Virtual reality (VR) provides an immersive experience by convincing the user's senses that they are present in a simulated 3D world. The document discusses the history of VR from early devices like the Sensorama to modern head-mounted displays. It describes the basic components of a VR system including input devices, output displays, software, and factors affecting user experience. Examples of VR applications are given such as 360-degree video, architecture, training, and entertainment. Concerns about VR include the risk of simulator sickness and the potential for users becoming disconnected from reality.
Concept of Virtual reality
Virtual Reality Components of VR System, Types of VR
System, 3D Position Trackers, Navigation and Manipulation
Interfaces
Visual computation in virtual reality
Augmented Reality
Application of VR
A virtual environment (VE) is a digital space in which a user’s movements are tracked and his or her surroundings rendered, or digitally composed and displayed to the senses, in accordance with those movements.
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. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
Concept of Virtual reality
Virtual Reality Components of VR System, Types of VR
System, 3D Position Trackers, Navigation and Manipulation
Interfaces
Visual computation in virtual reality
Augmented Reality
Application of VR
A virtual environment (VE) is a digital space in which a user’s movements are tracked and his or her surroundings rendered, or digitally composed and displayed to the senses, in accordance with those movements.
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. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
Augmented reality is a virtual scene generated by a computer that augments the scene with additional information. This presentation explains the use of augmented reality in today's world.
The talk explores a hypothesis in support of a very common reaction to zSpace. Beginning with assumptions and observations in physiology, evolution, and perception, we build a case that zSpace has surpassed a minimum performance threshold. Future implications are addressed.
Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
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).
Market Based Analysis of Virtual Reality Products - IT StrategyMohitMhapuskar
Virtual Reality is a rapidly advancing technology that initially began it's life as an entertainment product but has rapidly grown into other areas such as healthcare, education, live events and military. While there is massive scope for VR, the technology is still in it's infancy and there are avenues for improvements in the future which could allow it to expand and capture larger segments of the market. Our team selected the VR company Oculus for our case study and conducted various market based analyses such as SWOT Analysis, Scenario Analysis, Porter’s 5 Forces for Strategy, PESTEL Analysis, BCG Matrix, Ansoff Matrix and Fishbone analysis to propose a strategic roadmap for future VR products and services.
All important aspects of AR are briefly shown in this PPT, including the different types of Augmented Reality,its applications, differences between Augmented Reality and Virtual Reality.
Augmented reality is a virtual scene generated by a computer that augments the scene with additional information. This presentation explains the use of augmented reality in today's world.
The talk explores a hypothesis in support of a very common reaction to zSpace. Beginning with assumptions and observations in physiology, evolution, and perception, we build a case that zSpace has surpassed a minimum performance threshold. Future implications are addressed.
Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
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).
Market Based Analysis of Virtual Reality Products - IT StrategyMohitMhapuskar
Virtual Reality is a rapidly advancing technology that initially began it's life as an entertainment product but has rapidly grown into other areas such as healthcare, education, live events and military. While there is massive scope for VR, the technology is still in it's infancy and there are avenues for improvements in the future which could allow it to expand and capture larger segments of the market. Our team selected the VR company Oculus for our case study and conducted various market based analyses such as SWOT Analysis, Scenario Analysis, Porter’s 5 Forces for Strategy, PESTEL Analysis, BCG Matrix, Ansoff Matrix and Fishbone analysis to propose a strategic roadmap for future VR products and services.
All important aspects of AR are briefly shown in this PPT, including the different types of Augmented Reality,its applications, differences between Augmented Reality and Virtual Reality.
Virtual Reality Presentation at #HybridLiveCharles Palmer
HLI is an organized group of teachers, administrators and subject-matter experts seeking to create a more student-centered approach to learning. This presentation was a look at how virtual reality tools and applications can be used in k-12 education.
The live poll suvery (via slido.com) have been removed and the video files are now available via YouTube.
