TABLE OF CONTENTS
INTRODUCTION TO VR TECHNOLOGY
HISTORY OF VR TECHNOLOGY
HOW VR TECHNOLOGY WORKS
TYPES OF VR TECHNOLOGY
COMPONENTS USED TO MAKE VR TECHNOLOGY
APPLICATIONS OF VR TECHNOLOGY
VR MARKET OVERVIEW
VR AND AR INTEGRATION
VR IN DIFFERENT FIELDS
CONCLUSION
4.
INTRODUCTION TO VRTECHNOLOGY
• Virtual Reality (VR) is an immersive technology that simulates a three-
dimensional environment, creating a sense of presence and interaction within a
virtual world.
• typically it involves the use of a VR headset or goggles equipped with sensors to
track head movements, providing a 360-degree view of the virtual environment.
• This immersive experience can be further enhanced with hand controllers,
motion sensors, and spatial audio, allowing users to interact with multiple virtual
objects as if they are real.
5.
HISTORY OF VRTECHNOLOGY
The initial prototypes were Invented in the
year 1838.
They Used a pair of mirrors at a
45-degree angle to create depth and volume.
They Utilized drawings as there were no
practical photographs available.
7.
In 1965, IvanSutherland reported the concept of 'Ultimate Display' and 3 years later he and
his student, Bob Sproull, built 'Sword of Damocles' which came with additional features like
graphic generation and computer integration.
8.
HOW VR TECHNOLOGYWORKS
• VR overrides its user’s senses through a feedback loop of tracking sensors and
stimulation produced by VR hardware, software, and the user’s relationship to
the physical world. Three things make up VR systems
HARDWARE
SOFTWARE
HUMAN PERCEPTION
9.
HARDWARE:
The hardware ofa VR system transmits a stimulus to the physical world so that the user’s
eyes and ears can convert it into a neural impulse. The goal is to convince the brain that the
virtual world is the physical world and that the aural and visual displays are natural
stimulation. Three main hardware components make up a VR system:
Displays: Devices that output stimuli for various sense organs. These could be screens for
the eyes, speakers or headphones for the ears, or haptic feedback for the sense of touch.
Sensors: These are the devices that take input signals from the physical world. They
detect the orientation of the various sense organs. Other sensors include a digital camera
to track the eyes, ears, hands, and other body movements. Additionally, IR cameras sense
depth through a project of infrared light which is not visible to the human eye.
Computers: Devices that take in the input sensors and display the output stimuli to run
the virtual world generator (VWG). These have an in-built computer system with an
inbuilt GPU.
10.
SOFTWARE
VR software usesinputs from physical hardware to render virtual environments
(VWG) with recorded or computer-generated images.
It matches user movements in the real world with movements in the VR world
and accounts for physics using various algorithms.
Software development kits (SDKs) provide rules and tools for building virtual
environments, and some companies offer pre-built VWGs (Virtual World
Generator)for developers.
These software use graphic cards and process the data taken as input from
hardware devices.
11.
HUMAN PERCEPTION
Artificial stimuliin VR can negatively affect the brain, causing discomfort.
VR engineers must replicate real-world sensory pathways while minimizing side
effects.
Developers can overlook the impact on new users' senses, leading to design flaws.
Understanding VR's effect on perception is crucial to creating realistic, comfortable
experiences.
12.
TYPES OF VRTECHNOLOGY
Immersive
Semi-immersive
Non-immersive
13.
IMMERSIVE:
immersive VR experiencesare now more accessible than ever. Modern VR headsets
offer high-resolution displays and precise motion tracking, making the virtual world
feel more realistic than ever before.
EXAMPLE:HTC Vive
14.
SEMI-IMMERSIVE:
Semi-immersive virtual reality(VR) is a partial VR experience that
focuses on visuals, rather than physical movement. It can be accessed
through a computer screen, glasses, or headset.
Examples: flight simulators, racing simulators, and desktop AR
15.
NON-IMMERSIVE:
Non-immersive virtual reality(VR) is a virtual experience that uses a screen, like a
computer or smartphone, instead of a head-mounted display.
EXAMPLE: Video games
APPLICATIONS OF VRTECHONOLOGY
Medical and Healthcare
Education and Training
Entertainment and Media
Architecture and Construction
Military and Defense
Other Industries
18.
VR MARKET OVERVIEW
MarketSize and Growth Rate:
1. 2022: USD 59.96 billion
2. 2030: USD 435.36 billion (CAGR: 27.5%)
3. 2032: USD 123.06 billion (CAGR: 28.7%)
1. Asia Pacific: Dominant market share (39%)
2. North America: Second-largest market share (35.85%)
3. Europe: Fastest-growing regional market (CAGR: 29.3%)
Key Players and Trends
1. Key Players: Meta, HTC, Microsoft, Samsung, Alphabet
2. Trends: Increasing use in healthcare, education, and training; adoption of Generative AI in VR
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2030
435.36 billion
2022
59.96billion
19.
MARKET
SHAREHOLDING
PATTERN
WORLDWIDE
1. Asia Pacific:Dominant market
share (39%)
2. North America: Second-largest
market share (35.85%)
3. Europe: Fastest-growing regional
market (CAGR: 29.3%)
NOTE: HERE CAGR IS COMPOUND
ANNUAL GROWTH
20.
VR AND ARINTEGRATION
Augmented Reality (AR):
AR is a technology that superimposes computer-generated content,
such as images, videos, or 3D models, onto the user's real-world view.
Integration is combining small
components into a unified systems
that works as one.
21.
VR IN DIFFERENTFIELDS
Applications have been developed in a variety of domains, such as
architectural and urban design, industrial designs, restorative nature
experiences, healthcare and clinical therapies, digital marketing and
activism, education and training, engineering and robotics,
entertainment, virtual communities, fine arts etc…
22.
CONCLUSION
Virtual Reality (VR)technology has revolutionized various industries with its
immersive and interactive capabilities. It has a Transformative power to
revolutionize industries and Endless possibilities for innovation and progress. It is a
Future-ready technology and has the potential to transform our lives and shape our
future. Let's continue to explore, innovate, and push its boundaries.