This presentation describes and defines Virtual Really.
Its also mentions some of its ongoing research for its viable usage in the field of electrical engineering.
It was done a school project.
And the information was collected sources available on the internet.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It can range from non-immersive desktop displays to fully immersive head-mounted displays. Key aspects of virtual reality include augmented reality, which overlays computer graphics on the real world, and virtuality continua, which describes the range from completely virtual to completely real environments. Virtual reality aims to provide depth, breadth, and quality of information to create a sense of presence and allow users to explore their imagination.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
VIRTUAL REALITY SEMINAR PPT WITH AWESOME AUTOMATIC ANIMATIONS himanshubeniwal015
This document discusses the history and types of virtual reality. It describes how VR uses computer technology to simulate realistic or imaginative 3D environments and experiences. The document outlines the evolution of VR from flight simulators in the 1950s to commercial systems in the 1980s-1990s. It describes types of VR like immersive, augmented, and desktop. Technologies like head mounted displays, cave automatic virtual environments, and input devices are also summarized. Applications of VR discussed include entertainment, education, training, and medicine. Current challenges and future improvements are noted such as reducing motion sickness and lowering costs.
Virtual reality (VR) is a computer-generated simulation of an environment that users can interact with. The document discusses the history of VR from early prototypes in the 1950s-1960s to modern commercial applications. It describes different types of VR systems including immersive, augmented, and desktop VR. Applications of VR mentioned include business, training, engineering, medicine, and entertainment. The future of VR is predicted to involve highly powerful non-human computing by 2037.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It can range from non-immersive desktop displays to fully immersive head-mounted displays. Key aspects of virtual reality include augmented reality, which overlays computer graphics on the real world, and virtuality continua, which describes the range from completely virtual to completely real environments. Virtual reality aims to provide depth, breadth, and quality of information to create a sense of presence and allow users to explore their imagination.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
VIRTUAL REALITY SEMINAR PPT WITH AWESOME AUTOMATIC ANIMATIONS himanshubeniwal015
This document discusses the history and types of virtual reality. It describes how VR uses computer technology to simulate realistic or imaginative 3D environments and experiences. The document outlines the evolution of VR from flight simulators in the 1950s to commercial systems in the 1980s-1990s. It describes types of VR like immersive, augmented, and desktop. Technologies like head mounted displays, cave automatic virtual environments, and input devices are also summarized. Applications of VR discussed include entertainment, education, training, and medicine. Current challenges and future improvements are noted such as reducing motion sickness and lowering costs.
Virtual reality (VR) is a computer-generated simulation of an environment that users can interact with. The document discusses the history of VR from early prototypes in the 1950s-1960s to modern commercial applications. It describes different types of VR systems including immersive, augmented, and desktop VR. Applications of VR mentioned include business, training, engineering, medicine, and entertainment. The future of VR is predicted to involve highly powerful non-human computing by 2037.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
Virtual reality (VR) allows users to immerse themselves in simulated, computer-generated environments that appear and feel real. VR is used in various fields including military, sports, mental health, medical training, education, and fashion. In architecture, VR allows designers to visualize and experience designs in 3D before construction begins, improving communication with clients and identifying potential issues. VR is improving quality control and accessibility in the construction industry by enabling inspection of virtual models at any project stage.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.
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
Virtual reality uses computer technology to create simulated environments. It was coined in 1987 and has seen significant research development. There are several types including desktop, immersive, and mixed reality. Virtual reality has many applications such as architecture, medicine, engineering, entertainment, training, and manufacturing. It provides advantages like creating realistic experiences and experimenting safely, but also has disadvantages like requiring expensive equipment and complex technology.
This document discusses virtual reality (VR), including its history, types, technologies, and applications. It describes how VR allows users to interact with computer-generated environments in a variety of ways. The types of VR discussed are immersive, window on world, telepresence, and mixed reality. The technologies covered include hardware like head-mounted displays and software like rendering and programming. Finally, applications of VR mentioned are in entertainment, training, architecture, medicine, and engineering design.
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 sense data is fed by some system to our brain.
