This document provides information about virtual reality (VR) including its concepts, forms, applications, and devices. It discusses three forms of VR: through-the-window, immersive, and second person. VR applications include perambulation, synthetic experiences, and realization. Key VR devices described are data gloves, head mounted displays, VR chairs, cameras, and sound systems. Basics of the VRML file format and elements are also covered.
Synchronization in distributed computingSVijaylakshmi
Synchronization in distributed systems is achieved via clocks. The physical clocks are used to adjust the time of nodes. Each node in the system can share its local time with other nodes in the system. The time is set based on UTC (Universal Time Coordination).
This ppt covers different aspects about timing issues and various algorithms involved in having better sync between different systems in a distributed environment
Synchronization in distributed computingSVijaylakshmi
Synchronization in distributed systems is achieved via clocks. The physical clocks are used to adjust the time of nodes. Each node in the system can share its local time with other nodes in the system. The time is set based on UTC (Universal Time Coordination).
This ppt covers different aspects about timing issues and various algorithms involved in having better sync between different systems in a distributed environment
HCI 3e - Ch 20: Ubiquitous computing and augmented realitiesAlan Dix
Chapter 20: Ubiquitous computing and augmented realities
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Terminologies Used In Big data Environments,G.Sumithra,II-M.sc(computer scien...sumithragunasekaran
Terminologies and its types
In-Memory Analytics
In-Database processing
Symmetric Multiprocessor system(SMP)
Massively Parallel Processing
Difference Between Parallel and Distributed Systems
Shared Nothing Architecture
Advantages of a “ shared nothing Architecture”
CAP Theorem Explained
CAP Theorem
Replication in computing involves sharing information so as to ensure consistency between redundant resources, such as software or hardware components, to improve reliability, fault-tolerance, or accessibility.
Designed by Sanjay Ghemawat , Howard Gobioff and Shun-Tak Leung of Google in 2002-03.
Provides fault tolerance, serving large number of clients with high aggregate performance.
The field of Google is beyond the searching.
Google store the data in more than 15 thousands commodity hardware.
Handles the exceptions of Google and other Google specific challenges in their distributed file system.
Software Project Management (monitoring and control)IsrarDewan
Monitoring and Controlling are processes needed to track, review, and regulate the progress and performance of the project. It also identifies any areas where changes to the project management method are required and initiates the required changes.
HCI 3e - Ch 20: Ubiquitous computing and augmented realitiesAlan Dix
Chapter 20: Ubiquitous computing and augmented realities
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Terminologies Used In Big data Environments,G.Sumithra,II-M.sc(computer scien...sumithragunasekaran
Terminologies and its types
In-Memory Analytics
In-Database processing
Symmetric Multiprocessor system(SMP)
Massively Parallel Processing
Difference Between Parallel and Distributed Systems
Shared Nothing Architecture
Advantages of a “ shared nothing Architecture”
CAP Theorem Explained
CAP Theorem
Replication in computing involves sharing information so as to ensure consistency between redundant resources, such as software or hardware components, to improve reliability, fault-tolerance, or accessibility.
Designed by Sanjay Ghemawat , Howard Gobioff and Shun-Tak Leung of Google in 2002-03.
Provides fault tolerance, serving large number of clients with high aggregate performance.
The field of Google is beyond the searching.
Google store the data in more than 15 thousands commodity hardware.
Handles the exceptions of Google and other Google specific challenges in their distributed file system.
Software Project Management (monitoring and control)IsrarDewan
Monitoring and Controlling are processes needed to track, review, and regulate the progress and performance of the project. It also identifies any areas where changes to the project management method are required and initiates the required changes.
Fevereiro de 1998
Objectivo da apresentação:
- introduzir o VRML 2.0 como linguagem de especificação de cenas 3D
Pre-requisitos
- conhecimento de princípios de programação
- conhecimento do paradigma de programação orientada a objectos
- conhecimentos básicos de geometria analítica
- conhecimentos básicos sobre a Internet e HTML
ABSTRACT
Presence is often used as a quality measure for virtual reality
experiences. It refers to the sensation of "being there" that users feel while wearing a head-mounted display. In contrast, simulator sickness refers to the feeling of unease of some users while experiencing virtual motion. Nowadays, many virtual reality games do not allow the player to walk, trying to minimize the generation of unpleasant symptoms. This
study explores how presence is affected by the ability to walk in VR games, as well as how simulator sickness actually grows when the player takes a virtual stroll. For this purpose, two prototypes of a small puzzle were built. In the first one, the player is able to walk, whereas the second one does not allow the user to move in any way. Presence and simulator
sickness were measured using standard questionnaires while real players faced our puzzle. The results point to a strong correlation between the action of walking and an increment of the level of presence achieved by the subjects. However, there is no clear correspondence between walking and simulator sickness in our experiment. This last observation opens the
way for further research and questioning of early studies about simulator sickness, as technical differences between current virtual reality devices and older ones may in
uence how uncomfortable users feel while wearing them.
