NC State’s Strategic Vision states that our core value is to transform lives and improve the human condition through strategic research and scholarship. We’ll take a look at what NC State is contributing to society as a result of the research that’s carried out here. Then we’ll talk about how we’re benchmarking our progress and the research strategies we’re implementing to increase our impact. One of the ways we can measure our impact to date is by taking a look at third-party rankings. We’ll look at overall University rankings by US News and World Report and specific research rankings by The Center for Measuring University Performance. This gives us a snapshot of “Where We Are Today.” And then we’ll talk about where we want to go and how we're going to get there.
NC State’s Strategic Vision states that our core value is to transform lives and improve the human condition through strategic research and scholarship. We’ll take a look at what NC State is contributing to society as a result of the research that’s carried out here. Then we’ll talk about how we’re benchmarking our progress and the research strategies we’re implementing to increase our impact. One of the ways we can measure our impact to date is by taking a look at third-party rankings. We’ll look at overall University rankings by US News and World Report and specific research rankings by The Center for Measuring University Performance. This gives us a snapshot of “Where We Are Today.” And then we’ll talk about where we want to go and how we're going to get there.
The Role of Virtual Reality in Evolving Animation JourneyVGen Media
Virtual reality has transformed the way we experience entertainment, allowing us to step into virtual worlds and interact with them. In the realm of animation, VR has provided animators and storytellers with a unique set of tools to craft immersive narratives that captivate audiences like never before.
Animation has a rich history that dates back to the early 1900s with traditional hand-drawn animation. It has since evolved through various techniques such as stop motion, cel animation, computer-generated imagery (CGI), and more. Each advancement in technology and technique has contributed to the growth and transformation of animation as an art form and entertainment medium.
Understanding the evolution of animation is crucial because it provides a foundation for appreciating the role of virtual reality in shaping its trajectory.
By examining the progression of animation techniques, animators and storytellers can identify the challenges, innovations and trends that have influenced the animation industry.
The integration of virtual reality into animation represents a significant milestone in this ongoing evolution. Virtual reality enables animators to create immersive and interactive experiences, breaking the barriers of traditional two-dimensional screens. It introduces a new dimension of storytelling, where viewers can step into animated worlds and actively engage with the narrative.
Additionally, studying the evolution of animation helps us appreciate the impact of technological advancements on the industry. Virtual reality is a prime example of how technology continually pushes the boundaries of what is possible in animation. By recognizing the rapid pace of technological change, animators can stay at the forefront of innovation and adapt their skills and techniques accordingly.
Let’s explore the ways in which virtual reality is reshaping the animation landscape.
Read More : https://shorturl.at/hoHT2
VR (Virtual Reality) is a technology that has transformed the way we interact with digital environments. In a nutshell, virtual reality provides a simulated experience that can be similar to or completely different from reality. It allows users to enter a computer-generated 3D environment and feel as if they are in a different world through various sensory stimuli. Since its inception, virtual reality has come a long way and is increasingly finding applications in fields such as gaming, education, healthcare, and even therapy. This article delves into the world of virtual reality, including its history, current applications, and potential future impact.
I. A Glimpse into the History of Virtual Reality
The Evolution of VR: From Humble Beginnings to Global Phenomenon
Though virtual reality may appear to be a recent innovation, it has a long history dating back to the mid-20th century. It all started with Morton Heilig's Sensorama, a machine he created in the 1950s. Sensorama aimed to provide the user with a multisensory cinematic experience. This early attempt laid the groundwork for what we now call virtual reality.
The term "virtual reality" was coined in the 1980s by Jaron Lanier, who founded VPL Research. Lanier and his team created the first VR goggles and data gloves, which allowed users to immerse themselves in and interact with virtual worlds. Since then, VR technology has advanced significantly, with significant contributions from companies such as Oculus and HTC.
II. The Mechanics of Virtual Reality
How VR Works: Creating the Illusion of Reality
At its core, VR is based on the combination of several technologies to create the convincing illusion of being in a different location or environment. This is made possible by four major components:
1. Head-Mounted Display (HMD): The most recognizable component of virtual reality is the VR headset, also known as an HMD. It has a screen for each eye that displays the virtual 3D environment. The HMD is worn on the user's head, allowing them to look around and feel as if they are inside the virtual world.
2. Tracking Sensors: These sensors are in charge of tracking the user's movements. They monitor the position and orientation of the head, as well as the position of any handheld controllers. This information is critical for real-time visual updates, ensuring that the virtual environment responds to the user's actions.
3. Audio Systems: Immersive audio is critical to making VR believable. Sound directionality is replicated by 3D audio systems, making it appear as if sounds are coming from specific locations within the virtual environment. This improves the overall feeling of presence.
4. Handheld Controllers: Handheld controllers are input devices that enable users to interact with the virtual environment. In a game, for example, they could act as virtual hands or tools, allowing users to manipulate objects and interact with the VR world.
