Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
This power point presentation is about the future technology.
Effect of virtual reality in todays world.
Here now we are gona show u whats gona be in our future.
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
There are many more uses of VR than first realised which range from academic research through to engineering, design, business, the arts and entertainment. But irrespective of the use, virtual reality produces a set of data which is then used to develop new models, training methods, communication and interaction.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
This power point presentation is about the future technology.
Effect of virtual reality in todays world.
Here now we are gona show u whats gona be in our future.
Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.[1] It is related to a more general concept called computer-mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Augmented reality enhances one’s current perception of reality, whereas in contrast, virtual reality replaces the real world with a simulated one.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
There are many more uses of VR than first realised which range from academic research through to engineering, design, business, the arts and entertainment. But irrespective of the use, virtual reality produces a set of data which is then used to develop new models, training methods, communication and interaction.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
10 Everyday Things Virtual Reality Will ChangeScopernia
Virtual Reality is described as one of the “Next big things” by the media, but all the abusers of “the next big thing” have made us numb for such talk. Our friends, family and influencers aren’t really talking about VR, so the debates on what it can potentially change about our lives haven’t really come through yet.
A lot of people also lack the imagination to think of how it could change our lives. We went out into the street to ask a bunch of people what they think the impact will be and how it will be used.
The overall tone was rather dismissive instead of open-minded. Virtual Reality clearly hasn’t proven itself to the world yet and we’re not taking the word of the media for it.
Most importantly though: we don’t want to think about it, because we are uncertain or even afraid. The thought of becoming dependent on a reality that is completely different from our own is scary, so the easiest thing to do is just letting it be and holding on to our certainty for as long as possible.
We’ve always felt like we were in control of all technological breakthroughs. Like they served us as tools to enrich our lives, but with Virtual Reality this comes to an end.
With a VR set strapped to your head, you feel like something is literally planting stuff into your brain. You feel small and vulnerable, because it seems like you are not the one in control.
Control is one of the few crucial challenges VR needs to overcome to truly reach its potential. Once you feel comfortable with it, you will start to feel in control, and from there on, the possibilities are going to be limitless.
As technology continues to develop at a rapid pace, sooner or later we’re going to reach the point where the virtual experience becomes better than the real one. This is increasingly becoming the case for porn, where people can be completely immersed in their personal preference. It is literally taking it to the next level.
As computers learn more about us, we’re moving to a future where they will know exactly what we want, when we want it. This is already how our younger generations are growing up right now: everything on-demand. The only thing we currently know of that can get as close as possible to fulfilling that, is VR.
Are concerned parents going to put a VR set on their children? Sounds unlikely, but walking through a magical forest together with your child doesn’t sound that bad right? It’s just the beginning though. A lot more parents are allowing their kids to play with iPads now than a few years ago as well.
The thought may scare you, but it is inevitable. There are simply too many possibilities in truly experiencing our imagination. It is only a matter of time before the technology becomes so advanced that we will simply love it and gradually let it into different parts of our lives.
You should start thinking about what it might mean for you or what the opportunities are for your business. Our book on Digital Tr
Virtual Reality, a simulated environment in three dimensions, is not new but emerging technologies and companies like Facebook and Microsoft have recently pushed it back into the spotlight. There is a huge future in VR and meaningful experiences are being developed for it. In this webinar,
~ Discover what Virtual Reality is and gain a brief historical summary of it
~ Understand how VR will change everything ranging from gaming to education
~ Learn about the various products coming out in 2015
~ See how libraries and makerspaces are making use of VR
“What is real? How do you define 'real'? If you're talking about what you can feel, what you can smell, what you can taste and see, then 'real' is simply electrical signals interpreted by your brain.” ~ Morpheus
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
Business plan on Hibiscus ICED tea presented by Team AIB consisting of Apoorv Parmar and Kushaang Deswal of FORE School Of Management at Intra College Business Plan Comptetion and won the 2nd prize.
How Virtual Reality impacts Shopping Habits?Valtech Canada
HOW VIRTUAL REALITY WILL IMPACT SHOPPING HABITS? Is VRcommerce or Vtail for real? Is 2016 the year virtual reality finally makes its breakthrough as a mainstream technology?