This document provides an introduction to virtual reality including its concepts, history, types, hardware, and applications. It discusses how virtual reality allows users to interact with computer-generated worlds. The concepts are based on theories of escaping the real world through cyberspace and interacting with virtual environments more naturally. The document outlines the history of virtual reality from the 1860s to modern implementations. It describes different types of virtual reality including immersive, window on world, telepresence, and mixed reality. Various hardware components like head mounted displays are discussed. Applications highlighted include gaming, education, healthcare, entertainment, business, engineering, and media.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is primarily a visual experience shown on screens or special displays, though some systems include sound and limited tactile feedback. While technical limitations currently make high-fidelity VR difficult, improvements in processing power, resolution and bandwidth are expected to overcome these issues over time. VR has applications in training, scientific visualization, medicine, education and more. Recent advancements include contact lenses and software that allow existing graphics applications to run on VR devices without source code access.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
Virtual reality (VR) refers to computer-generated simulations that immerse users in an artificial 3D environment that can be interacted with. The document provides an overview of VR, discussing its history from early prototypes in the 1950s-60s to modern implementations. It describes different types of VR systems including immersive, augmented, and desktop VR. The hardware components and data flow that enable the VR experience are outlined. Applications of VR in fields like gaming, medicine, aviation, and military training are highlighted. The document suggests VR will continue advancing in the future.
This document discusses augmented reality (AR), which combines real and virtual elements. It describes AR systems, which overlay computer-generated data onto the real world in real-time using devices like head-mounted displays. The key components of an AR system are displays, tracking systems, and mobile computing. Examples of AR applications mentioned are education, military, and gaming. Limitations include challenges with accurate tracking and orientation. The conclusion states that AR will continue merging real and virtual experiences for users.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual reality is also known as Artificial Reality. It us often referred as VR/AR. Virtual reality includes Augmented reality, Windows on web, Immersive VR, Telepresence, Mixed Reality(Augmented Reality), Distributed VR.
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
Virtual reality (VR) allows users to interact with simulated environments, whether replicating the real world or an imaginary world. VR has five main components - dimensionality, motion/animation, interaction, viewpoint, and immersion. It can be used for training, education, or games. There are various types of VR systems including non-immersive desktop systems, semi-immersive projection systems, and fully immersive head-mounted display systems. Key VR hardware includes head-mounted displays, data gloves, tracking devices, and cave automatic virtual environments. VR software includes toolkits for programming applications and authoring systems for creating worlds graphically.
Virtual reality (VR) creates a simulated environment that immerses the user. It works by tracking a user's movements and updating the virtual world accordingly. While early versions date back to the 1950s, commercial VR development began in the 1980s. VR can be non-immersive, augmented, or fully immersive. It has applications in gaming, business, education, engineering, medicine, and entertainment. Potential advantages include realistic training scenarios and innovative learning, while disadvantages include cost and reduced human interaction.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
Virtual reality (VR) allows users to immerse themselves in simulated, computer-generated environments that appear and feel real. VR is used in various fields including military, sports, mental health, medical training, education, and fashion. In architecture, VR allows designers to visualize and experience designs in 3D before construction begins, improving communication with clients and identifying potential issues. VR is improving quality control and accessibility in the construction industry by enabling inspection of virtual models at any project stage.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.
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
Virtual reality uses computer technology to create simulated environments. It was coined in 1987 and has seen significant research development. There are several types including desktop, immersive, and mixed reality. Virtual reality has many applications such as architecture, medicine, engineering, entertainment, training, and manufacturing. It provides advantages like creating realistic experiences and experimenting safely, but also has disadvantages like requiring expensive equipment and complex technology.
This document discusses virtual reality (VR), including its history, types, technologies, and applications. It describes how VR allows users to interact with computer-generated environments in a variety of ways. The types of VR discussed are immersive, window on world, telepresence, and mixed reality. The technologies covered include hardware like head-mounted displays and software like rendering and programming. Finally, applications of VR mentioned are in entertainment, training, architecture, medicine, and engineering design.
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 sense data is fed by some system to our brain.
