Virtual reality originated as an idea by Morton Heilig in the 1960s to simulate environments that interact with human senses. Ivan Sutherland continued developing the concept using computer graphics and head-mounted displays. In the late 1960s, the US military and NASA recognized VR's potential and helped advance the technology for flight simulation training. Today, VR is used across many fields including education, training, medicine, and more, and its future applications may involve direct integration with the human body and nervous system.
Artificial intelligence research made progress in the 1950s but hit obstacles in the 1970s and 1980s due to limited computing power. While machines can now perform many visual and language tasks once thought to require human-level intelligence, creating general artificial intelligence that matches human abilities remains an outstanding challenge that will likely require overcoming Moravec's paradox through continued technological advancement.
Artificial intelligence has progressed more slowly than originally expected, as tasks requiring high-level reasoning and human-level intelligence have proved much more difficult than initially thought. While early researchers believed that human-level AI was close at hand, progress has been gradual and challenges remain in developing general artificial intelligence that can match human abilities. Recent advances have focused on narrow applications rather than general human-level intelligence.
The document discusses a 2012 exhibit at the Museum of Modern Art featuring early video games from the 1970s-2000s and whether they can be considered art. It also examines the realism and narrative choices in military shooters like Call of Duty, quoting developers and marines on the balance of gameplay and accurately portraying weapons and combat.
The document summarizes the key ideas from Nassim Nicholas Taleb's book "The Black Swan". It discusses how black swan events are highly improbable with severe consequences that are only explained after the fact. Examples of black swans discussed include 9/11, the 1987 stock market crash, and the success of Harry Potter and technologies like the computer and internet. The document also outlines cognitive biases that impair our ability to predict black swan events and discusses fractal geometry and the increasing role of randomness and outliers in today's interconnected world.
کارگاه فناوری های نو - جناب قاضی، من و کامپیوترم با هم تفاهم نداریم - جلسه سومEhsan Javanmard
روندها و رویدادها در فناوری اطلاعات، نسل z، ویژگی های نسل اینترنت، ابر روندهای تکنولوژی، جان هنری، The turk، سایبورگ، سن تور، قنطورس، نیماسب، انواع فناوری ها
Yes, I like Virtual Reality because it allows me to experience new places and perspectives without physically being there. It's fascinating what technology can do.
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
Artificial intelligence research made progress in the 1950s but hit obstacles in the 1970s and 1980s due to limited computing power. While machines can now perform many visual and language tasks once thought to require human-level intelligence, creating general artificial intelligence that matches human abilities remains an outstanding challenge that will likely require overcoming Moravec's paradox through continued technological advancement.
Artificial intelligence has progressed more slowly than originally expected, as tasks requiring high-level reasoning and human-level intelligence have proved much more difficult than initially thought. While early researchers believed that human-level AI was close at hand, progress has been gradual and challenges remain in developing general artificial intelligence that can match human abilities. Recent advances have focused on narrow applications rather than general human-level intelligence.
The document discusses a 2012 exhibit at the Museum of Modern Art featuring early video games from the 1970s-2000s and whether they can be considered art. It also examines the realism and narrative choices in military shooters like Call of Duty, quoting developers and marines on the balance of gameplay and accurately portraying weapons and combat.
The document summarizes the key ideas from Nassim Nicholas Taleb's book "The Black Swan". It discusses how black swan events are highly improbable with severe consequences that are only explained after the fact. Examples of black swans discussed include 9/11, the 1987 stock market crash, and the success of Harry Potter and technologies like the computer and internet. The document also outlines cognitive biases that impair our ability to predict black swan events and discusses fractal geometry and the increasing role of randomness and outliers in today's interconnected world.
کارگاه فناوری های نو - جناب قاضی، من و کامپیوترم با هم تفاهم نداریم - جلسه سومEhsan Javanmard
روندها و رویدادها در فناوری اطلاعات، نسل z، ویژگی های نسل اینترنت، ابر روندهای تکنولوژی، جان هنری، The turk، سایبورگ، سن تور، قنطورس، نیماسب، انواع فناوری ها
Yes, I like Virtual Reality because it allows me to experience new places and perspectives without physically being there. It's fascinating what technology can do.