This is our Q4 2014 update showing companies developing hardware for the virtual reality market. We include head-mounted displays, hand/body controllers, treadmills and other input devices.
Output devices translate information processed by the computer into a form that you the user can understand. View this slideshow to learn more about these devices.
This is our Q4 2014 update showing companies developing hardware for the virtual reality market. We include head-mounted displays, hand/body controllers, treadmills and other input devices.
Discussion of museum studies and exhibition design techniques that can help VR designers develop educational VR experiences (presentation given at the VR in Education meetup in NYC on February 23, 2017)
Usability in Wonderland: 5 Things You Should Never Do in VRNicole Lazzaro
To construct a magical trip to wonderland, game developers must relearn how to move the camera, navigate the world, use a HUD, create strong emotions, and even play audio. Based on 2 years of VR research on games such as 'Job Simulator', 'Defense Grid', 'EVE Valkyrie', plus 25 years of game research and developing their own VR game, 'Follow the White Rabbit', they take a deep dive into player psychology, usability, and the neuropsychology of emotion. Join them to explore the 5 most challenging usability obstacles game developers (and film makers) face making innovative and emotionally compelling VR games.
Takeaway
VR designers and developers wanting to create deeply compelling innovative VR experiences and avoid shipping a barfatorium. Attendees will be able to identify and overcome the 5 most challenging obstacles to designing compelling VR experiences with prioritized, practical, and concrete design patterns for better VR games.
Virtual reality:
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.
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.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
How it works?, What is Virtual Reality?, Introduction?, History, VR Components,
Virtual Reality's Types, Applications of Virtual Reality, Advantages of Virtual Reality, Disadvantages of virtual Reality, Conclusion of After Learning this Stuff.
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.
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
1. UNIT V: Virtual Reality and Multimedia
Concept
Forms of VR
VR application
VR devices: Hand gloves, head mounted tracking systems, VR
chair, CCD, VCR, 3D Sound system, head mounted display.
Virtual objects-
Basics of VRML.
2. Concept
Virtual reality is a technology that provides one with the sensation
and the control of perspective so that one experiences the
illusion of being in the presence of an object, within a situation,
or surrounded by a place.
VR relies on audio and video technologies augmented by a
computer interface that reads the movement of the participant's
body. These act as triggers that change the direction of sounds
and the perspective of sights so that one sees and hears an
artificial world that appears to respond to one's body movement
just as the real world does.
3. VR : Definition
“VR refers to a computer based application which provides a
human computer interface such that the computer and its devices
create a sensory environment which is dynamically controlled by
the actions of the individual so that the environment appears real to
the user.”
Important factors :
1. interactivity
2. sensory environment which is intended to appear real
9. Forms of virtual reality
There are 3 general forms of VR :
1. Through-the-window (computer or movie screen) – applied
extensively in games and movie theatres. It allows the
participants to look into the virtual world from a seat in the real
world. Although movie theatres allow for no true interactivity,
computer games allow some. In some cases the seats move
and vibrate in response to images portrayed eg roller coaster
ride. Any participant who looks away from the screen during the
experience 'fall out' of the world and back into the real world.
Another example of 'Through the window' virtual reality comes from
the field of dance, where a computer program called LifeForms
lets choreographers create sophisticated human motion
animations.
10.
11. Forms of virtual reality
2. Immersive VR – done with a hear mounted gear which allows
the participant to enter and become immersed in the virtual
world. The principle difference between form 1 & 2 is that in the
former the user is in immersive environment and can turn
around, look behind at something of virtual world. Usually
immersive worlds are also interactive – the participant decides
where to travel.
With some applications, there is a treadmill interface to simulate
the experience of walking through virtual space.
12.
13. Forms of VR ....
3. Second person VR : it uses a camera to capture the image of a
participant and insert it into the virtual world. Users then watch
their own images on a monitor interacting with objects in the
virtual world.