Virtual and Augmented Reality in HealthcareGary Monk
An overview of some of the latest examples of where Virtual Reality, Augmented Reality and Mixed Reality are impacting healthcare in a dramatic way. There are numerous examples across a range of conditions.
Note: A number of these examples are featured in more detail in the health section of the following book:
The Fourth Transformation: How Augmented Reality & Artificial Intelligence Will Change Everything (Scoble & Israel)
The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.
A bit about Augmented Reality http://k3hamilton.com/AR/
Based on a presentation given on May 27, 2010 by Karen Hamilton and Jorge Olenenwa
Website has moved to http://k3hamilton.com/AR/ due to closing of wikispaces
VRmaster presentation incorporate virtual reality into your training programVRmaster
VRmaster makes immersive training easy and secure for your business. Our VR service helps you to incorporate VR into your business training. VRmaster offers universal training modules fit for your business. Create, annotate and publish data-driven VR trainings with our VR platform and CMS on any device or platform instantly.
Augmented reality The future of computingAbhishek Abhi
This is a PPT on Developing Augmented Reality this field is rapidly developing around the world. this ppt describes the entire meaning of the word augmented reality and what it is made up off and the working of this devices.
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
what is virtual reality?
Virtual Reality:Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
In this presentation slide we are going to discuss about :
History of Virtual Reality.
Types of Virtual Reality.
Devices used in Virtual Reality.
Applications of Virtual Reality.
Conclusion.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
It is computer technology thats uses virtual reality headset. sometimes in combination with physical environments , to generates the realistic images, sounds and other sensation that simulate a user's physical presence in virtual or imaginary environment.
Virtual reality actually is a technology that uses virtual reality headsets, and sometimes in combination with physical spaces or multi projected environments in order to generate realistic images, sounds and sensations, with high quality virtual reality equipment the user can enjoy in an artificial environment and can look around there.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
FIDO Alliance Osaka Seminar: Passkeys at Amazon.pdf
Seminar presentation
1. (VR)
Under Guidance of
Ms. Neha Tyagi
Mr. Anurag
Submitted By:
BRIJ RAJ KISHORE
1319210059
Virtual Reality
G L BAJAJ INTITUTE OF TECHNOLOGY AND MANAGEMENT
2.
3. What is Virtual Reality?
“Real-time interactive graphics with three-
dimensional models combined with a display
technology that gives the user the immersion in the
model world and direct manipulation.”•
“The illusion of participation in a synthetic
environment VR relies on a three-dimensional,
stereoscopic head-tracker displays, hand/body
tracking and binaural sound.
“Virtual reality refers to immersive, interactive,
multi-sensory, viewer-centered, three dimensional
4. History Of Virtual Reality
Sensorama – in years 1960-1962 Morton Heilig created a multi-
sensory simulator. A pre-recorded film in colour and stereo, was
augmented by binaural sound, scent, wind and vibration
experiences. first approach to create a virtual reality, system
was not interactive.
The Ultimate Display – in 1965 Ivan Sutherland proposed the
ultimate solution of virtual reality: an artificial world
construction concept that included interactive graphics, force-
feedback, sound, smell and taste.
“The Sword of Damocles” – Ivan Sutherland constructs a
device considered as the first Head Mounted Display (HMD). It
supported a stereo view that was updated correctly according
to the user’s head position and orientation
5. GROPE – the first prototype of a force-feedback system
realized at the University of North Carolina (UNC) in 1971.
VCASS – Thomas Furness at the US Air Force’s Armstrong
Medical Research Laboratories developed in 1982 the
Visually Coupled Airborne Systems Simulator – an advanced
flight simulator. The fighter pilot wore a HMD that
augmented the out-the window view by the graphics
describing targeting or optimal flight path information.
VPL – the VPL company manufactures the popular DataGlove
(1985) and the Eyephone HMD (1988) – the first
commercially available VR devices.
6. BOOM – Binocular Omni-Orientation Monitor commercialized
in 1989 by the Fake Space Labs. BOOM is a small box
containing two CRT monitors that can be viewed through the
eye holes. The user can grab the box, keep it by the eyes
and move through the virtual world, as the mechanical arm
measures the position and orientation of the box.
