9. description
fill the viewer’s entire field of vision,
feel present at some historical event
or scene.
(History of virtual reality, virtual reality society, URL:
12. discovery
Date(for the essay published): 1838
Discoverer: Charles Wheatstone
Content: 3-D vision is formed from the difference in graphs in two eyes
(History of virtual reality, virtual reality society, URL:
13. Applying:
stereoscope
principle: Viewing two side by side
stereoscopic images or photos through a
stereoscope gave the user a sense of
depth and immersion.
Time: 1838
Person: Charles Wheatstone
Function: For tourism(virtual tourism)
(History of virtual reality, virtual reality society, URL:
17. Description on Link Trainer
Date: 1929
Inventor: Edward Link
Function and other description:
>>first example of a commercial flight simulator<<
>>for initial training<<
>>Second world war<<
(History of virtual reality, virtual reality society, URL:
https://www.vrs.org.uk/virtual-reality/history.html)
20. Headsight :The first VR
headset
Time: >>1961<<
Inventor: >>Comeau & Bryan<<
Main characters:
>>video screen for each eye<<
>>magnetic motion tracking system<<
(History of virtual reality, virtual reality society, URL:
21. Headsight :The first VR
headset
The functions and usage:
>> dangerous situations and military<<
Drawbacks:
>>lacked the integration of computer and image generation<<
(History of virtual reality, virtual reality society, URL:
27. Computer Graphics Technology
GPU
is a specialized
electronic circuit
designed to rapidly
manipulate and alter
memory to accelerate
the creation of images
in a frame buffer
intended for output to
a display device.
CPU
is the electronic
circuitry within a
computer that carries
out the instructions of
a computer program
by performing the
basic arithmetic,
logical, control and
input/output (I/O)
operations specified by
the instructions.
Mainboard
is the main printed
circuit board (PCB)
found in general
purpose
microcomputers and
other expandable
systems
29. Sensing Technology
Sensor
IMU Sensor Motion Capture Sensor Proximity Sensor
An IMU is a single unit in the
electronics module which
collects angular velocity and
linear acceleration data which
is sent to the main processor.
A Motion Capture Sensor
records actions of human , and
using that information to animate
digital character models in 2D or
3D computer animation.
A proximity sensor is a sensor
able to detect the presence of
nearby objects without any
physical contact. It often emits an
electromagnetic field or a beam of
electromagnetic radiation , and
looks for changes in the field or
return signal.
30. Display Technology
With the development of display
technology, we can produce
higher definition screen and
different kinds of screen such as
LED and AMOLED. It can
provide us with a better feeling
and make us feel more real.
32. Advantages
It is beneficial to use VR technology in different fields through immersive
experiences.
Medicine
Entertainment
Business
Training on other areas
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33. Medicine
Training
The medical students can use VR
technique to test surgical skills
without live patients or cadavers
reduce the risk to patients
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Students can clearly understand the
human body structure through using
the VR
34. Treatment
Some doctors using VR technology to help patients cope with the mental health
problems or encouraging them to live optimistically. There are some examples.
Exposure therapy(暴露
療法)
Help to regain muscle
movement
Simulating traumatic
events
Help alleviate
phantom limb pain
Provide
opportunities to
patients to refine
ambulatory or
other skills in a
clinic setting
before going back
to the real-life
environment
• Assist in treating
phobias
• Using VR to help
patient deal with
their fears(e.g.
flying and
claustrophobia)
• Practice coping
strategies
• Provide a control
and safe
environment to
patient
• E.g. walking and grabbing
or smaller physical
movements such as
pointing
• Help record how well the
patient is learning and
recovering
• Help soldiers work
through some of
the effects PTSD
that result from
combat
• Learn how to deal
with instances that
might otherwise be
triggers to behavior
that could be
destructive to
themselves and
others.
Help patients gain
some control and
learn how to relax
the painful muscle.
A patient uses
a brain-
controlled VR
system to
make himself
walk in the
virtual world
35. Entertainment
The VR technology makes the imagined world become more real to give users an
impressing experience and get more fun.
Make the gaming experience
more real and to allow user to
experience adventures under
extreme conditions
VR makes tourism and
visiting sites more easy by
giving a detailed view of the
original place
36. Business
Save time and resources
• Users in any industry can
test its products without
actually using raw material
• Increase the success rate of
achieving their end goal
Project
presentation for
a more realistic
explanation of
the project
Provide
immersive
scenario training,
especially on
high-risk or high-
cost tasks
Provide virtual
onboarding
experiences to
explore new
workplaces
37. Training on other areas
VR technology can be used to train people in different areas to avoid unnecessary
risk and save materials.
Military
• enables soldiers to tolerate disabling stressors
• get familiar with different areas in the battlefield
Law enforcement
Architecture
Aviation
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38. Disadvantages
Although VR is very useful to our life, there are a few drawbacks of using VR.
24 October 2017
Expensive Need a large
space
Health Problems
(side-effect)
High cost(The total cost of
the machinery to create a
VR system is still the same
price as a new car, around
£13,000.)
It is easy for the users to
get hurt when he/she is
playing the VR game in the
small place
Mental heath
• Cyber-addiction (addict
to virtual world)
• An unsettling feeling of
enclosure
Physical health
• Motion sickness
• Produces fatigue
• Eye strain
• Eye or muscle twitching
• Disorientation
• Impaired balance
• Impaired hand-eye
coordination
• Excessive sweating
• Increased salivation
• Nausea
• Lightheadedness
• Discomfort or pain in
the head or eyes
Need to buy other devices,
e.g. smartphone
40. In the chart, we can see that most of the respondents know what is VR and slightly half of them have
used VR before. It shows that VR is a well-known technology nowadays.
