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OVERVIEW
 What is Virtual Reality?
 History of Virtual Reality
Types of Virtual Reality
 Devices used in Virtual Reality
 Applications
Conclusion
What is Virtual Reality?
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.
Definition
History
 Cinerama Widescreen film format (originally called vitarama) invented in 1939 by Fred
Waller and Ralph Walker. This system was used by The Army Air Corps during WWII for
anti aircraft training.
 In 1950s, Flight simulators were built by the US Air Force to train student pilots.
Sesorama simulator was built by Morton Heilig in 1962. Simulation that contained
Stereoscopic images, motion chair, audio, temperature changes, odours, and blown air.
One could see, hear, feel motion and smell during the simulation.
In 1965, Ivan Sutherland led a research program for computer graphics and developed a
VR system called “The Ultimate Display”. This was a virtual environment seen through an
HMD (head-mounted display). Users could manipulate objects in a realistic way.
 In 1988, commercial development of VR began.
In 1991, first commercial entertainment VR system "Virtuality" was released.
In 1992 a method of the showing and testing of scientific visualizations called the CAVE
was created.
 1950’s visionary cinematographer Morton Heilig built a single user console
called Sensorama. This enabled the user watch television in three dimensional
ways.
 In 1961, Philco Corporation engineers developed the first
HMD known as the Headsight.
TYPES OF VIRTUAL REALITY
1. VR Systems can be divided into three groups
Non-immersive systems (like workstations)
See information about the real world, presented via
2. Computer - location based services, GIS .
Augmented reality systems (like HMD)
Stay in real world, but see simulated objects.
3.Immersive systems (like CAVE)
See simulated world and "be" in that simulated
world.
HEAD MOUNTED DISPLAY (HMD)
DEVICES USED IN VIRTUAL REALITY
HMDs differ in whether they can display only computer-generated imagery (CGI), or only live
imagery from the physical world, or a combination. Most HMDs can display only a computer-
generated image, sometimes referred to as a virtual image. Some HMDs can allow a CGI to
be superimposed on a real-world view. This is sometimes referred to as augmented reality or
mixed reality. Combining real-world view with CGI can be done by projecting the CGI through
a partially reflective mirror and viewing the real world directly. This method is often called
optical see-through. Combining real-world view with CGI can also be done electronically by
accepting video from a camera and mixing it electronically with CGI.
CAVE AUTOMATIC VIRTUAL ENVIRONMENT (CAVE)
A lifelike visual display is created by projectors positioned outside the CAVE and
controlled by physical movements from a user inside the CAVE. A motion capture system
records the real time position of the user. Stereoscopic LCD shutter glasses convey a 3D
image. The computers rapidly generate a pair of images, one for each of the user's eyes,
based on the motion capture data. The glasses are synchronized with the projectors so
that each eye only sees the correct image. Since the projectors are positioned outside the
cube, mirrors are often used to reduce the distance required from the projectors to the
screens. One or more computers drive the projectors. Clusters of desktop PCs are popular
to run CAVEs, because they cost less and run faster.
Cave Automatic Virtual Environment
The term “CAVE" refers to any virtual reality system that uses multiple walls
with multiple projectors to immerse users in a virtual world. The CAVE is used
for visualizing data, demonstrating 3D environments, and virtually testing
component parts of newly developed engineering projects.
APPLICATIONS
Business
Virtual reality is being used in a number of
ways by the business community which
include
Virtual tours of a business environment.
Training of new employees.
A 360 view of a product.
Training
Virtual reality environments have been used for training
simulators.
Examples include flight simulators, battlefield simulators for
soldiers, Para trooping.
Engineering and Design
VR is widely used in engineering and designing process.
It gives better understanding of the design and facilitates changes
wherever necessary
It helps to reduce the time and cost factor.
Examples: Building construction, car designing.
Medical
Healthcare is one of the biggest adopters of virtual reality which encompasses
surgery simulation, phobia treatment, robotic surgery and skills training.
VR finds its application in nursing, dentistry, health issues for the disabled.
Entertainment
The entertainment industry is one of the most enthusiastic advocates of
virtual reality, most noticeably in games and virtual worlds.
Virtual Museum, e.g. interactive exhibitions
Gaming
Virtual theme parks
Conclusion
The future of virtual reality is hard to predict but one thing is
sure that the world of entertainment is going to see a lot.
Virtual reality is starting to evolve into video games and
movies. The Nintendo Wii and Project Natal are great
examples because the user is performing physical movements
to interact with the game. Also many more 3D movies are
being made and maybe in the future they will become more
immersive than the “Experience in Rome” movie.
