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Contents
What is Virtual Reality(VR)?
Virtual Reality systems
Virtual Reality hardware
Virtual Reality developing tools
Need of Virtual Reality
Future of Virtual Reality
What is 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 sensed data is fed by some system to our brain.
A medium composed of interactive computer simulations
giving users the feeling of being present in the simulations.
Virtual Reality Systems
 Non-immersive systems (like workstations) See information
about the real world, presented via computer – location-
based services, GIS
 Hybrid systems (graphics on top of real world) also called :
Augmented Reality Systems Stay in real world, but see
the simulated objects
 Immersive systems (like HMD or CAVE) See
simulated world and “be” in that simulated world
 VR Systems can be divided into three groups
Non-immersive systems
“Through-the-window”
 Large display but
doesn't surround
the user.
Augmented Reality
“Stay in real world, but see simulated objects”
 These pictures are examples of information visualization through AR.
MORE EXAMPLES OF AUGMENTED REALITY
Iron man using AR in his suit AR Museum
Immersive systems (CAVE)
“See simulated world and ‘be’ in that simulated world”
 The CAVE (Cave Automatic Virtual
Environment) provide the illusion of
immersion by projecting stereo
images on the walls and floor of a
room sized cube.
 Several persons wearing lightweight
stereo glasses can enter and walk
freely inside the CAVE.
Examples of CAVE
“See simulated world and ‘be’ in that simulated world”
Illusions of immersion
Hardware used in VR
Input devices:
A variety of input devices allow the user to navigate through a
virtual environment and to interact with virtual objects.
Directional sound, tactile and force feedback devices, voice
recognition and other technologies are being employed to
enrich the immersive experience and to create more
“sensualized” interfaces.
Input Devices (The Data Glove)
 The sensors measure the bending
angles of the joints of the thumb
and the lower and middle knuckles
of the other fingers. Attached to
the back is a Polhemus sensor to
measure orientation and positioning
of the hand. This information along
with the ten flex angles for the
knuckles is transmitted through a
serial communication line to the
host computer.
Input Devices (Motion Trackers)
 The motion tracking system is based on
magnetic sensors which are attached to
the user. Most common are sensors
measuring the intensity of a magnetic
field generated at a reference point. The
motion of the different sensors is tracked
using different sensors. These sensors
return raw data (e.g., positions and
orientations) expressed in single frame
system.
Other Input Devices
Real-time video input
SIRIUS Video card is a device that
takes real time videos as input via
sensors and uses them as objects
and characters in the virtual
simulation created by VR systems.
Other Input Devices
Real-time audio input
Speech synthesis facilities are of
clear utility in a VR environment
especially for a command feedback.
Although speech synthesis software
is available even at the personal
computer level, some improvement
is still needed, particularly in the
quality of the speech.
Output Devices
Head Mounted Displays (HMDs)
Output Devices
Head Mounted Displays (HMDs)
 The head-mounted display (HMD) was the first device providing its
wearer with an immersive experience. A typical HMD houses two
miniature display screens and an optical system that channels the
image from the screens to the eyes, thereby, presenting a stereo
view of a virtual world. As a result, the viewer can look around and
walk through the surrounding virtual environment.
Output Devices
BOOM (Binocular Omni-Orientation Monitor)
 We can say that this is basically
the ancestor of HMDs. Screens
and optical systems are housed in
a box that is attached to a stand.
The user looks into the box
through two holes and sees the
virtual world. Since it was fixed
to a stand and was difficult to
move from place to place, hence
it came out as its main drawback.
Virtual Reality Developing Tools
 VRML (Virtual Reality Modeling Language) is a tool, that provides three-
dimensional worlds and environment from mathematical equations and
descriptions. A VRML browser can create 3D shapes with a navigable context.
 The generation of this virtual world in 3D is now being done via software and
tools like Unreal Engine, Blender, Autodesk Maya 3D, Nuke etc.
 The Input, Output and other operational functionalities are programmed via
languages like Python, C/C++ and Java etc.
Virtual Reality VS Augmented Reality
 Virtual Reality makes you immersed in the environment while Augmented
Reality overlays computer-generated images on real world objects.
 In Virtual Reality the user feels like he/she is a part of that computer-
generated world while in Augmented Reality the user can easily distinguish
between the contents of real world and computer-generated tags.
 Virtual Reality can only be achieved by VR headsets while Augmented Reality
can be achieved by smartphones, tablets or AR wearables.
Why Virtual Reality Is Needed?
 Operation in dangerous environments: There are still many examples of people working in
dangerous or hardship environments that could benefit from the use of VR-mediated
teleportation.
 Scientific Visualization: Scientists can remotely analyse and do research by using VR techniques.
 Healthcare: Until now experimental research and education in medicine was mainly based on
dissection and study of plastic models. Computerized 3D human models provide a new approach
to research and education in medicine. Experimenting medical research with virtual patients will
be reality.
 Education and Training: Visual simulators can be beneficial for virtual training and learning as
well as can reduce the expenses.
Why Virtual Reality Is Needed?
 Heart surgery simulation via VR  Driving simulation  Virtual mars tour  War zone simulation
 The above pictures are the examples of VR used in the field of Healthcare, Training, Research and Military
operations, respectively.
The Future OF Virtual Reality
Virtual Reality is a growing industry.
3D user interfaces can replace the windows-based ones
in the future.
Huge demand for programmers and Vfx artists will be
created.
Revolution in gaming industries.