This document provides an introduction to virtual reality including its concepts, history, types, hardware, and applications. It discusses how virtual reality allows users to interact with computer-generated worlds. The concepts are based on theories of escaping the real world through cyberspace and interacting with virtual environments more naturally. The document outlines the history of virtual reality from the 1860s to modern implementations. It describes different types of virtual reality including immersive, window on world, telepresence, and mixed reality. Various hardware components like head mounted displays are discussed. Applications highlighted include gaming, education, healthcare, entertainment, business, engineering, and media.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is primarily a visual experience shown on screens or special displays, though some systems include sound and limited tactile feedback. While technical limitations currently make high-fidelity VR difficult, improvements in processing power, resolution and bandwidth are expected to overcome these issues over time. VR has applications in training, scientific visualization, medicine, education and more. Recent advancements include contact lenses and software that allow existing graphics applications to run on VR devices without source code access.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
Virtual reality (VR) refers to computer-generated simulations that immerse users in an artificial 3D environment that can be interacted with. The document provides an overview of VR, discussing its history from early prototypes in the 1950s-60s to modern implementations. It describes different types of VR systems including immersive, augmented, and desktop VR. The hardware components and data flow that enable the VR experience are outlined. Applications of VR in fields like gaming, medicine, aviation, and military training are highlighted. The document suggests VR will continue advancing in the future.
This document discusses augmented reality (AR), which combines real and virtual elements. It describes AR systems, which overlay computer-generated data onto the real world in real-time using devices like head-mounted displays. The key components of an AR system are displays, tracking systems, and mobile computing. Examples of AR applications mentioned are education, military, and gaming. Limitations include challenges with accurate tracking and orientation. The conclusion states that AR will continue merging real and virtual experiences for users.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual reality is also known as Artificial Reality. It us often referred as VR/AR. Virtual reality includes Augmented reality, Windows on web, Immersive VR, Telepresence, Mixed Reality(Augmented Reality), Distributed VR.
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
Virtual reality (VR) allows users to interact with simulated environments, whether replicating the real world or an imaginary world. VR has five main components - dimensionality, motion/animation, interaction, viewpoint, and immersion. It can be used for training, education, or games. There are various types of VR systems including non-immersive desktop systems, semi-immersive projection systems, and fully immersive head-mounted display systems. Key VR hardware includes head-mounted displays, data gloves, tracking devices, and cave automatic virtual environments. VR software includes toolkits for programming applications and authoring systems for creating worlds graphically.
Virtual reality (VR) creates a simulated environment that immerses the user. It works by tracking a user's movements and updating the virtual world accordingly. While early versions date back to the 1950s, commercial VR development began in the 1980s. VR can be non-immersive, augmented, or fully immersive. It has applications in gaming, business, education, engineering, medicine, and entertainment. Potential advantages include realistic training scenarios and innovative learning, while disadvantages include cost and reduced human interaction.
Augmented reality (AR) differs from virtual reality in that AR overlays virtual objects on the real world, whereas virtual reality completely replaces the real world. AR uses devices like smartphones and tablets that contain processors, displays, sensors, and input devices to render augmented content. Modern AR systems use cameras, accelerometers, GPS, gyroscopes and compasses to track motion. Potential applications of AR include aiding architecture, education, social interaction, and more. However, concerns exist around modifications to reality and privacy issues from continuous environmental recording.
Augmented reality (AR) differs from virtual reality in that AR overlays virtual objects on the real world, whereas virtual reality completely replaces the real world. AR uses devices like smartphones and tablets that contain processors, displays, sensors, and input devices to render augmented content. Modern AR systems use cameras, accelerometers, GPS, gyroscopes and compasses to track motion. Potential applications of AR include aiding architecture, education, social interaction, and more. However, concerns exist around modifications to reality and privacy issues from continuous environmental recording.
A short presentation for a seminar that covers the history, types, uses and disadvantages of Virtual Reality (VR)
It will have to be updated with the introduction of tech like the Oculus and Vive.
Virtual reality (VR) uses computer technology to simulate a user's physical presence in an imaginary world. The document discusses the definition of VR, its history from early prototypes in the 1950s-60s to current applications, as well as the key technologies involved including hardware like head-mounted displays and software for 3D modeling and simulations. Some examples of VR's use in healthcare, education, entertainment and the military are provided. Both the merits of more engaging learning and the drawbacks of lack of understanding real-world effects are outlined.
