtual-reality/what-is-virtual-
reality.html
 2015 Facebook F8 - Michael Abrash 'Why Virtual Reality
Will Matter to You' - YouTube
 ---Virtual reality -- how the metaverse will change
filmmaking - George Bloom – TEDxHollywood
 ---Immersive Experiences - Virtual Reality NeuroGaming
- YouTube

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Virtual reality

  • 1.   Al-Hussein Bin Talal University/Jordan  Student:  Abdalrhman Mnaja’a (SE)   IT/Software Engineering    STN : 120120612044 1
  • 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 2
  • 3. Introduction What is Virtual Reality(VR)?     Virtual reality is a form of technology which creates      computer generated worlds or immersive     environments which people can explore and in     many cases , interact with.      what is virtual reality (VR)?     virtual : artificially generated input to the perceptional                     system    reality : electrical signal interpreted by the brain                                                            “Michael Abrash”                                                                                  oculus chief scientist 3
  • 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 5
  • 6. Early artistic examples of virtual reality 6 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 7 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 8 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. 9
  • 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 10
  • 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…. 11
  • 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 12
  • 13. VR Apps in Medicine  Medicine − Practice performing surgery. − Perform surgery on a remote patient. − Teach new skills in a safe, controlled environment. 13
  • 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. 14
  • 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 15
  • 16. VR Apps (Cont’d)  Manufacturing Easy to modify Low cost High efficient 16
  • 17. VR Apps (Cont’d)  Education & Training Driving simulators. Flight simulators. Ship simulators. Tank simulators. 17
  • 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 18
  • 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. 19
  • 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. 21
  • 22. Technologies of VR—Hardware (HMD) The Oculus Rift : 22
  • 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 23
  • 24. 24 ” 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 25
  • 26. 26 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
  • 27. 27 Disadvantage of VRDisadvantage of VR  Cybersickness  Low-fidelity  Expensive  Lack of integration between application packages
  • 28. 28 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
  • 29. 29 ReferenceReference  http://www.vrs.org.uk/virtual-reality/what-is-virtual- reality.html  2015 Facebook F8 - Michael Abrash 'Why Virtual Reality Will Matter to You' - YouTube  ---Virtual reality -- how the metaverse will change filmmaking - George Bloom – TEDxHollywood  ---Immersive Experiences - Virtual Reality NeuroGaming - YouTube