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
This report examines the emerging market for consumer virtual reality (VR). It forecasts that nearly 57 million VR devices will be purchased between 2014-2018, with total active users reaching 47.6 million by 2018. The hardware market is currently led by Oculus VR, with Samsung, Microsoft, and Sony pursuing the technology. The report also explores the sectors and applications that will adopt VR, including virtual worlds, mirror worlds that recreate real places, and new forms of social interaction and content creation. Overall, the VR market is estimated to grow to $16.2 billion in revenue by 2018, representing a compound annual growth rate of 125% as the technology advances and its uses expand.
This document summarizes a presentation on courageous conversations about diversity and inclusion. The objectives of the presentation were to learn about inclusion strategies that work, practice skills for initiating meaningful dialogue around diversity with men and women, reflect on how to apply the learning to workplace challenges, and take away ideas to build an inclusive culture. The presentation discussed what doesn't work, such as leaving white men out or viewing diversity as a problem, and what does work, such as inclusion as a business imperative and executives personally committing to dialogue and action. It also provided a case study on courageous conversations and reflection questions to apply the learning.
Virtual reality technology allows users to experience simulated environments that are different from the real world. The summary discusses how VR works, some of the technical challenges, and examples of how VR is being used today including medical training simulations and prototyping applications. It also suggests several industries like education, design, and training that could be disrupted or improved through the use of virtual reality.
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
The document provides examples of how virtual reality headsets are being used in museums to provide immersive experiences for visitors. Some examples mentioned include using VR to virtually tour a ship at the Dundee Heritage Trust, experience a 360-degree performance art piece, explore an alien city while riding a virtual bike, and sculpt virtual art using VR tools. The document discusses both permanent and temporary VR installations that have been displayed at various museums around the world.
Virtual reality originated as an idea from Morton Heilig in the 1960s to use surround sound and vision to simulate environments. When Heilig ran out of money, Ivan Sutherland continued developing the concept at the University of Utah in 1966, creating the first head-mounted display. The military and NASA funded further research, developing flight simulators. Today, VR uses computer-generated simulations and sensory feedback via devices like headsets to immerse users in virtual environments for applications such as education, training, therapy, and entertainment. The future of VR depends on advancing display and interface technologies.
Artificial Intelligence Robotics (AI) PPT by Aamir Saleem AnsariTech
Artificial intelligence (AI) is the intelligence exhibited by machines. In computer science, an ideal "intelligent" machine is a flexible rational agent that perceives its environment and takes actions that maximize its chance of success at an arbitrary goal.Colloquially, the term "artificial intelligence" is likely to be applied when a machine uses cutting-edge techniques to competently perform or mimic "cognitive" functions that we intuitively associate with human minds, such as "learning" and "problem solving".The colloquial connotation, especially among the public, associates artificial intelligence with machines that are "cutting-edge" (or even "mysterious"). This subjective borderline around what constitutes "artificial intelligence" tends to shrink over time; for example, optical character recognition is no longer perceived as an exemplar of "artificial intelligence" as it is nowadays a mundane routine technology.Modern examples of AI include computers that can beat professional players at Chess and Go, and self-driving cars that navigate crowded city streets.
AI research is highly technical and specialized, and is deeply divided into subfields that often fail to communicate with each other. Some of the division is due to social and cultural factors: subfields have grown up around particular institutions and the work of individual researchers. AI research is also divided by several technical issues. Some subfields focus on the solution of specific problems. Others focus on one of several possible approaches or on the use of a particular tool or towards the accomplishment of particular applications.
Virtual reality creates artificial environments that are presented to users in a way that makes them feel real. It involves input from users' actions and reactions within environments. Early VR pioneers like Morton Heilig created single-user consoles to enable 3D viewing. Today, VR has applications in fields like military, education, healthcare, entertainment and more. As technology advances with faster image generation and input/output capabilities, VR will continue to evolve through innovations like neural implants and be used for applications such as unmanned flight, engineering, movies, real estate, and medical training.
Virtual reality has its origins in panoramic paintings and stereoscopic photos from the 19th century, but the concept emerged more fully in the 20th century. Early VR devices included Morton Heilig's Sensorama from 1962, which stimulated multiple senses. In 1968, Ivan Sutherland's Sword of Damocles was the first head-mounted display connected to a computer. Through the 1980s and 90s, VR technology advanced through devices like data gloves, flight simulators, and the Virtuality arcade machines. The Oculus Rift Kickstarter in 2012 marked the beginning of modern consumer VR.
