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Index…
What is Virtual Reality?
What’s the difference between
Virtual Reality and Augmented
Reality?
Virtual Reality Technology
Advantages And Disadvantages
Of Virtual Reality…
Immersive VR technology is
recognized for its business
potential
Virtual Reality and the
importance audio
Major players in Virtual
Reality: Oculus, HTC, Sony
Oculus Rift, Oculus Rift S,
Oculus Go, Oculus Quest.
HTC Vive, HTC Vive Pro Eye,
HTC Cosmos, HTC Focus, HTC
Plus
Sony’s PSVR
Conclusion
HTC Vive Price: $499
Additional Equipment Required? High-end PC
Screen: Dual AMOLED 3.6’’ diagonal
Resolution: 1080 x 1200 pixels per eye (2160 x 1200 pixels combined)
Refresh rate: 90 Hz
Field of view: 110 degrees
Safety features: Chaperone play area boundaries and front-facing camera
Sensors: SteamVR Tracking, G-sensor, gyroscope, proximity
Connections: HDMI, USB 2.0, stereo 3.5 mm headphone jack, Power,
Bluetooth
Input: Integrated microphone
Eye Relief: Interpupillary distance and lens distance adjustment
Sensors: SteamVR Tracking
Input: Multifunction trackpad, Grip buttons, dual-stage trigger, System
button, Menu button
Connections: Micro-USB charging port
HTC Vive Pro
 Price: $799
Additional Equipment Required? High-end PC
Display: Dual AMOLED
Resolution: 1440 x 1600 pixels per eye (2880 x 1600 pixels
combined) at 90 Hz
Field of View: 110 degrees
Tracking System: Lighthouse base stations emitting pulsed IR
lasers
Controller: SteamVR wireless motion-tracked controllers
Audio: 3.5mm audio jack for headphones, built-in microphone
Weight: 470 grams
Platform System: SteamVR running on Microsoft Windows in
addition to Linux support and macOS
Connectivity: 1× HDMI, 1.4 or DisplayPort 1.2, and 1× USB 3.0
Camera: Front-facing camera
HTC Vive Pro Eye
 Price: $799
Additional Equipment Required? High-end PC
Display: Dual AMOLED
Resolution: 1440 x 1600 pixels per eye (2880 x 1600 pixels combined) at 90
Hz
Field of View: 110 degrees
Tracking System: Lighthouse base stations emitting pulsed IR lasers,
SteamVR Tracking, G-sensor, gyroscope, proximity, IPD sensor, eye-tracking
Controller: SteamVR wireless motion-tracked controllers
Audio: 3.5mm audio jack for headphones, dual built-in microphone
Weight: 470 grams
Platform System: SteamVR running on Microsoft Windows in addition to
Linux support and macOS
Connectivity: USB-C 3.0, DP 1.2, Bluetooth
Camera: Front-facing camera
HTC Vive Cosmos
Details remain scarce on the Cosmos, which looks like
it may attempt to bridge the quality gap between
tethered and untethered headsets. The Cosmos will
require tethering to another device, but it may not be
limited to high-end gaming PCs. A VR headset that
can tether to a Smartphone? Interesting idea. The
Vive Cosmos promises “crystal-clear graphics” thanks
to a new pixel-packing process that aims to minimize
screen door effect as much as possible. The HMD’s
tracking system promises wide and accurate tracking,
gesture controls, and a 6 Degrees of freedom (DOF)
headset-and-controller setup. No word on price or
release date for the Cosmos yet, but expect it
sometime in the second half of 2019.
PlayStation VR
 Price: $299
Additional Equipment Required? PlayStation 4
Resolution: 1080p RGB (960×1080 per eye,) at 90–120 Hz
refresh rate
Field of View: 100 degrees
Tracking System: Positional tracking with 9 LEDs via
PlayStation Camera
Controller: Dual Shock 4 controller
Audio: 3D audio through headphone jack and available
microphone input
Weight: 610 grams
Platform System: Play station 4
Connectivity: HDMI
Camera: PlayStation Camera
Creates Interest:
No matter what age they have, students will always
love to sit and watch something instead of reading it.
The VR technology is quite interesting, as it can create
amazing experiences that could never be “lived” in the
real life. Students will definitely feel more motivated
to learn with the use of this technology.
Increases Students' Engagement:
Nowadays, teachers find it real hard to create a
productive engagement within the class. With the
virtual reality technology present in the education,
this aspect will forever disappear, as most of the
students will feel tempted to talk about their
experiences within their virtual reality.
Doesn’t Feel Like Work:
Let’s face it; placing a headset on your head and watching
stuff flash before your eyes, learning new information
through videos and amazing visualizations, well… it doesn’t
look like work. If we can make education fun, kids will love
to learn more stuff and be more ambitious.
Improves The Quality Of Education
In Different Fields:
Take medicine for example. In 2016, innovative doctors are
taking advantage of the VR technology in order to explore
new aspects of medicine and teach others better. Another
example would be the content writing and editing field.
