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Virtual reality
BY :
K. BHAGYALAKSHMI
EEE DEPARTMENT
16J41A0225
GUIDE:Mr P.GANESH
contents
 Introduction
 History
 Types of virtual reality
 Technologies of virtual reality
 Architecture
 Applications
 Advantages and Disadvantages
 Conclusion
 references
Introduction
What is VR?
 Virtual Reality is the illusion of a
Three Dimensional, Interactive,
Computer-Generated Reality, where
sight, sound ,and sometimes even
Touch are simulated to create pictures,
Sounds, and Objects that actually seem
real.
WHY VR?
VR is able to immerse you in a Co Generated
World of your own making Room, City, The interior
of Human body . With VR, you can explore any
Uncharted Territory of the Human Imagination
HISTORY Of VR:-
 In 1950s, Flight simulators were built by US
Air Force to train student pilots
 In 1965, a research program for computer
Graphics called “The Ultimate Display” was
Laid out
 In 1988, Commercial development of VR
began
 In 1991, first commercial entertainment VR
System “ Virtuality ” was released
TYPES OF VIRTUAL REALITY
 Immersive VR:
 Completely immerse the user’s personal viewpoint
Inside the Virtual 3D World.
 The User has NO VIRTUAL CONTACT with the
Physical World
 Often equipped with a Head Mounted Display(HMD)
TYPES OF VIRTUAL REALITY
 Window on World(WOW):
Also known as DESKTOP VR.
Use of a Monitor to display the visual world
Does Not require Special Hardware.
Low Cost, Low Performance, Less Immension.
 Augmented Reality :
 The seamless merging of Real Space
and Virtual Space.
 Integrating the Computer-Generated Virtual
Objects into the Physical World which
become in a sense an equal part of Our
natural Environment.
Technologies of Virtual Reality :
 Binocular Omni-orientation Monitor :
 3-D Display device suspended from a
weighted boom that can move freely.
 Head-Coupled Stereoscopic Display
Device.
 Convenient to use.
 Fast and accurate built-in Tracking.
 Head Mounted Display(HMD) :
 A Helmet or a Face Mask providing the
Visual and Auditory Displays.
 Use LCD to display stereo images.
 May include built-in Head Tracker
and Stereo Headphones.
 Software :-
 Vizard Virtual Reality.
 Virtual Reality Studio.
 Sense8 World Tool Kit.
 Multiverse.
ARCHITECTURE OF VIRTUAL REALITY :
APPLICATIONS :-
Entertainment and Movies :-
 360-Degree camera or VR Camera,that have
the ability to record in all directions.
 VR Camera are used to create images and
videos that can be viewed in VR.
 The experience allows users to interact with
the Characters and Words.
 BIOLOGICAL :-
 Practise Performing Surgery.
 Perform Surgery on a remote patient.
 Teach new skills in a safe ,
controlled Environment.
 GAMES :-
 The use of Graphics , Sound and input
technology in Video games can be
incorporated into VR.
 The VR Technology gives feedback through
Visual, Auditory, Haptic and other Sensory
Systems.
 Education and training :-
 Provide learners with a Virtual
Environment where they can develop
their skills without the real World
consequences of failing.
 The fully Immersive training
Environment allows to train through
a wide variety of Terrains, situations
and scenarios.
ADVANTAGES AND DISADVANTAGES :-
Virtual reality creates a RealisticWorld.
It enables users to explore Places.
Virtual Reality makes Education more Easier.
The Equipment used in virtual reality is more expensive.
It consists of complex technology.
In Virtual reality environment ,we can’t move by our own like inthe
real World .
Conclusion :-
 Visualization of complicated, large data is helpful for
understanding and Analysis.
 VRoffers us a new way to interact with computer and reallife.
 VRenables us to experience the virtual world that is impossible in
real world.
 VRis changing our life, eventually VR will increasingly become a
part of our life.