The document discusses virtual reality (VR) including its history, technology, applications, impacts, and barriers. It is presented by a team consisting of Elijah Ogo, Xiao Nan Liu, Kexin Lyu, Qi An, and Darren Quiring. Elijah discusses the history of VR from early concepts in 1935 to recent developments. Xiao Nan explains the main components of VR systems including displays, audio, input devices, motion tracking, and software. Kexin outlines applications of VR in military, education, medicine, and fashion fields. Angela discusses both positive and negative impacts of VR. Darren concludes by examining potential barriers to the success of VR.
The document discusses virtual reality (VR) including its history, technology, applications, impacts, and barriers. It is presented by a team including Elijah, Xiao Nan, Kexin, Qi, and Darren. Elijah discusses the history of VR from early concepts in 1935 to recent developments. Xiao Nan explains the main components of VR systems including displays, audio, input devices, motion tracking, and software. Kexin discusses applications of VR in military, education, medicine, and fashion fields. Angela covers the positive and negative impacts of VR. Darren examines barriers to the success of VR in areas like innovation, simplicity, and compatibility with existing technologies and human behaviors.
Virtual Reality: Navigating its rapidly evolving landscapeatomworks
The slides from my first talk which took place at London Unity Usergroup meet-up. The talk was a bit of a VR crash course covering history, current state, the importance of indie developers and some workflow considerations.
I learnt a lot from doing this talk and looking forward to the chance to do it again. If you have any constructive feedback, please feel free to share it with me (@atomworks).
You can see the talk itself here: http://youtu.be/SGxR8CTmFuA?t=35m10s
Virtual reality (VR) uses electronic devices to generate realistic images and sounds that simulate a user's physical presence in virtual environments. VR equipment allows users to look around and interact with virtual worlds.
The history of VR began in the 1960s with early prototypes, and modern VR is dominated by headsets from Oculus, Samsung, Sony, and others. VR has applications in training, data visualization, simulation, communication, pre-planning, and storytelling. Potential dangers include disengagement from reality and addiction, while benefits include risk-free experiences and entertainment. The conclusion is that VR and augmented reality are growing industries that will continue improving as computing power increases.
Virtual reality (VR) uses electronic devices and software to generate realistic images, sounds, and sensations that simulate a user's physical presence in an imaginary environment. VR has its origins in the 1960s and has primarily been used for gaming, entertainment and simulation. Modern VR is advancing rapidly with headsets from Oculus, HTC, Sony, and others, but it also presents some dangers like psychological impacts or difficulty distinguishing virtual from real. However, VR also has many positive uses like training, education, overcoming fears, and more immersive storytelling or meetings. As technology continues to advance, VR is expected to become more powerful and ubiquitous in everyday life over the next 20 years.
New Media New Technology Workshop 2, theme 'Space', Spring Semester 2015, Media Technology MSc Leiden University. See https://sites.google.com/site/newmedianewtechnology2015/
This presentation provides a brief overview of the history of virtual reality and discusses its recent rapid growth resulting in the development of many new head mounted devices.
VR/AR Meetup Frankfurt #1 cinematic VR AnalyticsChuck Ian Gordon
Presentation from the first Frankfurt Virtual and Augmented Reality Meetup about VR Analytics and Cinematic VR. Held on Saturday 23rd of January 2016 at the Institute for new media in Frankfurt Germany. Author: Chuck Ian Gordon, Gordon's Arcade & Skilltower Institute. www.GordonsArca.de
The document provides an overview of virtual reality (VR), including its definition, history, impact, uses, and implementation challenges. It discusses how VR originated from science fiction and theater in the 1930s. Key developments in its history include head-mounted displays in the 1960s, VR arcades in the 1990s, and the commercial releases of the Oculus Rift and HTC Vive in the 2010s. The document also outlines various applications of VR such as education, gaming, fine arts, therapy, and military training.