THE WORLD OF V.pptx

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THE WORLD OF V.pptx

  • 1.
  • 2. Contents What is Virtual Reality(VR)? Virtual Reality systems Virtual Reality hardware Virtual Reality developing tools Need of Virtual Reality Future of Virtual Reality
  • 3. What is 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 sensed data is fed by some system to our brain. A medium composed of interactive computer simulations giving users the feeling of being present in the simulations.
  • 4. Virtual Reality Systems  Non-immersive systems (like workstations) See information about the real world, presented via computer – location- based services, GIS  Hybrid systems (graphics on top of real world) also called : Augmented Reality Systems Stay in real world, but see the simulated objects  Immersive systems (like HMD or CAVE) See simulated world and “be” in that simulated world  VR Systems can be divided into three groups
  • 5. Non-immersive systems “Through-the-window”  Large display but doesn't surround the user.
  • 6. Augmented Reality “Stay in real world, but see simulated objects”  These pictures are examples of information visualization through AR.
  • 7. MORE EXAMPLES OF AUGMENTED REALITY Iron man using AR in his suit AR Museum
  • 8. Immersive systems (CAVE) “See simulated world and ‘be’ in that simulated world”  The CAVE (Cave Automatic Virtual Environment) provide the illusion of immersion by projecting stereo images on the walls and floor of a room sized cube.  Several persons wearing lightweight stereo glasses can enter and walk freely inside the CAVE.
  • 9. Examples of CAVE “See simulated world and ‘be’ in that simulated world” Illusions of immersion
  • 10. Hardware used in VR Input devices: A variety of input devices allow the user to navigate through a virtual environment and to interact with virtual objects. Directional sound, tactile and force feedback devices, voice recognition and other technologies are being employed to enrich the immersive experience and to create more “sensualized” interfaces.
  • 11. Input Devices (The Data Glove)  The sensors measure the bending angles of the joints of the thumb and the lower and middle knuckles of the other fingers. Attached to the back is a Polhemus sensor to measure orientation and positioning of the hand. This information along with the ten flex angles for the knuckles is transmitted through a serial communication line to the host computer.
  • 12. Input Devices (Motion Trackers)  The motion tracking system is based on magnetic sensors which are attached to the user. Most common are sensors measuring the intensity of a magnetic field generated at a reference point. The motion of the different sensors is tracked using different sensors. These sensors return raw data (e.g., positions and orientations) expressed in single frame system.
  • 13. Other Input Devices Real-time video input SIRIUS Video card is a device that takes real time videos as input via sensors and uses them as objects and characters in the virtual simulation created by VR systems.
  • 14. Other Input Devices Real-time audio input Speech synthesis facilities are of clear utility in a VR environment especially for a command feedback. Although speech synthesis software is available even at the personal computer level, some improvement is still needed, particularly in the quality of the speech.
  • 15. Output Devices Head Mounted Displays (HMDs)
  • 16. Output Devices Head Mounted Displays (HMDs)  The head-mounted display (HMD) was the first device providing its wearer with an immersive experience. A typical HMD houses two miniature display screens and an optical system that channels the image from the screens to the eyes, thereby, presenting a stereo view of a virtual world. As a result, the viewer can look around and walk through the surrounding virtual environment.
  • 17. Output Devices BOOM (Binocular Omni-Orientation Monitor)  We can say that this is basically the ancestor of HMDs. Screens and optical systems are housed in a box that is attached to a stand. The user looks into the box through two holes and sees the virtual world. Since it was fixed to a stand and was difficult to move from place to place, hence it came out as its main drawback.
  • 18. Virtual Reality Developing Tools  VRML (Virtual Reality Modeling Language) is a tool, that provides three- dimensional worlds and environment from mathematical equations and descriptions. A VRML browser can create 3D shapes with a navigable context.  The generation of this virtual world in 3D is now being done via software and tools like Unreal Engine, Blender, Autodesk Maya 3D, Nuke etc.  The Input, Output and other operational functionalities are programmed via languages like Python, C/C++ and Java etc.
  • 19. Virtual Reality VS Augmented Reality  Virtual Reality makes you immersed in the environment while Augmented Reality overlays computer-generated images on real world objects.  In Virtual Reality the user feels like he/she is a part of that computer- generated world while in Augmented Reality the user can easily distinguish between the contents of real world and computer-generated tags.  Virtual Reality can only be achieved by VR headsets while Augmented Reality can be achieved by smartphones, tablets or AR wearables.
  • 20. Why Virtual Reality Is Needed?  Operation in dangerous environments: There are still many examples of people working in dangerous or hardship environments that could benefit from the use of VR-mediated teleportation.  Scientific Visualization: Scientists can remotely analyse and do research by using VR techniques.  Healthcare: Until now experimental research and education in medicine was mainly based on dissection and study of plastic models. Computerized 3D human models provide a new approach to research and education in medicine. Experimenting medical research with virtual patients will be reality.  Education and Training: Visual simulators can be beneficial for virtual training and learning as well as can reduce the expenses.
  • 21. Why Virtual Reality Is Needed?  Heart surgery simulation via VR  Driving simulation  Virtual mars tour  War zone simulation  The above pictures are the examples of VR used in the field of Healthcare, Training, Research and Military operations, respectively.
  • 22. The Future OF Virtual Reality Virtual Reality is a growing industry. 3D user interfaces can replace the windows-based ones in the future. Huge demand for programmers and Vfx artists will be created. Revolution in gaming industries.