Virtual reality (VR) can simulate physical presence in non-physical worlds through computer simulation. The document discusses the history of VR from early prototypes in the 1950s-1960s to current applications. It outlines different types of VR including immersive, telepresence, and mixed reality systems. The technology used in VR includes head-mounted displays, data gloves, omnidirectional monitors, and CAVE rooms. Developing VR involves 3D modeling, sound editing, and simulation software. Applications of VR include military training, healthcare, education, and entertainment. Benefits are more engaging learning while costs and technical issues remain challenges.
Virtual reality (VR) is a technology that allows users to interact with computer-simulated environments, whether real or imagined. Some key developments in VR history include Morton Heilig creating a multi-sensory simulator in 1962, the first computer-generated movie in 1982, and the rise of VR gaming in the late 1990s. VR has applications in fields such as medicine, engineering, education, and entertainment. While VR offers benefits for interaction and visualization, challenges remain regarding usability, side effects, and a lack of standardization.
Virtual reality uses computer technology to create realistic 3D environments that users can interact with through headsets, gloves, and other equipment. It has applications in entertainment, education, and training by simulating real-world experiences. While VR offers benefits like hands-on learning without risks, it still faces challenges like high costs, technical limitations, and potential overuse replacing real-world interactions. As the technology continues advancing, VR is poised to transform many industries and activities.
Virtual reality-What you see is what you believe kaishik gundu
The recent and the most famous technology cruising in the world and has got good applications in the modern world.This is a small Slide Show on the topic
Virtual reality uses computer technology to create simulated environments that immerse users and make them feel like they are experiencing a three-dimensional world. The document discusses the history of VR from flight simulators in the 1950s to commercial VR systems in the 1980s and 1990s. It describes the key components of a VR system including head-mounted displays, audio units, gloves, and tracking interfaces. Applications of VR discussed include entertainment, medicine, manufacturing, education and training. Advantages are its uses in safe simulation and virtual experiences, while disadvantages include costs and health issues with extended use.
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 document provides an overview of virtual reality (VR) technologies. It defines VR as a 3D computer-generated environment that a user can interact with via specialized equipment. It describes common VR hardware like headsets, gloves, and suits. It also discusses the different processes involved in VR like visual rendering and audio rendering. The document then outlines several applications of VR in fields like military training, medicine, engineering, entertainment and more. It notes both the positive impacts of VR in providing risk-free experiences, as well as challenges like eye strain, addiction, and difficulty distinguishing virtual from real. Finally, it speculates about future possibilities for more immersive VR through memory implants and shared virtual experiences.
what is virtual reality?
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 sense data is fed by some system to our brain.
In this presentation slide we are going to discuss about :
History of Virtual Reality.
Types of Virtual Reality.
Devices used in Virtual Reality.
Applications of Virtual Reality.
Conclusion.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is visual, displayed on screens or through stereoscopic displays, though some systems include sound, and experimental systems have limited tactile feedback. VR is useful for operations in dangerous environments through telepresence, scientific visualization, medicine for research and training, and education in areas like driving, flight, and vehicle simulators. VR systems have input, processing, rendering, and world database components. Recent advancements include VR contact lenses and tools to more easily develop content across VR platforms. While offering interaction and interfaces, VR also faces challenges regarding side effects, usability, and standardization.
This document discusses virtual reality (VR), including its history, types, applications, and hardware components. It defines VR as a simulation of a 3D environment that users can interact with in real time through sensory feedback. The history of VR is traced from early flight simulators to modern VR headsets. The types of VR discussed are immersive, non-immersive, and semi-immersive. Applications mentioned include education/training simulations, movies, and video games. Key VR hardware components are the computer system, input devices like motion controllers, and output displays.
Virtual reality (VR) is an interactive simulation that immerses users in an artificial 3D environment. The document outlines the history of VR from early flight simulators to modern commercial systems. It describes different types of VR including immersive, telepresence, and augmented reality. The key technologies that enable VR like head-mounted displays, data gloves, and software toolkits are also discussed. Finally, applications of VR in areas like entertainment, medicine, and manufacturing are presented.