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 (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
This report examines the emerging market for consumer virtual reality (VR). It forecasts that nearly 57 million VR devices will be purchased between 2014-2018, with total active users reaching 47.6 million by 2018. The hardware market is currently led by Oculus VR, with Samsung, Microsoft, and Sony pursuing the technology. The report also explores the sectors and applications that will adopt VR, including virtual worlds, mirror worlds that recreate real places, and new forms of social interaction and content creation. Overall, the VR market is estimated to grow to $16.2 billion in revenue by 2018, representing a compound annual growth rate of 125% as the technology advances and its uses expand.
This document summarizes a presentation on courageous conversations about diversity and inclusion. The objectives of the presentation were to learn about inclusion strategies that work, practice skills for initiating meaningful dialogue around diversity with men and women, reflect on how to apply the learning to workplace challenges, and take away ideas to build an inclusive culture. The presentation discussed what doesn't work, such as leaving white men out or viewing diversity as a problem, and what does work, such as inclusion as a business imperative and executives personally committing to dialogue and action. It also provided a case study on courageous conversations and reflection questions to apply the learning.
Virtual reality technology allows users to experience simulated environments that are different from the real world. The summary discusses how VR works, some of the technical challenges, and examples of how VR is being used today including medical training simulations and prototyping applications. It also suggests several industries like education, design, and training that could be disrupted or improved through the use of virtual reality.
The Emerging Virtual Reality Landscape: a PrimerSim Blaustein
This document provides an overview of virtual reality (VR) and augmented reality (AR), including their definitions and histories. It discusses how VR began in the 1960s and progressed through early prototypes in the 1970s-1990s. The modern era of VR began around 2011 with efforts by Valve, Oculus, and others. The document outlines the growing VR market potential in areas like gaming, film, education and more. Industry projections show rapid growth in VR users, revenues, and category spending over the next few years. It also maps the current VR landscape including studios, capture methods, engines/tools, distribution platforms, hardware types, input methods, and business models.
The document provides examples of how virtual reality headsets are being used in museums to provide immersive experiences for visitors. Some examples mentioned include using VR to virtually tour a ship at the Dundee Heritage Trust, experience a 360-degree performance art piece, explore an alien city while riding a virtual bike, and sculpt virtual art using VR tools. The document discusses both permanent and temporary VR installations that have been displayed at various museums around the world.
Virtual reality originated as an idea from Morton Heilig in the 1960s to use surround sound and vision to simulate environments. When Heilig ran out of money, Ivan Sutherland continued developing the concept at the University of Utah in 1966, creating the first head-mounted display. The military and NASA funded further research, developing flight simulators. Today, VR uses computer-generated simulations and sensory feedback via devices like headsets to immerse users in virtual environments for applications such as education, training, therapy, and entertainment. The future of VR depends on advancing display and interface technologies.
Artificial Intelligence Robotics (AI) PPT by Aamir Saleem AnsariTech
Artificial intelligence (AI) is the intelligence exhibited by machines. In computer science, an ideal "intelligent" machine is a flexible rational agent that perceives its environment and takes actions that maximize its chance of success at an arbitrary goal.Colloquially, the term "artificial intelligence" is likely to be applied when a machine uses cutting-edge techniques to competently perform or mimic "cognitive" functions that we intuitively associate with human minds, such as "learning" and "problem solving".The colloquial connotation, especially among the public, associates artificial intelligence with machines that are "cutting-edge" (or even "mysterious"). This subjective borderline around what constitutes "artificial intelligence" tends to shrink over time; for example, optical character recognition is no longer perceived as an exemplar of "artificial intelligence" as it is nowadays a mundane routine technology.Modern examples of AI include computers that can beat professional players at Chess and Go, and self-driving cars that navigate crowded city streets.
AI research is highly technical and specialized, and is deeply divided into subfields that often fail to communicate with each other. Some of the division is due to social and cultural factors: subfields have grown up around particular institutions and the work of individual researchers. AI research is also divided by several technical issues. Some subfields focus on the solution of specific problems. Others focus on one of several possible approaches or on the use of a particular tool or towards the accomplishment of particular applications.
Virtual reality creates artificial environments that are presented to users in a way that makes them feel real. It involves input from users' actions and reactions within environments. Early VR pioneers like Morton Heilig created single-user consoles to enable 3D viewing. Today, VR has applications in fields like military, education, healthcare, entertainment and more. As technology advances with faster image generation and input/output capabilities, VR will continue to evolve through innovations like neural implants and be used for applications such as unmanned flight, engineering, movies, real estate, and medical training.