Virtual reality can often help at find mistakes in content and
provide awesome editing features.
Eliminates The Language
Barrier:
The language barrier is often a big problem when it
comes to education. If you want to study in a
different country, you must understand and speak
the language. With virtual reality, every possible
language can be implemented within the software.
Therefore, language will no longer represent a
barrier for student’s education plans.
Deteriorates Human Connections:
While virtual reality can be a great asset for most of the
existent fields of activity, it can also be a huge disadvantage.
The traditional education is based on personal human
communication and interpersonal connections. Virtual
reality is quite different; it is you and the software, and
nothing else.
Lack Of Flexibility:
If in class you can be flexible, ask questions, receive answers,
using a virtual reality headset is a different experience. If
you’re using specific software which has been programmed
to work exactly the same, you won’t be able to do anything
else except what you’re supposed to do.This lack of flexibility
can be a disadvantage for most of the students, and that’s
because education isn’t a fixed activity. It always fluctuates!
Functionality Issues:
Like with any programmed software, things can often go
wrong. When things go wrong, you students’ learning
activity is over until the tool is fixed. This can be quite
expensive and also inconvenient.
Addiction To The Virtual World:
The possibility of students getting addicted to their
virtual world is also big. We’ve seen what video games
and strong experiences do to people. We can even
take drugs as a good example; if what people
experience is better than their normal existence,
there’s quite a big chance of them becoming addicted.
Quite Expensive:
Advanced technology is often expensive. If we wish
to expand this virtual reality trend and reach the
masses, we have to spend billions of dollars on
these features. More than that, the modern
education that takes advantage of the virtual
reality environment will only be accessed by the
rich ones. The poor will not afford it; therefore, we
will create inequality in education.
Conclusion
As you have probably noticed, the virtual
reality environment is consistently evolving.
It could bring dozens of benefits to almost
any field, but it can also prove to be harmful.
Per total, we believe that the modernization
of education through the use of virtual
reality can be quite a productive
accomplishment.
1) Training
Training is one of the most important applications of VR. In 2017, Wal-
Mart partnered with Virtual Reality creator Strivr, to prepare
employees for its Black Friday sales. Immersing employees in a
lifelike environment of long queues and crowds is the perfect way to
prepare them for events which are not an everyday occurrence. It
also removes the need to disturb normal business operations for
training purposes. In a more individual example of VR
training, Oculus VirtualSpeech helps users practice their public
speaking skills in a simulated environment. Speakers can upload
their presentation slides to the virtual room, experience distractions,
and receive real time feedback on their delivery. In the medical
sector, VR enables healthcare professionals to practice in a risk free
environment that would be impossible in the real world. Oculus
worked with the Children’s Hospital of Los Angeles (CHLA) to train
staff for high risk paediatric trauma cases.
2) Retail
Retail offers some of the most explicitly commercial applications of
VR. In brick and mortar shops, VR heat mapping technology such
as that from Yulio VR tracks a shopper’s gaze in store, providing a
detailed pattern of which areas or products attract their
attention. This enables retailers to test and refine their displays,
signage and store layout to maximize consumer experience and
spending. VR also enables shoppers to explore products in a life
like way. In 2016 Ikea launched its Virtual Reality Kitchen
Experience in Australia to help customers discover kitchen
features and imagine how they would feel in their own
home. According to a 2017 survey by L.E.K. Consulting, around 70
per cent of early tech adopters were eager to use AR and VR
technology for shopping purposes. VR stores are never crowded,
have highly attentive assistants, and facilitate a highly
personalised shopping experience.
3) Construction
The use of Virtual Reality in construction has a host of benefits.
VR platforms such as those provided by Iris VR enable
architects to walk clients through their designs before they
have been built, supplying vital opportunities for feedback
and alteration. The ability to explore construction plans in
1:1 scale through VR also bridges the gap between the real
world and a designer’s imagination – letting them visualize
the full scale effect of their designs. Virtual Reality portfolios
have also evolved as a way for architects to showcase their
work to prospective clients. New technology makes it easy
to turn paper plans into 3D computer models, and then into
immersive VR simulations. Exploring building designs
through VR helps potential clients to better understand an
architect’s work.
4) Data visualization
Data visualization has come a long way since the days of the
pie chart. Augmented and Virtual Reality make it possible to
display data in 3D displays, which can then be interacted
with in a dynamic manner. Founded in 2016, US
company Virtual tics have created a virtual platform which
merges Artificial Intelligence, Big Data, and Mixed Reality to
offer detailed and engaging data visualization techniques.
In the Virtual tics platform, users view, analyze, and work
collaboratively on their data in their own VR space. Such a
customizable approach makes sure that data analytics fulfils
the needs of individual businesses. The innovative
presentation of data through VR is an important step in
discovering insights into business operations and finding
potential outliers which need to be addressed.
5) Manufacture
• VR has an important role in the manufacturing industry due to its
unique applications in the design and prototyping process.