Virtual reality refers to interactive simulations that immerse users in virtual 3D environments. The document outlines the history of VR from flight simulators in the 1950s to commercial systems in the 1980s-1990s. It describes types of VR including immersive, telepresence, and mixed reality. The architecture of a VR system includes input processors, simulation processors, rendering processors, and a world database. Applications are discussed in fields like architecture, medicine, engineering, entertainment, and training. Advantages include interaction and cost savings, while disadvantages include health effects and usability issues. The future of VR is predicted to include integration into daily life and rapid technological advancement.
Virtual reality (VR) uses headsets to immerse users in simulated, three-dimensional environments by generating realistic images, sounds and sensations. VR originated in the 1950s with devices like the Sensorama simulator and Telesphere Mask head-mounted display. Modern VR is driven by smartphone technologies like motion sensors and HD screens. It has various applications like education, entertainment, military training and space exploration. While VR offers advantages like hands-on training without risk, it also faces challenges like high costs, visual fatigue and potentially reduced human interaction.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
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Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
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2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
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Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
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In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
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2. INDEX
What is Virtual
Reality?
History of
Virtual Reality
Literature
Review
Types
Components Applications
VR in Electrical
Engineering
Advantages
and
Disadvantages
Objectives Future Scope Conclusion References
4. What is
VIRTUAL
REALITY?
Virtual means ‘Near or Implied’ & Reality means the
state of things as they actually exist, thus virtual reality
is nothing but ‘Near Reality’. Virtual Reality is a
simulation of a physical entity into a virtual or imaginary
environment that is created using software’s or
programs that defy beliefs of a user compelling him/her
to accept it as actual reality.
“In simple terms, Virtual Reality is a fully immersive
computer simulated environment that gives the users
the feeling of being in that environment instead of the
one they are actually in”
5. History
• Virtual reality technology was invented in
1957 by Morton Heilig. His multimedia
device called the Sensorama is considered
one of the earliest VR systems. However,
the term ‘virtual reality’ was coined much
later in 1987 by researcher Jaron Lanier.
• Virtual reality technology has been used in
many different industries over the years,
from marketing and entertainment to space
missions and immersive breaking news
6. Virtual reality in the 50s & 60s
• 1957: Morton Heilig, a cinematographer, invented the
Sensorama, a theatre cabinet multimedia device that offered
viewers an interactive experience. The device stimulated the
users' senses with a viewing screen for sight, oscillating fans for
touch, devices that emitted smells, and audio speakers for sound.
• 1961: Comeau and Bryan, two Philco Corporation engineers,
created the first head-mounted display (HMD) called the
Headsight. The display had two video screens, one for each eye,
as well as a magnetic tracking device.
• 1966: Thomas Furness, a military engineer, developed the first
flight simulator for the Air Force. This sparked a lot of interest in
VR technology and how it could be used for training purposes.
• 1968: Ivan Sutherland, a Harvard professor and computer
scientist, invented the first VR / AR head-mounted display called
‘The Sword of Damocles’.
7. Virtual reality in the 70s & 80s
• 1978: Developed by MIT, the Aspen Movie Map used
photographs taken from a car in Aspen, Colorado to give viewers
what they called a “Surrogate Travel” experience.
• 1982: The movie Tron brought the concept of virtual reality to
the masses. Geared at gamers, the characters were immersed in
a fully virtual environment that simulated a video game.
• 1986: Furness worked on his Air Force simulation project
through the 80s and in the end developed the Visually Coupled
Airborne Systems Simulator (VCASS). The system gave pilots a
virtual view that streamlined the barrage of information they get
every moment.
• 1987: John Lanier, computer scientist, researcher, and artist,
coined the term ‘virtual reality’. He founded the Visual
Programming Lab (VPL) and developed a range of VR gear,
including the Dataglove alongside Tom Zimmerman, and the
EyePhone HMD – making VPL the first company to sell VR
goggles.
8. Virtual reality in the 90s & 00s
• 1991: The Virtuality Group released a series of games and arcade machines
bringing VR to the general public. Players would wear a pair of virtual reality
goggles and play immersive games in real-time.
• 1991: Sega attempted to bring a similar gaming experience to homes with its
console. The company never released the Sega VR headset accessory
because developers were comically worried it was too realistic and users
would get hurt.
• 1995: Nintendo Virtual Boy launched as the first portable console that could
display 3-D graphics.