Virtual reality has its origins in panoramic paintings and stereoscopic photos from the 19th century, but the concept emerged more fully in the 20th century. Early VR devices included Morton Heilig's Sensorama from 1962, which stimulated multiple senses. In 1968, Ivan Sutherland's Sword of Damocles was the first head-mounted display connected to a computer. Through the 1980s and 90s, VR technology advanced through devices like data gloves, flight simulators, and the Virtuality arcade machines. The Oculus Rift Kickstarter in 2012 marked the beginning of modern consumer VR.
The document discusses virtual reality (VR) including its history, technology, applications, impacts, and barriers. It is presented by a team consisting of Elijah Ogo, Xiao Nan Liu, Kexin Lyu, Qi An, and Darren Quiring. Elijah discusses the history of VR from early concepts in 1935 to recent developments. Xiao Nan explains the main components of VR systems including displays, audio, input devices, motion tracking, and software. Kexin outlines applications of VR in military, education, medicine, and fashion fields. Angela discusses both positive and negative impacts of VR. Darren concludes by examining potential barriers to the success of VR.
The document discusses virtual reality (VR) including its history, technology, applications, impacts, and barriers. It is presented by a team including Elijah, Xiao Nan, Kexin, Qi, and Darren. Elijah discusses the history of VR from early concepts in 1935 to recent developments. Xiao Nan explains the main components of VR systems including displays, audio, input devices, motion tracking, and software. Kexin discusses applications of VR in military, education, medicine, and fashion fields. Angela covers the positive and negative impacts of VR. Darren examines barriers to the success of VR in areas like innovation, simplicity, and compatibility with existing technologies and human behaviors.
Virtual Reality: Navigating its rapidly evolving landscapeatomworks
The slides from my first talk which took place at London Unity Usergroup meet-up. The talk was a bit of a VR crash course covering history, current state, the importance of indie developers and some workflow considerations.
I learnt a lot from doing this talk and looking forward to the chance to do it again. If you have any constructive feedback, please feel free to share it with me (@atomworks).
You can see the talk itself here: http://youtu.be/SGxR8CTmFuA?t=35m10s
Virtual reality (VR) uses electronic devices to generate realistic images and sounds that simulate a user's physical presence in virtual environments. VR equipment allows users to look around and interact with virtual worlds.
The history of VR began in the 1960s with early prototypes, and modern VR is dominated by headsets from Oculus, Samsung, Sony, and others. VR has applications in training, data visualization, simulation, communication, pre-planning, and storytelling. Potential dangers include disengagement from reality and addiction, while benefits include risk-free experiences and entertainment. The conclusion is that VR and augmented reality are growing industries that will continue improving as computing power increases.
Virtual reality (VR) uses electronic devices and software to generate realistic images, sounds, and sensations that simulate a user's physical presence in an imaginary environment. VR has its origins in the 1960s and has primarily been used for gaming, entertainment and simulation. Modern VR is advancing rapidly with headsets from Oculus, HTC, Sony, and others, but it also presents some dangers like psychological impacts or difficulty distinguishing virtual from real. However, VR also has many positive uses like training, education, overcoming fears, and more immersive storytelling or meetings. As technology continues to advance, VR is expected to become more powerful and ubiquitous in everyday life over the next 20 years.
New Media New Technology Workshop 2, theme 'Space', Spring Semester 2015, Media Technology MSc Leiden University. See https://sites.google.com/site/newmedianewtechnology2015/
This presentation provides a brief overview of the history of virtual reality and discusses its recent rapid growth resulting in the development of many new head mounted devices.
VR/AR Meetup Frankfurt #1 cinematic VR AnalyticsChuck Ian Gordon
Presentation from the first Frankfurt Virtual and Augmented Reality Meetup about VR Analytics and Cinematic VR. Held on Saturday 23rd of January 2016 at the Institute for new media in Frankfurt Germany. Author: Chuck Ian Gordon, Gordon's Arcade & Skilltower Institute. www.GordonsArca.de
The document provides an overview of virtual reality (VR), including its definition, history, impact, uses, and implementation challenges. It discusses how VR originated from science fiction and theater in the 1930s. Key developments in its history include head-mounted displays in the 1960s, VR arcades in the 1990s, and the commercial releases of the Oculus Rift and HTC Vive in the 2010s. The document also outlines various applications of VR such as education, gaming, fine arts, therapy, and military training.
