VIRTUAL REALITY TECHNOLOGY
BY: GANESH
USN 3BK21EC003
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
INTRODUCTION TO VR TECHNOLOGY
• 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.
HISTORY OF VR TECHNOLOGY
 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.
In 1965, Ivan Sutherland 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.
HOW VR TECHNOLOGY WORKS
• 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
HARDWARE:
The hardware of a 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.
SOFTWARE
VR software uses inputs 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.
HUMAN PERCEPTION
Artificial stimuli in 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.
TYPES OF VR TECHNOLOGY
Immersive
Semi-immersive
Non-immersive
IMMERSIVE:
immersive VR experiences are 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
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
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
COMPONENTS USED TO MAKE VR
TECHNOLOGY
Input devices
Tracking system
VR engine
Head-mounted displays
Sensory Interface
Interactivity
Lenses
Motion tracking sensors
Oculus Rift
SpatiaL audio
APPLICATIONS OF VR TECHONOLOGY
Medical and Healthcare
Education and Training
Entertainment and Media
Architecture and Construction
Military and Defense
Other Industries
VR MARKET OVERVIEW
Market Size 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
2
0
3
2
1
2
3
.
0
6
b
i
l
l
i
o
n
2030
435.36 billion
2022
59.96billion
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
VR AND AR INTEGRATION
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.
VR IN DIFFERENT FIELDS
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…
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.
LATEST VR TECHNOLOGY
THANK YOU

virtual reaility vr techonology jhjhaw v

  • 2.
    VIRTUAL REALITY TECHNOLOGY BY:GANESH USN 3BK21EC003
  • 3.
    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
  • 16.
    COMPONENTS USED TOMAKE VR TECHNOLOGY Input devices Tracking system VR engine Head-mounted displays Sensory Interface Interactivity Lenses Motion tracking sensors Oculus Rift SpatiaL audio
  • 17.
    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 2 0 3 2 1 2 3 . 0 6 b i l l i o n 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.
  • 23.
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