The viewer stands outside the imaginary world, but communicates
with characters or objects inside it. Mirror world systems use a
video camera as an input device. Users see their images
superimposed on or merged with a virtual world presented on a
large video monitor or video projected image. Using a digitizer,
the computer processes the users' images to extract features
such as their positions, movements, or the number of fingers
raised.
14.
15. VR application
There are in general 3 types of VR applications :
1. Perambulation ( To inspect an area on foot) - this involves walking or
flying some sort of model of a virtual world eg walking through a
building. Here the main aspect is observation, interactivity is limited
and may focus on moving objects in virtual space.
2. Synthetic experience – allows participants to safely and cheaply
practice skills that are dangerous and expensive to develop in the real
world, for eg – perform surgery, flying aircrafts, operate a plant control
room etc.
3. Realization – allows the users to see and graphically manipulate
context dependant data. In a way, it extends the idea of manipulating
graphical charts in a spreadsheet package by graphically changing the
input data and observing the output. It allows manipulation of data
representation eg, foreign currency, inventory of items as if they are
real objects.
16. VR devices
Hand gloves – these include gloves for picking up virtual objects to
foot pedals, joysticks, wands etc. Data gloves or cyber gloves are
devices that send the hand position and its orientation. Eg
Nintendo Power Glove.
head mounted tracking systems – used to send the coordinates of the
participant's head, hands or body to the computer. Translatory and
rotary movements along the X, Y and Z direction is handled.
VR chair
17. VR devices
CCD (charge-coupled device) – is a device for the movement of
electrical charge, usually from within the device to an area
where the charge can be manipulated, for example conversion
into a digital value. Scanners use sensors called CCD.
VCR – device used to record and play audio and video information
using removable cassettes containing magnetic tape.
3D Sound system
head mounted display.
23. Devices
Head Mounted Displays
(HMD):
was the first device
providing its wearer with
an immersive experience.
Evans and Sutherland
demonstrated a head-
mounted stereo display
already in 1965.
25. Cave Automatic Virtual Environment (CAVE)
• A room with projections on
all walls, floor and ceiling
• The users wear shutter
glasses to get a 3D view of
the world.
• The users are able to
move and control the
environment with some
kind of input mechanism
– Camera
– Device in hand
26. Virtual objects-
(http://www.multimediaphoto.com/english/virtual_object/index.html)
Virtual object interactions provide a close approximation of real-life
objects that can be examined as if holding them in one's hands.
Additionally, these interactions can be enhanced with other
multimedia to provide a more rich learning experience.
In optics, a virtual image is an image in which the outgoing rays
from a point on the object always intersect at a point. A simple
example is a flat mirror where the image of oneself is perceived
at twice the distance from oneself to the mirror. ...
27. Virtual reality modeling language - VRML
It is a format for describing three dimensional interactive worlds
and objects that can be used on the www. The idea of a platform
independent standard for 3D object originated in 1994, which
lead to the formation of VRML architecture group in 1995.
VRML is designed to meet 3 criteria :
Platform independence
Extensibility
Ability to work over low bandwidths (14.4 kbps)
Browsers for VRML are widely available for different platforms as
are authoring tools for generating VRML files. It is a standard file
format for representing 3D interactive vector graphics, designed
particularly with the www in mind. Animations, sounds, lighting
and other aspects of the virtual world can interact with the user
or may be triggered by external events such as timers.
28. Purpose and the Characteristics of VRML
VRML is capable of representing static and animated objects and it
can have hyperlinks to other media such as sound, movies, and
image. Interpreters (browsers) for VRML are widely available for
many different platforms as well as authoring tools for the
creation VRML files. VRML supports an extensibility model that
allows new objects to be defined and a registration process to
allow application communities to develop interoperable
extensions to the base standard. There is a mapping between
VRML elements and commonly used 3D application
programmer interface (API) features.
29. Structure of VRML file
The structure of a WRL File: VRML (*.wrl) files have 3 basic
elements:
1. A header which tells the browser that the file is VRML and
which version also. A header line is mandatory.
2. Comments are preceded by a #.
3. Nodes: Most everything else are nodes. Nodes generally
contain:
a. The type of node (required). Nodes always are in Capital
letters.
b. A set of curly braces {.....} (required)
c. A number of fields, all or some of which are optional. Note
that there is no mandatory ordering of fields.
d. Fields with that can have multiple values require braces
[...]. Fields always start with lowerCase letters.
30. Example
Here is a typical VRML file with a single node (don't worry if you
don't understand it):
# VRML V2.0 utf8
# A sample file with a single node
Transform {
translation 0 2 0
children [
Shape {
geometry Sphere {}
}
]
}