• 1997: Georgia Tech and Emory University researchers teamed up to create
Virtual Vietnam.
• 1999: The Matrix came to theaters and had massive buzz, popularizing the
idea of virtual realities with an even bigger portion of the general public.
• 2001: SAS cube was introduced as the first PC based cubic room. The SAS
library eventually led to the Virtools VRPack.
• 2007: Google, with Immersive Media, announced Street View. The
technology launched with imagery for five mapped cities.
10. • Development of a Virtual System for Real-Time Control of Electric
Substation. The team developed a system named VRCEMIG. The
objective of this system is to allow field events to update the reality of
control centre of the electrical company.[1]
• Virvirtualnstruments in Electrical Engineering
Implementing the applications (devices virtual simulating and data acqthe question) into the LabVIEW graphical
programming environment was realised based on theoretical aspects and eexperimental determinations in the
laboratory by using accurate devices[2]
• Virtual reality applied to a full simulator of electrical sub-stations
An application designed for training electrical sub-station operators by using a virtual reality application has
been set out in this paper.[3]
• The virtual reality framework for engineering object manuscript
A framework for the virtual reality of engineering objects has been developed. This framework may simulate
different equipment related to virtual reality.[4]
11. Types Of Virtual Reality
Non-Immersive Semi-Immersive Fully Immersive
12. Non-Immersive
• Non-immersive simulations are
the least immersive implementation
of virtual reality technology. In a non-
immersive simulation, only a subset of
the user’s senses are stimulated,
allowing for peripheral awareness of
the reality outside the virtual reality
simulation. Users enter into these
three-dimensional virtual
environments through a portal or
window by utilizing standard high-
resolution monitors powered by
processing power typically found on
conventional desktop workstations.
13. Semi-Immersive
• Semi-immersive simulations provide
a more immersive experience, in which the user is partly
but not fully immersed in a virtual environment. Semi-
immersive simulations closely resemble and utilize many
of the same technologies found in flight simulation.
Semi-immersive simulations are powered by high
performance graphical computing systems, which are
often then coupled with large screen projector systems
or multiple television projection systems to properly
stimulate the user’s visuals.
14. Fully Immersive
• Fully-immersive simulations provide
the most immersive implementation of virtual
reality technology. In a fully-immersive simulation,
hardware such as head-mounted displays and
motion detecting devices are used to stimulate all
of a user’s senses. Fully immersive simulations are
able to provide very realistic user experiences by
delivering a wide field of view, high resolutions,
increased update rates (also called refresh rate),
and high levels of contrast into a user’s head-
mounted display (HMD).
15. Key Components in a Virtual
Reality System
1. PC ( Personal
Computer)/Console/Smartphone 2. Head-Mounted Display 3. Input Devices
16. Hardware
• The hardware produces stimuli that override the senses of the
user [ based on human motions. The VR hardware
accomplishes this by using sensors for tracking motions of user
such as button presses, controller movements, eye and other
body part movements. It also considers the physical
surrounding world because only engineered hardware and
software does not constitute the complete VR system. The
organism (users) and its interaction with the hardware is
equally important
• VR hardware constitute of sensors which act as transducer to
convert the energy it receives into a signal from an electrical
circuit. This sensor has receptor to collect the energy for
conversion and organism has sense organs such as eyes and
ears for the same purpose. As the user moves through the
physical world, it has its own configuration space which are
transformed or configured correspondingly
17. VR DEVICES
• VR devices are the hardware products used for VR technology to happen. The different key components of VR system are
discussed below. The figure (number) shows the high-level view of Virtual World Generator (VWG). The inputs are received
from the user and his surroundings and appropriate view of the world are rendered to displays for VR experiences.
Personal Computer (PC)/Console/Smartphone
• Computers are used to process inputs and outputs sequentiallay. To power the content creation and production significant
computing power is required, thereby making PC/consoles/smartphones important part of VR systems. The VR content is what
users view inside and perceive so it is equally important as other hardwares.