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.
Augmented reality (AR) combines real-world and computer-generated data. Most AR research focuses on digitally processing video imagery and augmenting it with computer graphics. AR systems must combine real and virtual aspects, be interactive in real-time, and be registered in three dimensions. Unlike virtual reality, AR users are aware they are in the real world. Current uses of AR include first down lines in football broadcasts and head-up displays in vehicles. Future applications could include AR for education, medicine, gaming, and anywhere information could be instantly overlaid on a real-world view. Continued AR research aims to instantly retrieve and display data related to a user's real-world view, with many potential applications.
XR for Alternative Future Scenarios: Exploring the Potential of XR in Foresig...Rogelio E. Cardona-Rivera
Invited talk at Westminster University, MACOL 606: Envisioning Futures. This talk explores how VR can be used to help create immersive scenarios as part of simulation processes in Forecast Thinking. I argue for VR as a technique for creating Alternative Future Scenarios.
The document discusses the history and technology of virtual reality (VR). It describes how VR has evolved from early concepts using lenses and projectors to modern immersive systems using head-mounted displays, data gloves, and responsive virtual environments. The document outlines the main components of a VR system, including input processors, simulation processors, rendering processors, and world databases. It also discusses current and potential applications of VR in fields like entertainment, medicine, manufacturing, education and military training.
1. The document discusses the importance of having a skeptical and questioning attitude when it comes to engineering and design.
2. It provides examples of past failures, such as the Hyatt Regency walkway collapse and Therac-25 radiation accidents, that were caused by a lack of questioning assumptions or not properly testing designs.
3. The author advocates listening to your "inner validator" and questioning everything, as complex systems can fail in unexpected ways if assumptions and requirements are not thoroughly tested.
1. Virtual RealityVirtual Reality
Chris ConstantineChris Constantine
(I figured you were tired of white or blue slides)(I figured you were tired of white or blue slides)
2. OverviewOverview
What is VRWhat is VR
Techniques of VRTechniques of VR
History of VRHistory of VR
Uses of VRUses of VR
Future PossibilitiesFuture Possibilities
ConclusionsConclusions
SourcesSources
3. What is VRWhat is VR
Virtual Reality is defined as:Virtual Reality is defined as:
– Simulated environment (computer?)Simulated environment (computer?)
– Interaction with human sensesInteraction with human senses
– Reactive to input from personReactive to input from person
What can be VRWhat can be VR
– Just about any simulated environmentJust about any simulated environment
4. Better example of what VR is…Better example of what VR is…
(just follow along… trust him)(just follow along… trust him)
5. Techniques of VRTechniques of VR
Types of VRTypes of VR
– GlassesGlasses
– Personal mobile suitsPersonal mobile suits
– Head mounted visorsHead mounted visors
– Tracking/Non-TrackingTracking/Non-Tracking
– Motion CapturingMotion Capturing
– Fully enclosed systemsFully enclosed systems
‘‘Natural’ VR (yeah, you just did that)Natural’ VR (yeah, you just did that)
6. History of VRHistory of VR
Morton HeiligMorton Heilig
– Not in computers!Not in computers!
– Surround sound ideaSurround sound idea
for the eyes…for the eyes…
“…“…why use 18% ofwhy use 18% of
the viewer’s field ofthe viewer’s field of
vision in 2D, when wevision in 2D, when we
can use 100% incan use 100% in
3D…”3D…”
8. Ivan SutherlandIvan Sutherland
Heilig’s ideas fell through, IvanHeilig’s ideas fell through, Ivan
Sutherland, a student at U. UtahSutherland, a student at U. Utah
continued.continued.
1966… Created his version… happy!1966… Created his version… happy!
– NASA and military realized the potential.NASA and military realized the potential.
(more on that later)(more on that later)
9. Hey, Look at me!Hey, Look at me!
Man, Don’t I look cool!
11. Further advancesFurther advances
Faster image generation systemsFaster image generation systems
– Realtime wireframe drawingRealtime wireframe drawing
Real world input/output…Real world input/output…
– Enables interactivityEnables interactivity
– 3D position sensors…3D position sensors…
12. VR as we know itVR as we know it
Now, we have VR in the same form asNow, we have VR in the same form as
today.today.
