2. WHAT IS VIRTUAL REALITY?
Virtual Reality refers to a high-end user interface that
involves real-time simulation and interactions through
multiple sensorial channels.
Virtual Reality means feeling an imaginary (virtual)
world, rather than the real one. The imaginary world is
a simulation running in a computer. The sense data is
fed by some system to our brain.
Virtual Reality allows a user to interact with a
computer-simulated environment, be it a real or
imagined one.
3. HISTORY OF VIRTUAL REALITY
1950’s visionary cinematographer Morton
Heilig built a single user console
called Sensorama. This enabled the user
watch television in three dimensional ways.
4. In 1961, Philco Corporation engineers developed
the first HMD known as the Headsight.
5. It was in 1965 IVAN SUTHERLAND envisioned
what he called the “Ultimate Display.”
In 1988, commercial development of VR began.
In 1991, first commercial entertainment VR
system "Virtuality" was released.
10. Applications
Movies -Virtual reality is applied in 3-D movies to try and
immerse the viewer into the movie and/or virtual setting and
environments.
Video Games -Virtual reality is evident in video games. Now you
can physically interact with a game by using your body and
motions to control characters and other elements of the game
that years ago people would only imagine.
Education and training –Training and education is done through
virtual reality because it can prepare you for many dangerous
jobs and put the worker in real scenarios without the risk of them
being hurt. Doing this enables them to fully train and educate
themselves in almost any situation possible so that they’re ready
and well equipped for the job.Virtual reality can give them the
experience they need without actually putting them or others in
danger.
11. Business:
Virtual reality is being used in a number of
ways by the business community which
include:
Virtual tours of a business environment.
Training of new employees.
A 360 view of a product.
12. Training:
Virtual reality environments have been used
for training simulators.
Examples include flight simulators, battlefield
simulators for soldiers,paratrooping.
13. VIRTUAL
ENVIRONM
ENTS
BEGINNING WITH FLIGHT SIMULATORS, ADVANCING
THROUGH SCIENTIFIC APPLICATIONS, AND INTO
THE ENTERTAINMENT ARENA, VIRTUAL
ENVIRONMENTS HAVE BEEN DEVELOPED TO
PROVIDE AN IMMERSIVE SIMULATED EXPERIENCE
WITHOUT THE EXPENSE AND RISK ASSOCIATED
WITH THE REAL THING.
BOEING
787
FLIGHT
SIMULATO
R FROM
ALTEON
MOLECULAR
SIMULATION AT
ARGONNE
NATIONAL
LABORATORY
14. Engineering and Design:
VR is widely used in engineering and
designing process.
It gives better understanding of the design and
facilitates changes wherever necessary
It helps to reduce the time and cost factor.
Examples: Building construction, car designing.
15. Medical:
Healthcare is one of the biggest adopters
of virtual reality which encompasses surgery
simulation, phobia treatment, robotic surgery
and skills training.
VR finds its application in nursing, dentistry,
health issues for the disabled.
16. Entertainment:
The entertainment industry is one of the most
enthusiastic advocates of virtual reality, most
noticeably in games and virtual worlds.
Virtual Museum, e.g. interactive exhibitions
Gaming
Virtual theme parks
17. DIGITA
L 3D
ADVANCES IN DIGITAL PHOTOGRAPHY AND STEREOSCOPY HAVE
ENABLED FILMMAKERS TO AFFORDABLY PRODUCE 3D FILMS AND
THEATRE OWNERS TO AFFORDABLY SHOW THEM.A 3D DIGITAL CAMERA RECORDS VIDEO,
CIRCULARLY POLARIZING THE RIGHT
VIEWPOINT USING RIGHT-HANDED
POLARIZATION...
...WHILE RECORDING THE LEFT
VIEWPOINT USING LEFT-
HANDED CIRCULAR
POLARIZATION.
BOTH IMAGES ARE PROJECTED
SIMULTANEOUSLY ONTO THE
THEATRE SCREEN, IN A MANNER
THAT GUARANTEES THAT THE
VIEWPOINTS ARE SYNCHRONIZED.
THE MOVIEGOER WEARS POLARIZED
GLASSES THAT ONLY ALLOW THE
RIGHT-HANDED POLARIZED IMAGES
TO PASS THROUGH THE RIGHT LENS
AND THE LEFT-HANDED POLARIZED
IMAGES TO PASS THROUGH THE LEFT
LENS.
18. VERGENCE
VS.
ACCOMMOD
ATION
PROJECTING A 3D IMAGE ONTO A 2D
SCREEN OR TELEVISION DISPLAY
TENDS TO PLAY TRICKS WITH ONE’S
VISUAL PERCEPTION.
IN THE REAL WORLD, WHEN A PERSON
TRIES TO FOCUS ON A DISTANT OBJECT,
THE EYES EXPERIENCE VERGENCE,
WHERE THEY BOTH ROTATE ON THEIR
OWN VERTICALAXES UNTIL THEY BOTH
POINT AT THE OBJECT.MEANWHILE, THE EYES EXPERIENCE
ACCOMMODATION, WHERE THEY
REFLEXIVELY FOCUS ON THE OBJECT
IN ITS DISTANT POSITION, CAUSING
NEARBY OBJECTS TO GO OUT OF
FOCUS.WITH 3D IMAGES, HOWEVER, THE
EYES ROTATE SO THEY ARE POINTED
TO WHERE THE OBJECT SEEMS TO BE,
BUT THE REFLEXIVE FOCUS MUST
ADJUST TO THE SCREEN’S ACTUAL
LOCATION, ELIMINATING THE NATURAL
THIS RESULTS IN
SERIOUS EYESTRAIN
AND HEADACHES FOR
MANY 3D AUDIENCE
20. Oculus Rift
Oculus Rift was invented by a virtual
reality enthusiast named Palmer Luckey.