Virtual Reality is going beyond everyone's expectations: creating a new form of brand connection based on empathy, thus becoming a powerful marketing asset to engage shoppers. Within the next 5 years, VR and AR (Augmented Reality) global revenues are set grow exponentially to 100bn$. Those projections clearly show the opportunity for retailers to be early adopters and tailor immersive shopper experiences. Whether you are curious or knowledgeable, let’s take a look into the future of retail in VR with our exclusive keynote Jean-François Tremblay, Virtual Reality & Augmented Reality Practice Lead at Valtech
Session im Rahmen der Social Media Week 2017 in Hamburg.
Das Konzept von "Virtual Reality" ist vergleichsweise alt, der letzte große Hype schon zehn Jahre her. Jetzt sind die Buzzwörter wieder überall präsent: Virtual, Augmented, Mixed & Merged Reality und 3D-Video in 360°. Zieht VR nun in den Alltag ein? Unser Panel präsentiert spannende Beispiele, diskutiert die Chancen des Mediums und gibt Antwort auf die Frage: Was tut Hamburg, um die Entwicklung anzutreiben?
Part 1: Konzerte und Konferenzen, Traumatherapie und Zeitreisen, Rollen- und Lernspiele, ein ganz neues Storytelling mit 3, mit 80, mit tausenden von Teilnehmern – live in Virtual Reality? Alles schon mal dagewesen, experimentell und als große Erwartung, in den virtuellen Welten von Second Life, Twinity, Blue Mars, Entropia Universe. Und heute? Ist alles nochmal anders. Ein soziales Netzwerk verbindet zwei Milliarden Erdenbürger. Smartphones stecken in jeder Hand- und Hosentasche. Nie gekannte digitale Bandbreiten und Hardware wie Oculus Rift, Vive, Daydream oder Gear ermöglichen nie gekannte Immersion, das Eintauchen in andere Realitäten – eine nie gekannte Erweiterung der physischen Welt. Milliarden werden investiert und jede Menge Kreativität. Wieder fungiert die Gamesbranche als Treiber beim Endkunden, wieder lotet sie mit ihren Entertainment-Anwendungen die Grenzen des technologisch Machbaren aus; davon berichtet Oliver Redelfs. Doch wie sieht es in Büros und Arztpraxen aus, in Hörsälen, News Rooms und Klassenzimmern? Steckt in der aktuellen Entwicklung Substanz – oder handelt es sich um eine Blase wie schon vor 10, vor 20, vor 60 Jahren? Simon Graff (ROBA Impact) und Hanno Tietgens (BÜRO X Media Lab) werfen einen Blick in die Vergangenheit und schauen in die Zukunft.
Part 2: nextReality ist die neue Standortinitiative der Hansestadt Hamburg für Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) und 360 Grad Content (360°). Als zentrale Anlaufstelle in Hamburg sind die Ziele von nextReality die Positionierung der Hansestadt als bedeutenden Standort für Forschung, Entwicklung und Einsatz der immersiven Technologien; die Unterstützung und Ansiedlung von in den Bereichen tätigen Unternehmen; der Informations- und Wissensaustausch zwischen Produzenten und Anwendern sowie die Vernetzung aller Akteure sowohl im B2B als auch im B2C Umfeld. Auf der Social Media Week stellt Oliver Redelfs (RedElf-Media) für nextReality seine Ziele und erste Schritte der Öffentlichkeit vor.
Einfühurng und Moderation: Andreas Hebbel-Seeger
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://shellyterrell.com/cooltech
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Why Are Amazon, Apple, Facebook and Google The Gang Of 4? Who Are Their Victi...Dr. William J. Ward
Why Are Amazon, Apple, Facebook and Google The Gang Of 4? Who Are Their Victims And What Strategies Will Lead Them To A Trillion Dollar Market Cap? Scott Galloway, who is a professor of Marketing and Brand Strategy at the NYU Stern School of Business, speaking at the DLDConference, January 18, 2016, discusses “The Gang of Four” (Google, Facebook, Apple, and Amazon), their victims, and the strategies that led them onto a path to a trillion dollar market cap. Watch the DLDConference video here: https://www.youtube.com/watch?v=jfjg0kGQFBY
Scott is a great speaker, has tons of great information and talks super fast. He has over 90+ slides in his 16 minute talk at the DLDConference. I created a slideshow of his talk because there is too much information to take in as he speeds through his wonderful analysis and shares his great insights.