Input devices
• Input devices provides users the sense of immersion and determines the way a user communicates with the computer. It helps
users to navigate and interact within a VR environment to make it intuitive and natural as possible. Unfortunately, the current
state of technology is not advanced enough to support this yet. Most commonly used input devices are joysticks, force
Balls/Tracking balls, controller wands, data gloves, trackpads, On-device control buttons, motion trackers, bodysuits, treadmills
and motion platforms (virtual omni).
Output Devices
• Devices that each stimulate a sense organ. Output devices are used for presenting the VR content or environment to the users
and it is utmost devices to generate an immersive feeling. These include visual, auditory or haptic displays. Like input devices,
the output devices are also underdeveloped currently because the current state-of-art VR system does not allow to stimulate
human senses perfect ideal manners. Most systems support visual feedback, and only some of them are enhanced it by audio
or haptic information.
18. Software
Apart from input, output hardware and its coordination, the
underlying software is also equally important . It is
responsible for the managing of I/O devices, analyzing
incoming data and generating proper feedback . The whole
application is time-critical and software must manage it:
input data must be handled timely and the system response
that is sent to the output displays must be prompt in order
not to destroy the feeling of immersion. The developer can
start with basic software development kit (SDK) from a VR
headset vendor and build their own VWG from scratch. SDK
usually provide the basic drivers, an interface to access
tracking data and call graphical rendering libraries. There are
some ready-made VWG for particular VR experiences and has
options to add high-level scripts.
19. Audio
Virtual reality audio may not be as technically-complex as
the visual components, however, it is an equally important
component to stimulate a user’s senses and achieve
immersion. Most virtual reality headsets provide users
with the option to use their own headphones in
conjunction with a headset. Other headsets may include
their own integrated headphones. Virtual reality audio
works via positional, multi-speaker audio (often called
Positional Audio) that gives the illusion of a 3-dimensional
world. Positional audio is a way of seeing with your ears
and is used in virtual reality because it can provide cues to
gain a user’s attention, or give them information that may
not be presented visually. This technology is already quite
common and often found in home theater surround sound
systems.
20. Human
Perception
Understanding a physiology of the human body and the
optical illusions are important to achieve maximum
human perceptual without side effects. The human
senses using different stimulus, receptor and sense
organ.
As virtual reality are supposed to simulate the real
world, it is important to know how to “fool the user’s
senses” to know what are the most important stimuli
and what is the accepted quality for subjective
viewing? Human vision provides the most of
information that are passed to our brain followed by
hearing, touch and other senses. System
synchronization of all stimuli with user’s actions are
also responsible for proper functioning of VR system.
23. Uses of Virtual Reality in
Military
• Virtual Reality has been adopted by the military – this includes all three
services (army, navy and air force) – where it is used for training
purposes. This is particularly useful for training soldiers for combat
situations or other dangerous settings where they have to learn how to
react in an appropriate manner.
• A virtual reality simulation enables them to do so but without the risk of
death or a serious injury. They can re-enact a particular scenario, for
example engagement with an enemy in an environment in which they
experience this but without the real-world risks. This has proven to be
safer and less costly than traditional training methods.
• Flight Simulation
• Medical Training
• Vehicle Simulation
• Virtual Bootcamp
• Battlefield Simulation
25. Uses Of VR In Medical Field
• Virtual reality is a new method for training different medical
groups. Based on this technology, professionals and students of
various medical sciences can determine their level of
competence for medical treatment before any performance on
the patient. Therefore, the aim of this study was to identify the
applications of virtual reality technology for training the medical
groups.
• Ways VR helps in treatment:-
• Relaxing Hospitalized Patients
• Restoring Low Vision
• Speeding up Recovery After Traumatic Brain Injury
• Watching Operations
27. Uses of VR in
Education
• Wearing VR headset, students can experience high-
quality educational visualizations that have a positive
impact on the whole learning process. VR can help
students easily understand complex concepts, theories,
and subjects. they are able to digest and retain complex
information at a much higher rate
• Virtual Reality can change this and motivate them
towards academic achievement once more. By
using VR technology, teachers can attract the attention
of students to specially developed academic
material. Virtual Reality can make the processes and
situations described in academics to become real.
29. VRCEMIG
• The objective of the VRCEMIG system is:-
• To allow field events to update the reality of
the control centre of the electric company.
• Change in components from the control
centre will update electric component
behaviour in the field.
