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Virtual
Reality
How does a VR actually work?
Group 3
Zhao Zhihao(17250072)
Liu Siyang(17250714)
Choy Wai Ting(17224853)
VR
Main Context
The
technology
behind VR
usage
impact
History and
developme
nt
Survey
result
History and
development
From past to the present
Past
Time before the real meaning VR is invented
The
preview
before New
generation
headsetLink trainer
The theory and
stereoscope
Panoramic
painting
The first attempt of
Virtual Reality ( the
origin)
Panoramic painting:
Keywords: 360 degree , 19th century
Panoramic painting
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:
meanings
First
attempt
Feel
present
Whole
vision(360)
Theory being discovered for 3-D
vision
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:
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:
Virtual tour
origin
First trying
in 3-D
theory
Highlights
A new generation of
VR
The development of
real meaning VR
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)
Highlight
Commerci
al and
military
use
Motion
modifier
highlight
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:
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:
highlight
Video
screen
Motion
track
Head
set
Overview
1961
First headset VR
First motion track
1929
Link trainer
1838
3-D vision
theory
19th century
origin
The technology behind VR 1.Computer Graphics Technology
2.Computer Simulation Technology
3.Artificial Intelligence
4.Sensing Technology
5.Display Technology
Context
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
Artificial Intelligence
A.I. can learn the behaviour of you, so it gives what you want. By
A.I.,
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.
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.
24 October 2017
Advantages??
Disadvantages??
Advantages
It is beneficial to use VR technology in different fields through immersive
experiences.
Medicine
Entertainment
Business
Training on other areas
24 October 2017
Medicine
Training
The medical students can use VR
technique to test surgical skills
without live patients or cadavers
reduce the risk to patients
24 October 2017
Students can clearly understand the
human body structure through using
the VR
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
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
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
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
24 October 2017
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
Survey
24 October 2017
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
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.
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
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
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)
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.
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.
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.
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
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

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group3

  • 1. Virtual Reality How does a VR actually work? Group 3 Zhao Zhihao(17250072) Liu Siyang(17250714) Choy Wai Ting(17224853)
  • 4. Past Time before the real meaning VR is invented
  • 5. The preview before New generation headsetLink trainer The theory and stereoscope Panoramic painting
  • 6. The first attempt of Virtual Reality ( the origin) Panoramic painting: Keywords: 360 degree , 19th century
  • 8.
  • 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:
  • 11. Theory being discovered for 3-D vision
  • 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:
  • 14.
  • 15. Virtual tour origin First trying in 3-D theory Highlights
  • 16. A new generation of VR The development of real meaning VR
  • 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)
  • 18.
  • 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:
  • 22.
  • 25. 1961 First headset VR First motion track 1929 Link trainer 1838 3-D vision theory 19th century origin
  • 26. The technology behind VR 1.Computer Graphics Technology 2.Computer Simulation Technology 3.Artificial Intelligence 4.Sensing Technology 5.Display Technology Context
  • 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
  • 28. Artificial Intelligence A.I. can learn the behaviour of you, so it gives what you want. By A.I.,
  • 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 24 October 2017
  • 33. Medicine Training The medical students can use VR technique to test surgical skills without live patients or cadavers reduce the risk to patients 24 October 2017 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 24 October 2017
  • 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