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
thank
Virtual Reality is a newly introduced technology that allows to replace the real word with synthetic one .It makes people believe that they are in another real.
Embark on a journey through the fascinating world of Virtual Reality (VR) . Discover how VR technology works, from its hardware components like headsets and motion sensors to the software rendering engines that bring virtual environments to life. Explore the key features that make VR experiences immersive and interactive, including realism, customization, and accessibility. Delve into the diverse applications of VR across gaming, education, healthcare, architecture, and beyond, witnessing its transformative impact on various industries. Peek into the future of VR with upcoming trends like advanced hardware, enhanced interactivity, and integration with Augmented Reality (AR). Join us as we unravel the endless possibilities of VR and invite your questions to dive deeper into this captivating realm.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
Liminal presents a brilliant opportunity to showcase your data in a highly immersive way. Data drives the world, so it's better to have the best seat in the house (VR) while narrating the story of Data.
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
In this slide, we have discussed both virtual reality and augmented reality. We have also discussed their definition, evolution through time, types, how they work, their contribution in different sectors like medicine, treatment, and education, their application, limitations, and their future.
The Role of Virtual Reality in Evolving Animation JourneyVGen Media
Virtual reality has transformed the way we experience entertainment, allowing us to step into virtual worlds and interact with them. In the realm of animation, VR has provided animators and storytellers with a unique set of tools to craft immersive narratives that captivate audiences like never before.
Animation has a rich history that dates back to the early 1900s with traditional hand-drawn animation. It has since evolved through various techniques such as stop motion, cel animation, computer-generated imagery (CGI), and more. Each advancement in technology and technique has contributed to the growth and transformation of animation as an art form and entertainment medium.
Understanding the evolution of animation is crucial because it provides a foundation for appreciating the role of virtual reality in shaping its trajectory.
By examining the progression of animation techniques, animators and storytellers can identify the challenges, innovations and trends that have influenced the animation industry.
The integration of virtual reality into animation represents a significant milestone in this ongoing evolution. Virtual reality enables animators to create immersive and interactive experiences, breaking the barriers of traditional two-dimensional screens. It introduces a new dimension of storytelling, where viewers can step into animated worlds and actively engage with the narrative.
Additionally, studying the evolution of animation helps us appreciate the impact of technological advancements on the industry. Virtual reality is a prime example of how technology continually pushes the boundaries of what is possible in animation. By recognizing the rapid pace of technological change, animators can stay at the forefront of innovation and adapt their skills and techniques accordingly.
Let’s explore the ways in which virtual reality is reshaping the animation landscape.
Read More : https://shorturl.at/hoHT2
VR (Virtual Reality) is a technology that has transformed the way we interact with digital environments. In a nutshell, virtual reality provides a simulated experience that can be similar to or completely different from reality. It allows users to enter a computer-generated 3D environment and feel as if they are in a different world through various sensory stimuli. Since its inception, virtual reality has come a long way and is increasingly finding applications in fields such as gaming, education, healthcare, and even therapy. This article delves into the world of virtual reality, including its history, current applications, and potential future impact.
I. A Glimpse into the History of Virtual Reality
The Evolution of VR: From Humble Beginnings to Global Phenomenon
Though virtual reality may appear to be a recent innovation, it has a long history dating back to the mid-20th century. It all started with Morton Heilig's Sensorama, a machine he created in the 1950s. Sensorama aimed to provide the user with a multisensory cinematic experience. This early attempt laid the groundwork for what we now call virtual reality.
The term "virtual reality" was coined in the 1980s by Jaron Lanier, who founded VPL Research. Lanier and his team created the first VR goggles and data gloves, which allowed users to immerse themselves in and interact with virtual worlds. Since then, VR technology has advanced significantly, with significant contributions from companies such as Oculus and HTC.
II. The Mechanics of Virtual Reality
How VR Works: Creating the Illusion of Reality
At its core, VR is based on the combination of several technologies to create the convincing illusion of being in a different location or environment. This is made possible by four major components:
1. Head-Mounted Display (HMD): The most recognizable component of virtual reality is the VR headset, also known as an HMD. It has a screen for each eye that displays the virtual 3D environment. The HMD is worn on the user's head, allowing them to look around and feel as if they are inside the virtual world.
2. Tracking Sensors: These sensors are in charge of tracking the user's movements. They monitor the position and orientation of the head, as well as the position of any handheld controllers. This information is critical for real-time visual updates, ensuring that the virtual environment responds to the user's actions.
3. Audio Systems: Immersive audio is critical to making VR believable. Sound directionality is replicated by 3D audio systems, making it appear as if sounds are coming from specific locations within the virtual environment. This improves the overall feeling of presence.
4. Handheld Controllers: Handheld controllers are input devices that enable users to interact with the virtual environment. In a game, for example, they could act as virtual hands or tools, allowing users to manipulate objects and interact with the VR world.