Computer systems with reactive capabilitiesComputer systems with reactive capabilities
generate simulations of any environment.generate simulations of any environment.
13. Uses of VRUses of VR
Late 1960’s (the main players in history)Late 1960’s (the main players in history)
– MilitaryMilitary
– NASANASA
– Took Sutherland’s ideas and advanced themTook Sutherland’s ideas and advanced them
to use in flight simulations.to use in flight simulations.
That cool headgear returns!That cool headgear returns!
14. Neat things VR is used for todayNeat things VR is used for today
PhobiasPhobias
- Fear of Heights, Flying, Spiders, Public- Fear of Heights, Flying, Spiders, Public
Speaking, Driving…etcSpeaking, Driving…etc
Physical TherapyPhysical Therapy
EducationEducation
16. Future of VR?Future of VR?
Future only bound by technologicalFuture only bound by technological
advanceadvance
– Nanotechnology?Nanotechnology?
– Implants?Implants?
U. Washington already researching:U. Washington already researching:
– Retina image screeningRetina image screening
– Nervous system implanting (EEG and EMG)Nervous system implanting (EEG and EMG)
Unmanned FlightUnmanned Flight
– Gulf War…Gulf War…
17. Conclusion and SummaryConclusion and Summary
VR came about as an idea from aVR came about as an idea from a
cinematographer named Morton Heilig incinematographer named Morton Heilig in
19601960
Ivan Sutherland continued when Heilig ranIvan Sutherland continued when Heilig ran
out of money (doh)out of money (doh)
Military liked Sutherland’s idea and helpedMilitary liked Sutherland’s idea and helped
him develop it. (around 1966)him develop it. (around 1966)
NASA really liked it, poured in tons ofNASA really liked it, poured in tons of
money. (late 60’s / early 70’s)money. (late 60’s / early 70’s)
18. What is VR?What is VR?
– Just about any simulated environment a userJust about any simulated environment a user
can actively experiencecan actively experience
Terminator-esque future?Terminator-esque future?
19. SourcesSources
VIRTUAL REALITY -VIRTUAL REALITY -
http://ei.cs.vt.edu/~history/Tate.VR.htmlhttp://ei.cs.vt.edu/~history/Tate.VR.html
Evolution of Virtual Reality -Evolution of Virtual Reality -
http://www-ec.njit.edu/~gdb1498/Portfolio/CIS350Terhttp://www-ec.njit.edu/~gdb1498/Portfolio/CIS350Ter
History of VR -History of VR -
http://www.cs.jhu.edu/~cohen/VW2000/Lectures/Histhttp://www.cs.jhu.edu/~cohen/VW2000/Lectures/Hist
Virtual Reality – History -Virtual Reality – History - http://http://
archive.ncsa.uiuc.edu/Cyberia/VETopLevels/VR.Histarchive.ncsa.uiuc.edu/Cyberia/VETopLevels/VR.Hist
20. Virtual Reality Techniques in Education and Training:Virtual Reality Techniques in Education and Training:
Technological Issues -Technological Issues -
http://www.agocg.ac.uk/reports/virtual/vrtech/title.htmhttp://www.agocg.ac.uk/reports/virtual/vrtech/title.htm
SimVis Augmented Virtual Reality Techniques -SimVis Augmented Virtual Reality Techniques -
http://www2.dcs.hull.ac.uk/simmod/Topics/virtual_environhttp://www2.dcs.hull.ac.uk/simmod/Topics/virtual_environ
ments.htmments.htm
Use of Virtual Reality techniques -Use of Virtual Reality techniques -
http://www.dinf.ne.jp/doc/english/Us_Eu/conf/csun_98/cshttp://www.dinf.ne.jp/doc/english/Us_Eu/conf/csun_98/cs
un98_001.htmun98_001.htm
VR techniques and illusions -VR techniques and illusions -
http://www.cs.ucl.ac.uk/staff/A.Steed/vr-intro/http://www.cs.ucl.ac.uk/staff/A.Steed/vr-intro/
Virtual Reality Rentals, Explaining VR -Virtual Reality Rentals, Explaining VR -
http://www.rentvr.com/truevr.htmlhttp://www.rentvr.com/truevr.html