Introduction to Virtual Reality (VR) for Business - WorkshopPaolo Tosolini
This is the slide deck I used for a 1.5h workshop and hands-on exercise at the #SMILELondon event 2016. The content includes:
- Basic terminology
- Types of VR content
- Hardware
- Business case studies
- Hands-on exercise (building a VR tour using photospheres)
slide show on Virtual Reality Technology,
New and latest 14Nov2021
My name is Bello Adamu Usman
and you can also contact me or WhatsApp chat me through this number
+2347061015151
or my email address
Belloadamuusmann@gmail.com
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
thank
Virtual reality in e learning – redefining the learning experienceRapidValue
With the advent of technology, the education sector has revolutionized. From print media to the web, we
have seen information getting richer and easily accessible. Thus, it has always made sense to bring web-based learning systems that is inundated with information.
Virtual Reality, a computer technology that uses software-generated realistic images, sounds and other sensations to replicate a real environment, is another such technology, which has contributed to big change in the education system.
E-Learning (eLearning) has become a popular method of sharing materials in various formats including videos and webinars. The benefit of providing continuous learning anywhere, and being cost effective at the same time, has made the adoption of eLearning grow at a staggering rate of over 40% in some countries.
In a research by Ambient Insight, Laos tops the list of such countries with the adoption growth rate as high as 49%. Considering the five-year compounded annual growth rate of 0.4%, the revenues for the eLearning industry are expected to reach $47.9 billion by 2020 from $46.9 in 2015.
This paper explains the importance of Virtual Reality in eLearning and how it can be incorporated into
existing mobile learning applications to redefine the learning experience.
Qbit’s VR training environments are virtual spaces which allow users to be trained through learning-by-doing experiences from a first or third person view.
Virtual Reality is a near-reality computer-generated environment for developing process simulation or designing of a product. Benefits of using virtual reality for training...
The virtual reality is the emerging technology with lots of applications in different fields. The various applications of virtual reality in various fields are shown in these slides. It also shows how it will be beneficial in the future world and what all changes it can bring in different areas.
Virtual Reality Training - 3D based VR, VR e-learning and VR SimulatorsSzymon Wegner
A presentation covering the topic of VR training and education, describing the benefits and use cases of using the virtual reality technology within this sectors. Presentation shows three types of training/education concepts - VR e-learning, 3D based VR applications and VR Simulators.
o The objective of the project was to do time series modelling of the sales data and predict future trends and sales values. The project also involved identification of key cost incurring are for the company and factor that affect the sales according to their importance.
o The project involved cleaning of the raw data present in the company database. Finding out the relevant field from data and then to structure the data in format that would be fit for time series modelling.
Case study analysis presented at the final round of Vishleshan. The objective was to form a proper cricket team consisting of the batsman, bowlers from the batting dataset provided. The case study was sponsored by AnalytixLabs.
Mafias in training Team - Kudwi Dataset AnalysisApoorv Parmar
Team Mafias In Training consisting of Apoorv Parmar and Kushaang Deswal Presented their analysis on the Kudwi Dataset provided by the IIT Kanpur Analytics Club at their Annual Management fest Prabandhan 2017
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
De-mystifying Zero to One: Design Informed Techniques for Greenfield Innovati...
Business Applications of Virtual Reality
1. Business Application
of Virtual Reality
BY-PULKIT KAPOOR
KUSHAANG DESWAL
APOORV PARMAR
CHIRAG GABA
SHREYA MAHA JAN
SIDDHARTH SHARMA
2. Points to be Discussed
Other Business
applications of
VR
Different
business
processes using
Virtual Reality
Products using
Virtual Reality
Virtual Reality
Modelling
Language and
its
implementation
How does
Virtual Reality
Work
What is Virtual
Reality
3. WHAT IS VIRTUAL REALITY?
Virtual reality is an artificial environment that is created with software and presented to the
user in such a way that the user suspends belief and accepts it as a real environment.
On a computer, virtual reality is primarily experienced through two of the five senses: sight and
sound.
Why Virtual Reality?
Explore the territory of human imagination.
Immerse you in a computer generated world.
4. How does VR work?
Tracks physical movement in the real world and redraws them to show the movements.
The output is then sent to head mounted display.
User gets immersed in the world.
5. Virtual Reality Modelling Language
(VRML)
Standard used by Virtual Reality applications for web.
Organises multiple media types such as Animation , images and audio to immerse the user in a real
world environment.
Platform independent .
Requires little bandwidth.
6. VRML implementation
DuPont
DuPont , the Wilmington ,Delaware, created VRML application called Hyperplant, which enables users to
access 3D data over the Internet.
Engineers use this model as if they are actually going through a plant.
