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Virtual Reality
Contents
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems & Future work
Introduction
 What is Virtual Reality(VR)?
Virtual Reality refers to a
high-end user interface that
involves real-time
simulation and interactions
through multiple sensorial
channels.
Why Virtual Reality?
Virtual Reality is able to
immerse you in a computer-
generated world of your own
making: a room, a city, the
interior of human body. With
VR, you can explore any
uncharted territory of the
human imagination.
History of VR
 In 1950s, flight simulators were built by US Air
Force to train student pilots.
 In 1965, a research program for computer graphics
called “The Ultimate Display” was laid out.
 In 1988, commercial development of VR began.
 In 1991, first commercial entertainment VR system
"Virtuality" was released.
Types of VR System
 Windows on World(WoW)
 Immersive VR
 Telepresence
 Mixed Reality(Augmented Reality)
 Distributed VR
Technologies of VR--Hardware
 Head-Mounted Display (HMD)
 Binocular Omni-Orientation Monitor (BOOM)
Technologies of VR--Hardware
 Cave Automatic Virtual Environment (CAVE)
 Data Glove
 Control Devices
Technologies of VR--Software
 Toolkits:Programming libraries ,Provide function libraries (C
& C++).
 Authoring System:Complete programs with graphical
interfaces for creating worlds
 Software packages available in market:
 Multiverse (Freeware) ,Virtual Reality Studio ($100) etc.
 VRML(Virtual Reality Modeling Language):Standard
language for interactive simulation within the World Wide
Web.
Architecture of VR System
 Input Processor, Simulation Processor, Rendering Processor and World
Database.
Components of VR System
 Input Processor
 Control the devices used to input information to the computer.
e.g. Keyboard , mouse, 3D position trackers etc.
 Simulation Processor
Takes the user inputs along with any tasks programmed into the world and determine the
actions that will take place in the virtual world
Components of VR System
 Rendering Processor
 Create the sensations that are output to the user.
 Separate rendering processes are used for visual,
auditory, haptic and other sensory systems.
 World Database (World Description Files)
– Store the objects that inhabit the world, scripts that
describe actions of those objects.
Applications
 Entertainment
 More vivid
 Move exciting
 More attractive
 Medicine
 Practice performing surgery.
 Perform surgery on a remote patient.
 Teach new skills in a safe, controlled environment.
Applications
 Manufacturing
 Easy to modify
 Low cost
 High efficient
 Education & Training
 Driving simulators.
 Flight simulators.
 Ship simulators.
 Tank simulators.
Current problems & Future work
 Cybersickness / simulator sickness
 Low-fidelity
 Expensive
 Lack of integration between application packages
 High-fidelity system
 Cost-saving
 Collaborative
 High-level contact between participants in distributed VR

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Virtual / Artificial Reality-Augmented Reality

  • 2. Contents  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work
  • 3. Introduction  What is Virtual Reality(VR)? Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels.
  • 4. Why Virtual Reality? Virtual Reality is able to immerse you in a computer- generated world of your own making: a room, a city, the interior of human body. With VR, you can explore any uncharted territory of the human imagination.
  • 5. History of VR  In 1950s, flight simulators were built by US Air Force to train student pilots.  In 1965, a research program for computer graphics called “The Ultimate Display” was laid out.  In 1988, commercial development of VR began.  In 1991, first commercial entertainment VR system "Virtuality" was released.
  • 6. Types of VR System  Windows on World(WoW)  Immersive VR  Telepresence  Mixed Reality(Augmented Reality)  Distributed VR
  • 7. Technologies of VR--Hardware  Head-Mounted Display (HMD)  Binocular Omni-Orientation Monitor (BOOM)
  • 8. Technologies of VR--Hardware  Cave Automatic Virtual Environment (CAVE)  Data Glove  Control Devices
  • 9. Technologies of VR--Software  Toolkits:Programming libraries ,Provide function libraries (C & C++).  Authoring System:Complete programs with graphical interfaces for creating worlds  Software packages available in market:  Multiverse (Freeware) ,Virtual Reality Studio ($100) etc.  VRML(Virtual Reality Modeling Language):Standard language for interactive simulation within the World Wide Web.
  • 10. Architecture of VR System  Input Processor, Simulation Processor, Rendering Processor and World Database.
  • 11. Components of VR System  Input Processor  Control the devices used to input information to the computer. e.g. Keyboard , mouse, 3D position trackers etc.  Simulation Processor Takes the user inputs along with any tasks programmed into the world and determine the actions that will take place in the virtual world
  • 12. Components of VR System  Rendering Processor  Create the sensations that are output to the user.  Separate rendering processes are used for visual, auditory, haptic and other sensory systems.  World Database (World Description Files) – Store the objects that inhabit the world, scripts that describe actions of those objects.
  • 13. Applications  Entertainment  More vivid  Move exciting  More attractive  Medicine  Practice performing surgery.  Perform surgery on a remote patient.  Teach new skills in a safe, controlled environment.
  • 14. Applications  Manufacturing  Easy to modify  Low cost  High efficient  Education & Training  Driving simulators.  Flight simulators.  Ship simulators.  Tank simulators.
  • 15. Current problems & Future work  Cybersickness / simulator sickness  Low-fidelity  Expensive  Lack of integration between application packages  High-fidelity system  Cost-saving  Collaborative  High-level contact between participants in distributed VR