The Oculus Rift is a virtual reality head
mounted display, being developed by
OculusVR, a division of Facebook.
The Oculus Rift is a virtual reality headset
that lets players step inside their favorite
games and virtual worlds.
21. How it works
It uses a 7 inch LCD display screen with a
resolution of 1280 by 800 pixels.
Screen is divided into 640 by 800 pixels per
eye, with a fixed distance between lens
centers.
User can view the screen through two lens
cup.
23. OCULU
S RIFT
Head-Mounted Display
(Coated in white markers)
Camera
(Tracks markers to record
user’s head position)
Head Straps
Circuit Board
Screen
Diopter Adjustment
(Rotate to fine tune so
eyeglasses aren’t
needed)
Lenses
(Three pairs are
provided to
accommodate
good, moderate,
and heavy
nearsightedness)
Foam Padding
(Fits to face)
24. How it works
A control box is used to hook the headset up
to your computer.
Control box includes HDMI port, mini USB
port, DVI pot and DC power connection port.
Control box also contains five buttons for
controlling contrast, brightness and power.
26. Developer Version
In August 2012, Oculus announced the "dev
kit" version of the Oculus Rift.
In March 2014, Oculus announced the
upcoming Devkit 2 (DK2) which they
expected to begin shipping in July 2014.
27. Consumer Version
A consumer version of the Rift is in
development, which will be aimed at a
general market and feature improved
components.
Improved positional tracking, higher
resolution, and wireless operation are some
of the features under consideration.
29. Problems
Resolution is currently too low.
Not glasses friendly yet.
Heavy weight design.
Users experiences motion sickness.
30. SIMULA
TOR
SICKNE
SS
EFFORTS TO MAKE VR
SIMULATIONS AS
REALISTIC AS
POSSIBLE
FREQUENTLY HAVE
UNPLEASANT SIDE
EFFECTS.
FOR EXAMPLE,
PROVIDING A VISUAL
HEADBOB (LIKE THE
ONE ILLUSTRATED AT
RIGHT), WITHOUT AN
ACCOMPANYING
PHYSICAL MOTION,
CAN RESULT IN
SIMILAR PROBLEMS TEND TO OCCUR WITH
RAPID CHANGES IN ACCELERATION AND
RAPID SHIFTS IN PERSPECTIVE.
31. BALANCE &
THE INNER
EAR
THE SEMICIRCULAR
CANALS WITHIN THE
INNER EAR CONTAIN
HAIR CELLS THAT
REACT TO BODY
MOVEMENTS.
THESE REACTIONS ARE
TRANSMITTED BY
MEANS OF THE
VESTIBULAR NERVE TO
THE BRAIN, WHICH
SUBCONSCIOUSLY
SENDS MESSAGES TO
THE BODY’S TRUNK
AND LIMBS TO
WHEN THE EYES SEND THE BRAIN A
DIFFERENT MESSAGE REGARDING THE
BODY’S MOVEMENTS, THE BRAIN MAY
REACT ADVERSELY, CAUSING A LOSS OF
BALANCE.
32. VR
LATEN
CY
WHEN THE VR SYSTEM’S
PROCESSING TIME IS
EXCESSIVE, ITS REACTIONS TO
THE USER’S ACTIONS WILL LAG
BEHIND, WHICH DESTROYS THE
ILLUSION OF IMMERSION WHEN
IT BECOMES NOTICEABLE TO
THE USER. LATENCY IS
PARTICULARLY
PROBLEMATIC IN
“AUGMENTED
REALITY”
APPLICATIONS,
WHERE VIRTUAL
OBJECTS ARE
OVERLAID ON THE
USER’S REAL
WORLD SETTING,
34. FACEBOOK
PAYS $2
BILLION FOR
OCULUS
“Our mission is to make the world more
open and connected. For the past few
years, this has mostly meant building
mobile apps that help you share with the
people you care about. We have a lot more
to do on mobile, but at this point we feel
we're in a position where we can start
focusing on what platforms will come next
to enable even more useful, entertaining
and personal experiences…
“After games, we're going to make Oculus a
platform for many other experiences.
Imagine enjoying a court side seat at a
game, studying in a classroom of students
and teachers all over the world or
consulting with a doctor face-to-face -- just
by putting on goggles in your home.
“This is really a new communication
platform. By feeling truly present, you can
share unbounded spaces and experiences
with the people in your life. Imagine sharing
not just moments with your friends online,
36. CONCLUSION
• Virtual Reality is a growing industry.
• PC and specialized hardware are getting better, faster and
cheaper because of development in VR.
• In the past, computing power has doubled approximately
every 18 months. If this is the case then we should have a
computer powerful enough to run immersive VR programs in
our own homes by the year 2037.