Reduces the mistakes during the construction of oil rigs and oil plants.
7. Products Using Virtual Reality
HTC VIVE
This Virtual Reality headset has a
front-facing camera, which provides
users with a full room experience.
Created in conjunction with Valve, gamers can wander around a
space up to five meters diagonally, so get ready for an incredibly
immersive experience
USD
$800
8. GOOGLE CARDBOARD DEVICE
The idea behind this product lies in its simplicity and
affordability.
Making the device accessible to everyone allows
Google to introduce everyday people to the world of
Virtual Reality. Best of all, you can order your own
headset or a DIY kit and build it yourself!
Rs. 250-
350/-
9. SAMSUNG GEAR VR
Designed to work seamlessly with Samsung Galaxy
smartphones, the Gear VR is designed with a gyroscope
and accelerometer for a smooth experience.
Users can easily transport into a world of captivating
content, with games, movies and uncharted destinations.
The experiences are limitless.
Rs. 8,500/-
10. NOKIA OZO
The Nokia Ozo is the world’s first ever Virtual Reality
camera, designed for professionals in production and
content creation.
The camera is set to capture some incredible imagery and
video footage, with 360-surround sound, live
broadcasting and real-time monitoring.
While this product isn’t designed for consumers and
comes with a hefty price tag, we can expect to see a lot
more of amazing content in everyday life created with
this technology.
USD
$60,000
11. OCULUS RIFT
With a built-in microphone, sensor and headphones,
putting the device on will take you to an entirely different
place.
Gamers should get excited, with a 110-degree view, the
Oculus Rift boasts the largest view of any VR device.
As Virtual Reality products and devices hit shelves over
the next 12 months and beyond, it’s becoming clear that
this technology will slowly integrate into everyday life in
ways we can’t yet imagine.
USD
$600
12. Microsoft HoloLens
Microsoft HoloLens is shaping up to be another
formidable competitor in the Virtual Reality market.
Unlike the Oculus Rift, Microsoft’s ambitious research
teams are basing their display on holographic technology.
While this lends itself to Augmented Reality (or, as
Microsoft prefers to call it, “mixed reality”) more than VR,
it’s clear that the display technology alone is meant to be
a jumping-off point for virtual experiences to come.
USD
$3,000
14. Virtual Reality in Construction
Virtual reality can be extremely useful in the construction industry, which is often known as having a very high
amount of inefficiency and low profit margins. Using a virtual environment, an organisation can not only render
the resulting structure in 3D but also experience them as they would in the real world.
15. Virtual Reality in Construction
Preview Office Building.
Reduces cost of making a sample design of the building floor.
Requirements and design can be shown virtually.
Reduces flaws in the construction.
Final result is almost fully accurate.
16. The Benefits
• Test the viability of an architectural design.
• Earlier, reliable on human judgements that were erroneous.
• It increases the reliability on the decision taken.Viability
• The design of the building can be explored.
• Feedback about a design from this is phenomenal, being able to
pick up even small details such as whether a worker can fit in
within a space.
Virtually Exploring
the Design
• Furthermore, the construction of a building can be simulated in
virtual reality as it would in its normal environment. This allows
an organisation to fine-tune construction processes for
maximum efficiency and a minimum amount of change.
Simulated
Construction
17. Virtual Reality in Engineering
• Use of 3D modelling tools and visualisation
techniques as part of the design process.
• Engineers can view their project in 3D and gain
a greater understanding of how it works . Flaws
or potential risks can be spotted before
implementation.
• Time and money is saved by reducing the
infeasible or risky methods.
• High end graphics, video with a fast refresh rate
and realistic sound and movement.
18. Virtual reality and the design cycle
• In some cases, virtual reality can be used from the start of the design
lifecycle, e.g. the initial concept through to the build and
implementation stages. This is reviewed at stages to check for faults,
structural weaknesses and other design issues.
Virtual reality and rail construction
• Virtual reality engineering is employed by Balfour Beatty Rail, a rail
infrastructure contractor who includes this as part of their design process. It is
used for planning, prototyping and construction purposes, and helps with
project realisation.
19. Virtual Reality in Sport
Virtual reality performance
• The athlete uses this technology to fine
tune certain aspects of their performance,
for example, a golfer looking to improve
their swing or a track cyclist wanting to go
faster in the individual pursuit. Three
dimensional systems can pinpoint aspects
of an athlete’s performance which require
changing, for example, their biomechanics
or technique.