24 October 2017
0
10
20
30
40
50
60
70
80
90
Do you know what VR means?
Have you ever used VR?
People's concept on VR
Yes No
41. 24 October 2017
0
5
10
15
20
25
30
35
40
yes
maybe
no
Do you agree that VR is designed for games?
yes maybe no
• In the chart, slightly half of the respondents agree that VR is designed for games or maybe designed for games. Only
about 17% of them disagree that. It shows that most people think that VR can only be used for fun and entertaining.
• The reason maybe most of the media in Hong Kong only focus on gaming when promoting VR technology to audiences.
Also, in Hong Kong, the application of VR in different areas is uncommon. Therefore, people only recognize that VR is
used on gaming.
42. 24 October 2017
In the chart, we can see that the popular way people use with VR is gaming(32%). Both training(27%) and
education(22%) are second popular ways. It shows that many people started using VR to assist their
industries, not only for fun and gaming.
Education
22%
Business
9%
Training(e.g. driving; test
surguical skills...)
27%
Gaming
32%
Industry
6%
Entertaining
1
Recreation
2
Spelling: training
1
Movies
3
Sleeping
1
Other
4%
The ways people use with the VR
43. 24 October 2017
In the chart, 43% of respondents think that entertainment is the most popular way used with VR in the future.
The second is education (34%). It shows that education will be the most popular industry that assist with VR,
not only entertaining.
education
34%
entertainment
43%
health care
19%
Others
4%
The popular ways people use with VR in the future
44. 24 October 2017
Communication Traning(e.g.flight simulator) Military Travelling Medical(treatment) Shopping Creating work Navigation Others
respond 2 4 3 4 8 1 2 3 9
0
1
2
3
4
5
6
7
8
9
10
Besides the options we give, which way(s) do you think the VR can be used in the future?
The application of VR in the future (chart1)
Chart 1(a)
45. 24 October 2017
Chart 1(b)
• In chart 1(a), we can see that most of the respondents think that VR can be used on medicine in the future, such as
treatment among patients. Beside, it suggests that VR can be used as flight simulator to train the pilot, travelling and
other areas. It shows that people hope that VR can be contributed to the society in the future.
• In chart 1(b), most of the respondents suggest to add function of different sensation such as smelling, tasting and
touching. Others suggest to improve the technique of VR, for example, to add 4D technology and 3D sound effect.
• Therefore, it is suggested that it should be improved and create more functions to provide to public and different
industries.
46. 71%
2%
27%
Do you think VR will be widely use in the future?
Yes No Maybe
24 October 2017
0
10
20
30
Stronglydisagree
Agree
Neutral
Disagree
Stronglydisagree
Will VR be more popular than smartphone in the
future?
Stronglydisagree Agree Neutral Disagree Stronglydisagree
Popularityof VR in the future (chart 2)
Chart
2(a)
Chart
2(b)
• In Chart 2(a), we can see that above 70% of respondents think that VR will be widely used in the future, only have 2% of
them disagree with that. However, in Chart 2(b), only about 30% of respondents think that VR will be more popular than
cellphone in the future. It shows that although VR may be popular and widely used on different areas in the future, it cannot
be a daily device like cellphone.
• The reason maybe people do not understand the functions and applications of VR clearly that makes them have no concept of
using VR in daily life.
47. 24 October 2017
Never buy Just now Highly popularity Functional Lower price Not sure
respond 20 19 8 16 6 7
0
5
10
15
20
25
To what extent the VR develop will you buy it or just now?
• In the chart, many respondents claimed that they will never buy VR (26%). On the other hand, many of
them said that they would buy VR just now (25%). Others said that they will buy VR if it is functional
(21%), highly popularity (10%) and low price (8%).
• It shows that most people are willing to buy VR if it becomes common, functional and cheaper.
48. References
1. Elizabeth Wott. Advantages & Disadvantages of Virtual Reality. Retrieved from
https://www.techwalla.com/articles/advantages-disadvantages-of-virtual-reality
2. Paula Hicks. (2016, December 29). The Pros And Cons Of Using Virtual Reality In The
Classroom. Retrieved from https://elearningindustry.com/pros-cons-using-virtual-
reality-in-the-classroom
3. Warren Bennett. (2017, May 13). Advantages & Disadvantages of Virtual Reality.
Retrieved from http://www.ehow.co.uk/info_8135619_advantages-disadvantages-
virtual-reality.html
4. Pavnesh Pratap singh. (2012, June 7). Virtual Reality: Advantages and Disadvantages.
Retrieved from http://www.indiastudychannel.com/resources/152424-Virtual-Reality-
Advantages-Disadvantages.aspx
5. Winne Ip, Wendy Dang, Shannon Ferrier, & Sahib Bhatia. Advantages and
Disadvantages. Retrieved from https://virtualtechreality.wordpress.com/advantages-
and-disadvantages/
24 October 2017
49. 1. Virtual Reality: Pros and Cons. (2012, March). Retrieved from
https://virtualreality007.wordpress.com/virtual-reality-pros-and-
cons/
2. Russell Francis. (2017, January 26). #VelpicVR 2: Advantages and
challenges of virtual reality training. Retrieved from
http://blog.velpic.com/pros-cons-vr-workplace-training
3. Kayla Matthew. (2016, June 8). Virtual Reality Still Has 5 Big
Problems to Overcome. Retrieved from
http://www.makeuseof.com/tag/virtual-reality-still-5-big-problems-
overcome/
4. Erin Carson. (2015, April 8). 10 ways virtual reality is revolutionizing
medicine and healthcare. Retrieved from
http://www.techrepublic.com/article/10-ways-virtual-reality-is-
revolutionizing-medicine-and-healthcare/
24 October 2017