GUIDED BY:
Prof. AMI T CHOKSI

PRESENTED BY :
MONIL B DESAI
HISTORY
DEFINITION
 BASIC DEFINITION OF VR

 HOW VIRTUAL REALITY WORKS ?

 TYPES OF VIRTUAL REALITY

  * IMMERSIVE VIRTUAL REALITY

  * NON-IMMERSIVE VIRTUAL REALITY
RELATED TERMS WITH VR
* ARTIFICIAL REALITY   * AUGMENTED REALITY
COMPUTER SIMULATION
 DEFINITION

 LEARNING OUTCOMES

   * CONCEPTUAL CHANGE

   * SKILL DEVELOPMENT

   * CONTENT AREA KNOKLEDGE

 APPLICATION
VIRTUAL REALITY MODELING LANGUAGE
 WHAT IS VRML?

 TYPES OF VRML

 * VRML 1.0

 * VRML 2.0

 CURRENT SOFTWARE FOR VIRTUAL REALITY

 * QUICKTIME VR PLUG-INS

 * METAFLASH 3D

 * MINOLTA 3D
VIRTUAL REALITY DEVICES
 INPUT DEVICES

 OUTPUT DEVICES
INPUT DEVICES
 TRACKERS
 JOYSTICKS
 MICE
 WANDS
OUTPUT DEVICES
* HEAD MOUNTED DISPLAY
OUTPUT DEVICES (cont…)
* THE IMMERSE DESK
OUTPUT DEVICES (cont…)
* THE POWER WALL
OUTPUT DEVICES (cont…)
* THE CAVE AUTOMATIC VIRTUAL ENVIRONMENT
OUTPUT DEVICES (cont…)
* DATA GLOVES            * DATA SUIT
VIRTUAL REALITY APPLICATION
• VIRTUAL REALITY IN MILITARY

• VIRTUAL REALITY IN MEDICAL

• VIRTUAL REALITY IN GAMES

• VIRTUAL REALITY IN MOVIES
VIRTUAL REALITY APPLICATION (cont….)
 VIRTUAL REALITY IN MILITARY
VIRTUAL REALITY APPLICATION (cont….)
 VIRTUAL REALITY IN MEDICAL
VIRTUAL REALITY APPLICATION (cont….)
 VRTUAL REALITY IN GAMES
VIRTUAL REALITY APPLICATION (cont….)
 VIRTUAL REALITY IN MOVIES

                         Brainstorm
                         Video drome
                         Lawnmower Man
                         Strange Days
                         Until the End of the World
                         Johnny Mnemonic
                         The Matrix
                         Star Wars
                         Terminator
                         Jurassic Park
Positive uses of VR              Dangers of VR
 Training                        Disengagement with real
                                     world
 Risk-free experience              VR replacing reality
 Experiencing things you           People preferring VR to
  wouldn’t normally be able to       reality
  experience                        Addiction
                                    Difficulty of distinguishing
 Entertainment; fun, artistic       between virtual and
  expression                         real, ‘false realities
                                     represented in VR
 Telepresence applications         Psychological damage;
                                     identity problems
                                    Possible impacts on real body
CHALLENGES & FUTURE POSSIBILTIES
CHALLENGES                       FUTURE POSSIBILITES
Virtual reality has been         Science fiction literature and
  heavily criticized for being    film have explored a range of
  an inefficient method for       futuristic VR technologies and
                                  the experiential opportunities
  navigating
                                  they may offer.
  Non-geographical
                                  Virtual experience and virtual
  information.                     identities via memory
Another obstacle is the           implants .
   headaches due to eye           Recording and sharing
   strain.                          experiences.
RSI can also Result from         Games scenarios.
 repeated use of the handset      Use of VR for deception and
 gloves.                            control
CONCLUSION
 Though the disadvantages of Virtual reality can disturb the
  human’s perception ability, it’s advantages in different fields
  makes it user friendly.
 The sole objective of virtual reality is to give the user an environment as
  realistic as possible and a thrilling sensory experience.
 The technology of virtual reality is advancing rapidly and it won't be
  long before it becomes a most exciting source of entertainment in our
  homes.
1. "Virtual Reality in medical"- http://nii.nist.gov/pubs/vr-medicine.html
2. “Virtual reality definition”- http://en.wikipedia.org/wiki/Virtual_reality
3 “Virtual reality in military” -http://tech.irt.org/articles/js194/index.html
4. http://www.evl.uic.edu/research/index.html
5. www.toodoc.com
6. “Virtual reality challenges” -http://en.wikipedia.org/wiki/Virtual_reality#Challenges
7. “Virtual reality types” - http://en.wikipedia.org/wiki/Virtual_reality#VR types
8. “Virtual reality history” - Rheingold, H. (1992). Virtual reality. Mandarin, London
9. “Virtual environment” http://www.webopedia.com/TERM/v/virtual_reality.html
10. Robertson, G. G.; Card, S. K.; McKinley, J. D. Three views of virtual reality:
     Non immersive virtual reality. Computer (IEEE). 1993 February; 26 (2): 81-83.
11. Beier, K. "UM-VRL: Virtual Realit: A Short Introduction." September 29, 2001
    http://www-vrl.umich.edu/intro/index.html October 30, 2001
    "test: evl: research: overview" http://www.evl.uic.edu/research/index.html October 30