Driving equipment design
and innovation
• Innovation is a key factor in this industry
as the bar is raised higher and higher in
terms of sporting achievement.
• Design of sporting clothes and equipment,
e.g. running shoe design.
Bringing the sporting event
closer to the audience
• improve the audience’s experience of a
sporting event. Some systems allow the
audience to walkthrough a stadium or
other sporting location, which helps them
when purchasing a ticket to an event.
Virtual reality is used as a training aid in many sports such as golf, athletics, skiing, cycling etc. It is used as an
aid to measuring athletic performance as well as analysing technique and is designed to help with both of
these. It also used in clothing/equipment design and as part of the drive to improve the audience’s experience.
20. Virtual Reality in Education
Virtual worlds are recently new phenomena in that
they enable people to meet and socially interact
with others in a variety of online environments.
Each user is able to build an environment which
they navigate by means of a 3D figure or avatar.
This avatar is personalised by the user and acts as
their ‘alter ego’ in the virtual setting.
There are many different kinds of virtual worlds
which cater to all ages. There are worlds for very
young children, pre-teens, teenagers and early
adulthood (e.g. 20’s). They may cater to different
audiences but they all do essentially the same
thing.
21. Advantages of virtual worlds in education
•The advantages of virtual worlds include cost, location and engagement. Why engagement?
•Students with interest in technology will pay more attention and this will generate their interest for a
considerable amount of time. They will be familiar with online social interaction especially with the
rise in social media so why not use this as a way of imparting knowledge and information to them.
•Plus the virtual world is an adaptive environment. It has the ability to change and grow depending
upon people’s preferences which only increases their understanding.
•However, a virtual world is no replacement for ‘face time’ as it is now called. In other words,
students still need to be able to discuss any issues they may have with their teacher and in the real
world. So a virtual world should be considered as a complimentary aid to other teaching methods.
22. Virtual Reality in Defence
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.
23. Military uses of virtual reality
Flight simulation
Battlefield simulation
Medic training (battlefield)
Vehicle simulation
Virtual boot camp
Virtual reality is also used to treat post-traumatic stress disorder. Soldiers suffering from battlefield trauma and other
psychological conditions can learn how to deal with their symptoms in a ‘safe’ environment. The idea is for them to be
exposed to the triggers for their condition which they gradually adjust to. This has the effect of decreasing their
symptoms and enabling them to cope to new or unexpected situations.
24. Virtual Reality in Automobile Industry
•Dealers can showcase models conveniently wherever the customer
wants – in a boutique shop, or shopping centres, in customers’ living
rooms, or at work. And there are no constraints;
•Any personal configuration is possible.
•REWIND created the world’s first fully interactive True-VR car
configurator and simulator for the Oculus Rift DK2 headset for the
launch of the Lexus NX.
•Using the latest CGI technology the user was immersed in a virtual
world where they could fully configure every aspect of an NX to their
own specification and then take it on a test drive.
• This pioneering campaign in 2014 paved the way for many other car
brands to follow suit and experiment with VR. Example,Audi is rolling
out new VR for Oculus Rift.
•This allows shoppers to customise the ideal configuration of the Audi
they want and view the car inside and out from a first-person
perspective.
25. Ford Motor Company, based in Dearborn, Michigan, has been using virtual reality technology to
various degrees to develop its designs since the year 2000. But in the last seven years, the 111-year
old business has made virtual reality central to its automotive development, using the Oculus Rift
headset technology.
26. Other Business Applications Of VR
Attend Office Conferences.
Interview Candidates.
Urgent Meetings where presence of all is required.
Complex Training Sessions.
27. Business Applications Of VR Contd..
Attend Technical Conferences
• Reduce the travel time.
• Attend multiple conferences in a daytime.
• Have the option of leaving out a conference if not suitable.
• Get to see more number of products due to attending of multiple conferences.
28. Business Applications Of VR Contd..
Interview Candidates
Company HR’s can use VR to generate an environment as that of an interview room.
Can be constructed anywhere.
The candidate can be immersed in the environment.
29. Business Applications Of VR Contd..
Urgent Meetings
Meetings that require everyone to be present from all around the world.
VR gets everyone in the same conference room.
30. Business Applications Of VR Contd..
Complex training sessions
Recording the training sessions for the new hire so that they can speed up with their work.
The more people interact with the objects in the room, the more things are clear to them.
The trainer could record sessions once for anyone to experience. Or, as a live seminar, it would add
some new appeal.