CAVE – presented in 1992 CAVE (CAVE Automatic Virtual
Environment) is a virtual reality and scientific visualization
system. Instead of using a HMD it projects stereoscopic
images on the walls of room (user must wear LCD shutter
glasses). This approach assures superior quality and
resolution of viewed images, and wider field of view in
comparison to HMD based systems
8. Head Mounted Display
Different Head
Mounted
Displays: (a)
Ivan
Sutherland’s
HMD dated from
1968,
(b) low cost
CyberMaxx
HMD, (c)
advanced
military Sim Eye
HMD,
(d) low cost see
through HMD “i-
glasses!” from
Virtual I/O.
12. Input devices
Input devices determine the way a user communicates
with the computer.
Ideally all these devices together, should make user’s
environment control as intuitive and natural as possible
they should be practically invisible.
Unfortunately, the current state of technology is not
advanced enough to support this, so naturalness may be
reached in some very limited cases
13. Output devices
Output devices are responsible for the presentation of the
virtual environment and its phenomena to the user.
they contribute to the generation of an immersive feeling
at most.
These include visual, auditory or haptic displays.
Underdeveloped.
they are heavy, low quality and low-resolution.
In fact most systems support visual feedback, and only
some of them enhance it by audio or haptic information
14. Software
responsible for the managing of I/O devices.
analyzing incoming data.
generating proper feedback.
extremely precise handling.
send large quantities of data to the system.
whole application is time-critical.
17. Levels Of Immersion In VR System
The type and the quality of these impressions determine the level of
immersion and the feeling of presence in VR.
Many applications stimulate only one or a few of the senses, very often
with low-quality and unsynchronized information. We can group the VR
systems accordingly to the level of immersion they offer to the user.
Desktop VR – sometimes called Window on World (WoW) systems
uses a conventional monitor to display the image
Fish Tank VR head tracking “of being there”
parallax effect. LCD shutter glasses for stereoscopic viewing but
generally do not support sensory output.
18. Immersive systems - totally immerse in computer
generated world with the help of HMD
supports a stereoscopic view of the scene accordingly to
the user’s position and orientation.
These systems may be enhanced by audio, haptic and
sensory interfaces
20. 360 degree Video
A 360° video is simply a flat equirectangular video that is
morphed into a sphere for playback on a VR headset.
Monoscopic- both eyes see a single flat image, or video file.
stereoscopic-two videos, one mapped to each eye, providing
depth and 3D appearance.
23. video filter – develops CG Cube Mapping.
dividing a frame into six squares to form a cube.
the top and bottom 25 percent of the frame are
compressed into two images.
while the middle part that makes up 50 percent of the
frame is divided into four.
wrap it around a virtual sphere inside a cube.
each square expanding to fill the cube in every direction
you can view: up, down, left, right, front and back.
24. VR In Architecture
VR in architecture: Ephesos ruins (TU Vienna),
Exploration of airflow using Virtual Wind Tunnel developed at NASA Ames:
(b) outside view, (c) inside view .
28. Telepresence and tele operating
This system that uses a HMD and force-feedback
manipulation allows a scientist to see a microscope view, feel and manipulate the
surface of the sample
31. Movies
The home theater of your dreams
Watching a movie in a VR theater is the next best thing to owning
your own personal multiplex. Free from the distractions of the
outside world, you’ll be completely immersed as you watch your
favorite movies on a theater-sized scale.
33. VR For Firefighters
Smoke makes firefighters blind.
A virtual reality project called ProFiTex at the Vienna University of
Technology in Austria is attempting to make head-up display which
helps them navigate in the dark.
The system uses head-mounted infrared sensors
If a room wall is dark red from the outside, then it’s dangerous
inside.”
All the data gathered is piped back to the fire crew outside, who can
survey the whole scene and make decisions based on accurate real-
time information.
The fire truck receives the data via a fibre optic cable woven into the
rope that fire crews often use to mark their way out of a dangerous
structure.