12. http://www.luth.se/depts/arb/ind_design/kurser/ard013/Virtual_reality.PDF
Final presentation of virtual reality by monil

Final presentation of virtual reality by monil

  • 1.
    GUIDED BY: Prof. AMIT CHOKSI PRESENTED BY : MONIL B DESAI
  • 2.
  • 3.
    DEFINITION  BASIC DEFINITIONOF VR  HOW VIRTUAL REALITY WORKS ?  TYPES OF VIRTUAL REALITY * IMMERSIVE VIRTUAL REALITY * NON-IMMERSIVE VIRTUAL REALITY
  • 4.
    RELATED TERMS WITHVR * ARTIFICIAL REALITY * AUGMENTED REALITY
  • 5.
    COMPUTER SIMULATION  DEFINITION LEARNING OUTCOMES * CONCEPTUAL CHANGE * SKILL DEVELOPMENT * CONTENT AREA KNOKLEDGE  APPLICATION
  • 6.
    VIRTUAL REALITY MODELINGLANGUAGE  WHAT IS VRML?  TYPES OF VRML * VRML 1.0 * VRML 2.0  CURRENT SOFTWARE FOR VIRTUAL REALITY * QUICKTIME VR PLUG-INS * METAFLASH 3D * MINOLTA 3D
  • 7.
    VIRTUAL REALITY DEVICES INPUT DEVICES  OUTPUT DEVICES
  • 8.
    INPUT DEVICES  TRACKERS JOYSTICKS  MICE  WANDS
  • 9.
    OUTPUT DEVICES * HEADMOUNTED DISPLAY
  • 10.
  • 11.
  • 12.
    OUTPUT DEVICES (cont…) *THE CAVE AUTOMATIC VIRTUAL ENVIRONMENT
  • 13.
    OUTPUT DEVICES (cont…) *DATA GLOVES * DATA SUIT
  • 14.
    VIRTUAL REALITY APPLICATION •VIRTUAL REALITY IN MILITARY • VIRTUAL REALITY IN MEDICAL • VIRTUAL REALITY IN GAMES • VIRTUAL REALITY IN MOVIES
  • 15.
    VIRTUAL REALITY APPLICATION(cont….)  VIRTUAL REALITY IN MILITARY
  • 16.
    VIRTUAL REALITY APPLICATION(cont….)  VIRTUAL REALITY IN MEDICAL
  • 17.
    VIRTUAL REALITY APPLICATION(cont….)  VRTUAL REALITY IN GAMES
  • 18.
    VIRTUAL REALITY APPLICATION(cont….)  VIRTUAL REALITY IN MOVIES Brainstorm Video drome Lawnmower Man Strange Days Until the End of the World Johnny Mnemonic The Matrix Star Wars Terminator Jurassic Park
  • 19.
    Positive uses ofVR Dangers of VR  Training  Disengagement with real world  Risk-free experience  VR replacing reality  Experiencing things you  People preferring VR to wouldn’t normally be able to reality experience  Addiction  Difficulty of distinguishing  Entertainment; fun, artistic between virtual and expression real, ‘false realities represented in VR  Telepresence applications  Psychological damage; identity problems  Possible impacts on real body
  • 20.
    CHALLENGES & FUTUREPOSSIBILTIES CHALLENGES FUTURE POSSIBILITES Virtual reality has been  Science fiction literature and heavily criticized for being film have explored a range of an inefficient method for futuristic VR technologies and the experiential opportunities navigating they may offer. Non-geographical  Virtual experience and virtual information. identities via memory Another obstacle is the implants . headaches due to eye  Recording and sharing strain. experiences. RSI can also Result from  Games scenarios. repeated use of the handset  Use of VR for deception and gloves. control
  • 21.
    CONCLUSION  Though thedisadvantages of Virtual reality can disturb the human’s perception ability, it’s advantages in different fields makes it user friendly.  The sole objective of virtual reality is to give the user an environment as realistic as possible and a thrilling sensory experience.  The technology of virtual reality is advancing rapidly and it won't be long before it becomes a most exciting source of entertainment in our homes.
  • 22.
    1. "Virtual Realityin medical"- http://nii.nist.gov/pubs/vr-medicine.html 2. “Virtual reality definition”- http://en.wikipedia.org/wiki/Virtual_reality 3 “Virtual reality in military” -http://tech.irt.org/articles/js194/index.html 4. http://www.evl.uic.edu/research/index.html 5. www.toodoc.com 6. “Virtual reality challenges” -http://en.wikipedia.org/wiki/Virtual_reality#Challenges 7. “Virtual reality types” - http://en.wikipedia.org/wiki/Virtual_reality#VR types 8. “Virtual reality history” - Rheingold, H. (1992). Virtual reality. Mandarin, London 9. “Virtual environment” http://www.webopedia.com/TERM/v/virtual_reality.html 10. Robertson, G. G.; Card, S. K.; McKinley, J. D. Three views of virtual reality: Non immersive virtual reality. Computer (IEEE). 1993 February; 26 (2): 81-83. 11. Beier, K. "UM-VRL: Virtual Realit: A Short Introduction." September 29, 2001 http://www-vrl.umich.edu/intro/index.html October 30, 2001 "test: evl: research: overview" http://www.evl.uic.edu/research/index.html October 30 12. http://www.luth.se/depts/arb/ind_design/kurser/ard013/Virtual_reality.PDF