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
thank
Virtual Reality is a newly introduced technology that allows to replace the real word with synthetic one .It makes people believe that they are in another real.
Embark on a journey through the fascinating world of Virtual Reality (VR) . Discover how VR technology works, from its hardware components like headsets and motion sensors to the software rendering engines that bring virtual environments to life. Explore the key features that make VR experiences immersive and interactive, including realism, customization, and accessibility. Delve into the diverse applications of VR across gaming, education, healthcare, architecture, and beyond, witnessing its transformative impact on various industries. Peek into the future of VR with upcoming trends like advanced hardware, enhanced interactivity, and integration with Augmented Reality (AR). Join us as we unravel the endless possibilities of VR and invite your questions to dive deeper into this captivating realm.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
Liminal presents a brilliant opportunity to showcase your data in a highly immersive way. Data drives the world, so it's better to have the best seat in the house (VR) while narrating the story of Data.
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
In this slide, we have discussed both virtual reality and augmented reality. We have also discussed their definition, evolution through time, types, how they work, their contribution in different sectors like medicine, treatment, and education, their application, limitations, and their future.
1. Paper Review
Crafting Memorable VR
Experiences using
Experiential Fidelity
Robert W. Lindeman, Steffi Beckhaus (2009)
Proceedings of the 16th ACM Symposium on Virtual Reality
Software and Technology
2. Introduction
Today’s virtual environments
1) The potential to achieve a level of realism
ex) digital characters in the movie, simulations of crowds
2) Many different types of VR systems for fostering UX
[by stimulation of multiple senses, the presentation of interactive content]
But, there are limitations
1)IPT, HMD -> large # of technical devices distracting the user.
2)Frame-rate requirements limit scalability
3)# of simultaneous on-screen virtual characters that react to dynamically changing
scenes
4)On-line multiplayer systems adds network latency
5)Popularity of mobile interactive systems [w/ reduced display device power, network
connections w/ lower bandwidth, higher variability and error rates]
3. Introduction
These systems provide varying levels of sensory experiences
: From fully-immersive, multi-sensory 3D (surround audio, haptic, olfactory cues)
To hand-held 2D devices (limited or no audio)
But, immersive multi sensory tech doesn’t necessarily lead to a better experience.
There is sth lacking : sth beyond sensory fidelity keeping us from fully buying into
the worlds we experience through VR tech.
So, in this paper,
1)Look at the type of experience a user might have with a virtual environment
2)Explore techniques and guidelines for tapping into the user’s mind
3)Propose a notion of “Experiential Fidelity”
4. Experiential Fidelity
To improve realism, existing approaches are,
1.sensory-motor attributes : improving visual, audio, haptic, olfactory, gustatory cues
2.Content-driven factors : realism of virtual characters, environment, naturalness of
user interaction, evaluation of performance, presence, and perception
But, these are not enough to create “good” experiences.
Is it because we can’t fully satisfy the expectation of ppl YET?
Then, how about using real artifacts?
AR : mixing of real-world and computer-generated stimuli
Fail to give a higher quality experience
5. Experiential Fidelity
So, there must be sth beyond the traditional approaches.
=> Let’s address perceptual aspects i.e. anticipation, expectation, and attitude.
Experiential Fidelity : improving the UX increasing the alignment of what the VR
experience provides with that which the user is likely to believe.
[ To guide the user’s frame of mind in a way that their expectations, attitude, and
attention are aligned with the actual VR experience, and that the user’s own
imagination is stimulated to complete the experience by priming users prior to
entering the virtual world ]
6. Aligning the Experience with Expectation
Good Example ) Disney and Universal Studios understand the power of the “pre-
experience” -> provide “back story” content when visitors waiting -> immersed
The experience actually starts long before entering an IPT or donning an HMD.
-Designing a third-person experience
-Avoiding distracting components
-The way in which the invitation is phrased
-Prefacing a lab visit etc.
High fidelity is not required to induce a sense of deep realism and believability.
The extent to which a person is able to fill in gaps in perceptions is related to the
amount and richness of previous material from which to draw.
7. Elements of Magic
Asked people who have been working in VR research for a long time to describe
Personal Magic Moments
What are the actual magic moments that can characterize great experiences in VR?
: Strong emotion, Deep engagement, Massive stimulation, Escape from reality
To sum up, combining the build up of user expectation through pre-experiences
with a rich and engaging, multi-sensory primary experience can trigger
memorable VR moments.
8. Crafting the Experience
We need to do a better job of creating and guiding the mindset of our users
- VR researchers as content creators : working with visionary experience designers
-> to craft seamless, believable, and compelling experiences
- Having as few distractions as possible
Ex) To include potential ditraction into the story
9. Conclusion
A fertile mind is able to effortlessly provide far greater fidelity than any technology
we can conjure. So, why don’t we make the most of the creativity and processing
power of the mind to improve user effectiveness in VR through Experiential Fidelity?