30. 3D VR Experiments
• Provides a Safe Virtual Environment to conduct
experiments .
• Efforts have been made to create a virtual
laboratory system by MHRD India.
31. Advantages and Disadvantages
Advantages
• Virtual Reality create a realistic
world.
• Enables to recreate real life
scenarios without real-life
dangers.
• It enhances exploration of new
places without us actually being
there.
Disadvantages
• The equipments in virtual reality
are very expensive.
• It requires complex tech as of
now.
• We can move actually like in the
real world.
32. Objective
• to create an adaptive 3D the virtual environment that meets the needs of trainee
interpreters and those who need to learn about how to work with interpreters;
• to develop a range of interpreting scenarios (e.g. a business meeting room, a
court room, a tourist office, a community centre) that can be run in different
modes (‘interpreting practice’, ‘exploration’ and ‘live’);
• to develop multilingual content for use in the interpreting scenarios of the virtual
environment (as source texts for interpreting practice), by using and adapting
existing multimedia corpora from the LLP project BACKBONE and the ELISA
corpus , and creating three new corpora in Greek, Russian and Hebrew;
• to create pedagogical activities for interpreting students and users of
interpreting services (e.g. interpreting skills, awareness-raising activities);
• to test and evaluate the virtual environment and the pedagogic content (the
multilingual material and the pedagogical activities) from both functional and
pedagogical perspectives;
• to disseminate the IVY products and outcomes with a particular focus on the IVY
evaluation workshops and an end-of-project dissemination seminar;
• to exploit the potential of the IVY solution and products, with a specific focus on
the potential areas for further development and the creation of good practice
guidelines which explore how best to integrate the IVY solution into existing
educational frameworks.
33. Future Scope
•Virtual Reality technology is a technology which breaks
the physical restrictions of experimentation.In the future more and
more things that are now only available in physical forms will be
available in virtual form.
•Future of Virtual Technology is to make it more and
more immersive and real-like. Right now the boundary or
brickwall that VR technology faces is that it lacks the feel of
reality. That is to say that you can only see but
not feel the interaction with virtual reality.
•With the development in Nerve Gear technology it will be solved.
•It holds a special importance for the future of Electrical/Power
sector.With development of a fully functional and intractive
virtual network , we can have a virtual map of power systems and
devices and actually monitor and control them through virtual
interface without risk of human life.
34. Conclusion
Virtual Reality is an innovative technology that solves many problems due to physical restrictions. VR technology can
create and recreate anything in virtual space; this gives it an almost endless possibility and a wide field where it can be
utilized.
Within the virtual world, a whole new world and can be created , it not only gives hope to those disabled but also hopes
to cure those suffering from phobias. In the near future, when a full dive VR system or Nerve Gear is available, it will
also give new life to those visually blind.
We and those who work and learn under the field of electrical engineering are always surrounded by dangers and
potential death threats due to accidents. VR technology is a boon for us engineers not only for educational purposes
but also for work as it provides us a virtual and interactive environment for work and studies without risk of life.
It can also help create a better and more skilled workforce.
35. References
• [1] Alexandre Cardoso, Edgard Lamounier Jr., Gerson Lima,
Luciene Oliveira, Leandro Mattioli, Gesmar Junior,
Alexandre Silva, and Kenedy Nogueira
• Virtual and Augmented Reality Group Faculty Of Electrical
Engineering, Federal University of Uberlandia(UFU).
•
• [2] VALENTIN DOGARU ULIERU, LUMINITA DRAGHICESCU,
LAURA SERBANESCU, IOANA STANCESCU Valahia University of
Targoviste ROMANIA
•
• [3] G. Romero, J. Maroto, J. Felez , J.M. Cabanellas, M.L.
Martinez, A. Carretero E.T.S. de Ingenieros Industriales,
Universidad Politecnica de Madrid, c/ Jose Gutierrez Abascal 2,
28006Madrid, Spain
• [4] Petr R. Ivankov, Nikolay P. Ivankov January 2, 2014
• [5] What is Virtual Reality?
• https://en.wikipedia.org/wiki/Virtual_reality
• [6]Types of Virtual Realities and Key Elements
• https://www.realitytechnologies.com/virtual-reality/