Thank you

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How does virtual reality works?

  • 1.
  • 2. OVERVIEW  What is Virtual Reality?  History of Virtual Reality Types of Virtual Reality  Devices used in Virtual Reality  Applications Conclusion
  • 3. What is Virtual Reality? 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. Definition
  • 4. History  Cinerama Widescreen film format (originally called vitarama) invented in 1939 by Fred Waller and Ralph Walker. This system was used by The Army Air Corps during WWII for anti aircraft training.  In 1950s, Flight simulators were built by the US Air Force to train student pilots. Sesorama simulator was built by Morton Heilig in 1962. Simulation that contained Stereoscopic images, motion chair, audio, temperature changes, odours, and blown air. One could see, hear, feel motion and smell during the simulation. In 1965, Ivan Sutherland led a research program for computer graphics and developed a VR system called “The Ultimate Display”. This was a virtual environment seen through an HMD (head-mounted display). Users could manipulate objects in a realistic way.  In 1988, commercial development of VR began. In 1991, first commercial entertainment VR system "Virtuality" was released. In 1992 a method of the showing and testing of scientific visualizations called the CAVE was created.
  • 5.  1950’s visionary cinematographer Morton Heilig built a single user console called Sensorama. This enabled the user watch television in three dimensional ways.
  • 6.  In 1961, Philco Corporation engineers developed the first HMD known as the Headsight.
  • 7. TYPES OF VIRTUAL REALITY 1. VR Systems can be divided into three groups Non-immersive systems (like workstations) See information about the real world, presented via 2. Computer - location based services, GIS . Augmented reality systems (like HMD) Stay in real world, but see simulated objects. 3.Immersive systems (like CAVE) See simulated world and "be" in that simulated world.
  • 8. HEAD MOUNTED DISPLAY (HMD) DEVICES USED IN VIRTUAL REALITY HMDs differ in whether they can display only computer-generated imagery (CGI), or only live imagery from the physical world, or a combination. Most HMDs can display only a computer- generated image, sometimes referred to as a virtual image. Some HMDs can allow a CGI to be superimposed on a real-world view. This is sometimes referred to as augmented reality or mixed reality. Combining real-world view with CGI can be done by projecting the CGI through a partially reflective mirror and viewing the real world directly. This method is often called optical see-through. Combining real-world view with CGI can also be done electronically by accepting video from a camera and mixing it electronically with CGI.
  • 9. CAVE AUTOMATIC VIRTUAL ENVIRONMENT (CAVE) A lifelike visual display is created by projectors positioned outside the CAVE and controlled by physical movements from a user inside the CAVE. A motion capture system records the real time position of the user. Stereoscopic LCD shutter glasses convey a 3D image. The computers rapidly generate a pair of images, one for each of the user's eyes, based on the motion capture data. The glasses are synchronized with the projectors so that each eye only sees the correct image. Since the projectors are positioned outside the cube, mirrors are often used to reduce the distance required from the projectors to the screens. One or more computers drive the projectors. Clusters of desktop PCs are popular to run CAVEs, because they cost less and run faster.
  • 10. Cave Automatic Virtual Environment The term “CAVE" refers to any virtual reality system that uses multiple walls with multiple projectors to immerse users in a virtual world. The CAVE is used for visualizing data, demonstrating 3D environments, and virtually testing component parts of newly developed engineering projects.
  • 11. APPLICATIONS Business Virtual reality is being used in a number of ways by the business community which include Virtual tours of a business environment. Training of new employees. A 360 view of a product.
  • 12. Training Virtual reality environments have been used for training simulators. Examples include flight simulators, battlefield simulators for soldiers, Para trooping.
  • 13. Engineering and Design VR is widely used in engineering and designing process. It gives better understanding of the design and facilitates changes wherever necessary It helps to reduce the time and cost factor. Examples: Building construction, car designing.
  • 14. Medical Healthcare is one of the biggest adopters of virtual reality which encompasses surgery simulation, phobia treatment, robotic surgery and skills training. VR finds its application in nursing, dentistry, health issues for the disabled.
  • 15. Entertainment The entertainment industry is one of the most enthusiastic advocates of virtual reality, most noticeably in games and virtual worlds. Virtual Museum, e.g. interactive exhibitions Gaming Virtual theme parks
  • 16. Conclusion The future of virtual reality is hard to predict but one thing is sure that the world of entertainment is going to see a lot. Virtual reality is starting to evolve into video games and movies. The Nintendo Wii and Project Natal are great examples because the user is performing physical movements to interact with the game. Also many more 3D movies are being made and maybe in the future they will become more immersive than the “Experience in Rome” movie.