 The Best of VRis Yet to Come……
final-180819081159 (1).pptx
final-180819081159 (1).pptx
final-180819081159 (1).pptx

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final-180819081159 (1).pptx

  • 1. Virtual reality BY : K. BHAGYALAKSHMI EEE DEPARTMENT 16J41A0225 GUIDE:Mr P.GANESH
  • 2. contents  Introduction  History  Types of virtual reality  Technologies of virtual reality  Architecture  Applications  Advantages and Disadvantages  Conclusion  references
  • 3. Introduction What is VR?  Virtual Reality is the illusion of a Three Dimensional, Interactive, Computer-Generated Reality, where sight, sound ,and sometimes even Touch are simulated to create pictures, Sounds, and Objects that actually seem real.
  • 4. WHY VR? VR is able to immerse you in a Co Generated World of your own making Room, City, The interior of Human body . With VR, you can explore any Uncharted Territory of the Human Imagination
  • 5. HISTORY Of VR:-  In 1950s, Flight simulators were built by US Air Force to train student pilots  In 1965, a research program for computer Graphics called “The Ultimate Display” was Laid out  In 1988, Commercial development of VR began  In 1991, first commercial entertainment VR System “ Virtuality ” was released
  • 6.
  • 7. TYPES OF VIRTUAL REALITY  Immersive VR:  Completely immerse the user’s personal viewpoint Inside the Virtual 3D World.  The User has NO VIRTUAL CONTACT with the Physical World  Often equipped with a Head Mounted Display(HMD)
  • 8. TYPES OF VIRTUAL REALITY  Window on World(WOW): Also known as DESKTOP VR. Use of a Monitor to display the visual world Does Not require Special Hardware. Low Cost, Low Performance, Less Immension.
  • 9.  Augmented Reality :  The seamless merging of Real Space and Virtual Space.  Integrating the Computer-Generated Virtual Objects into the Physical World which become in a sense an equal part of Our natural Environment.
  • 10. Technologies of Virtual Reality :  Binocular Omni-orientation Monitor :  3-D Display device suspended from a weighted boom that can move freely.  Head-Coupled Stereoscopic Display Device.  Convenient to use.  Fast and accurate built-in Tracking.
  • 11.  Head Mounted Display(HMD) :  A Helmet or a Face Mask providing the Visual and Auditory Displays.  Use LCD to display stereo images.  May include built-in Head Tracker and Stereo Headphones.
  • 12.
  • 13.  Software :-  Vizard Virtual Reality.  Virtual Reality Studio.  Sense8 World Tool Kit.  Multiverse.
  • 15. APPLICATIONS :- Entertainment and Movies :-  360-Degree camera or VR Camera,that have the ability to record in all directions.  VR Camera are used to create images and videos that can be viewed in VR.  The experience allows users to interact with the Characters and Words.
  • 16.  BIOLOGICAL :-  Practise Performing Surgery.  Perform Surgery on a remote patient.  Teach new skills in a safe , controlled Environment.
  • 17.  GAMES :-  The use of Graphics , Sound and input technology in Video games can be incorporated into VR.  The VR Technology gives feedback through Visual, Auditory, Haptic and other Sensory Systems.
  • 18.  Education and training :-  Provide learners with a Virtual Environment where they can develop their skills without the real World consequences of failing.  The fully Immersive training Environment allows to train through a wide variety of Terrains, situations and scenarios.
  • 19. ADVANTAGES AND DISADVANTAGES :- Virtual reality creates a RealisticWorld. It enables users to explore Places. Virtual Reality makes Education more Easier. The Equipment used in virtual reality is more expensive. It consists of complex technology. In Virtual reality environment ,we can’t move by our own like inthe real World .
  • 20. Conclusion :-  Visualization of complicated, large data is helpful for understanding and Analysis.  VRoffers us a new way to interact with computer and reallife.  VRenables us to experience the virtual world that is impossible in real world.  VRis changing our life, eventually VR will increasingly become a part of our life.  The Best of VRis Yet to Come……