37. developed at the Google Cultural Institute in Paris
uses low-cost viewers, with the reference design made of
foldable cardboard 45mm plastic lenses, and a magnet or
capacitive-taped lever to operate the screen.
use the motion sensors in your phone to navigate through
things.
Uses Your Phone and its sensors to display.
Cheap
40. The Rift is a virtual reality head-mounted
display developed by Oculus VR.
resolution of 1080×1200 per eye
a 90 Hz refresh rate
and a wide field of view
It has integrated headphones which provide a 3D audio
effect
The Rift has rotational and positional tracking.
The positional tracking is performed by a USB stationary IR
sensor, which normally sits on the user's desk, allowing for
using the Rift while sitting, standing, or walking around
the same room.
Cost 99$.
41. What is Hologram?
A Hologram is an object like
any other object in the world,
with only one difference
instead of being made of
physical matter, it is made
entirely of light.
Holographic object can be
viewed from different angles
and distances.
Hologram do not offer any
physical resistance when
touched because they are
massless.
42. What is Microsoft Hololens?
Microsoft Hololens is
the first holographic
computer in the world
running on windows 10.
It allows users to pin
holograms in his
physical environment
and provides a new
way to see his world.
It is based on
augmented reality.
43. So any difference between AR and VR?
Yeeh definitely….
VR tricks your eyes into thinking that you are somewhere
else.
AR adds an extra dimension over VR since it can show the
real world with graphic overlayed.
Both can totally immerse users but VR has no transparency
to the real world.
So AR has the edge over VR.
44. Virtual reality Augmented reality
How it works
Immerses the wearer in a 360-
degree, 3D-environment; spatial
sound and motion-tracking
optional
Overlays 3D graphics on to the
wearer’s view of the real-world
environment
The gear to watch out for
Oculus Rift, Samsung Gear VR,
Google Cardboard, HTC Vive, Sony
Project Morpheus
Google Glass 2, Microsoft
HoloLens, Sony SmartEyeglass,
Recon Jet, Magic Leap, Vuzix
M100, ODG R-7
Main benefits
Transports the wearer to another
environment; low-cost mobile VR
with innovative accessories
Wearer remains engaged in the
real world and keeps hands free;
glasses rather than headset
Main hurdles
Simulation sickness and input;
needs apps, experiences and
games ready for launch
Small field of view, expensive
hardware, fashion form factor
required and needs apps/games
Biggest deals
Facebook paid $2 billion (£1.3
billion) for Oculus VR in 2014
Magic Leap raised $542 million
(£346 million) from Google,
Qualcomm and others in 2014
46. Technological As Well As Ethical
from its unesthetic headsets to its side effects (including
dizziness, which has discouraged the US Army’s Simulation and
Training Technology Center from using the Oculus Rift).
Disconnected from reality – Different Life.
Controlling time - evolution, progress, maturation, are
nowhere to be found in virtual reality, although it claims to
emulate life so perfectly.
People playing brutal games – virtual and cruel.
Confusion real and virtual.
military simulations are becoming so close to reality that
soldiers do not know any more whether they are remotely
steering a real “death-machine” or just making a training.
47. Improvements Ahead
Increase Pixel Density and dpi.
High Quality lossless Sound Format Such flac rather than
lossy mp3.
Improving AI.
Improving Sensors.
Light Weight.
Limit Is Your Imagination.
48. Bibliography
Research Paper - Virtual Reality History, Applications,
Technology and Future Tomasz Mazuryk and Michael
Gervautz Institute of Computer Graphics Vienna University
of Technology, Austria
[mazuryk|gervautz]@cg.tuwien.ac.at
http://www.cg.tuwien.ac.at/
slideshare.com
http://nottmagazine.com/2015/09/27/the-final-
disconnect/
www.oculus.com/en-us/rift/
http://www.samsung.com/us/samsungdeveloperconnectio
n/developer-resources/gear-vr/monoscopic-vs-
stereoscopic-360-videos.html