Manufacturers such as aerospace giants Boeing and Airbus use
the technology to eliminate the need for expensive, full scale
prototypes of their designs. Since 2007, Airbus has used VR
technology RAMSIS (Realistic Anthropological Mathematical
System) to simulate the interior design of cabins. With a
particular focus on ergonomics, RAMSIS enables Airbus to
maximise the space inside aircraft cabins and improve customer
comfort, whilst at the same time monitoring factors such as ease
of component maintenance and installation. In the small space of
aircrafts, small changes can have large impacts. The immersive
experience of VR helps manufacturers to take a comprehensive
view on alterations, including important safety features such as
the reach ability of oxygen masks and life jackets.
Virtual Reality

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Virtual Reality

  • 1.
  • 2. Index… What is Virtual Reality? What’s the difference between Virtual Reality and Augmented Reality? Virtual Reality Technology Advantages And Disadvantages Of Virtual Reality… Immersive VR technology is recognized for its business potential Virtual Reality and the importance audio
  • 3. Major players in Virtual Reality: Oculus, HTC, Sony Oculus Rift, Oculus Rift S, Oculus Go, Oculus Quest. HTC Vive, HTC Vive Pro Eye, HTC Cosmos, HTC Focus, HTC Plus Sony’s PSVR Conclusion
  • 4.
  • 5. HTC Vive Price: $499 Additional Equipment Required? High-end PC Screen: Dual AMOLED 3.6’’ diagonal Resolution: 1080 x 1200 pixels per eye (2160 x 1200 pixels combined) Refresh rate: 90 Hz Field of view: 110 degrees Safety features: Chaperone play area boundaries and front-facing camera Sensors: SteamVR Tracking, G-sensor, gyroscope, proximity Connections: HDMI, USB 2.0, stereo 3.5 mm headphone jack, Power, Bluetooth Input: Integrated microphone Eye Relief: Interpupillary distance and lens distance adjustment Sensors: SteamVR Tracking Input: Multifunction trackpad, Grip buttons, dual-stage trigger, System button, Menu button Connections: Micro-USB charging port
  • 6. HTC Vive Pro  Price: $799 Additional Equipment Required? High-end PC Display: Dual AMOLED Resolution: 1440 x 1600 pixels per eye (2880 x 1600 pixels combined) at 90 Hz Field of View: 110 degrees Tracking System: Lighthouse base stations emitting pulsed IR lasers Controller: SteamVR wireless motion-tracked controllers Audio: 3.5mm audio jack for headphones, built-in microphone Weight: 470 grams Platform System: SteamVR running on Microsoft Windows in addition to Linux support and macOS Connectivity: 1× HDMI, 1.4 or DisplayPort 1.2, and 1× USB 3.0 Camera: Front-facing camera
  • 7. HTC Vive Pro Eye  Price: $799 Additional Equipment Required? High-end PC Display: Dual AMOLED Resolution: 1440 x 1600 pixels per eye (2880 x 1600 pixels combined) at 90 Hz Field of View: 110 degrees Tracking System: Lighthouse base stations emitting pulsed IR lasers, SteamVR Tracking, G-sensor, gyroscope, proximity, IPD sensor, eye-tracking Controller: SteamVR wireless motion-tracked controllers Audio: 3.5mm audio jack for headphones, dual built-in microphone Weight: 470 grams Platform System: SteamVR running on Microsoft Windows in addition to Linux support and macOS Connectivity: USB-C 3.0, DP 1.2, Bluetooth Camera: Front-facing camera
  • 8. HTC Vive Cosmos Details remain scarce on the Cosmos, which looks like it may attempt to bridge the quality gap between tethered and untethered headsets. The Cosmos will require tethering to another device, but it may not be limited to high-end gaming PCs. A VR headset that can tether to a Smartphone? Interesting idea. The Vive Cosmos promises “crystal-clear graphics” thanks to a new pixel-packing process that aims to minimize screen door effect as much as possible. The HMD’s tracking system promises wide and accurate tracking, gesture controls, and a 6 Degrees of freedom (DOF) headset-and-controller setup. No word on price or release date for the Cosmos yet, but expect it sometime in the second half of 2019.
  • 9.
  • 10. PlayStation VR  Price: $299 Additional Equipment Required? PlayStation 4 Resolution: 1080p RGB (960×1080 per eye,) at 90–120 Hz refresh rate Field of View: 100 degrees Tracking System: Positional tracking with 9 LEDs via PlayStation Camera Controller: Dual Shock 4 controller Audio: 3D audio through headphone jack and available microphone input Weight: 610 grams Platform System: Play station 4 Connectivity: HDMI Camera: PlayStation Camera
  • 11.
  • 12.
  • 13. Creates Interest: No matter what age they have, students will always love to sit and watch something instead of reading it. The VR technology is quite interesting, as it can create amazing experiences that could never be “lived” in the real life. Students will definitely feel more motivated to learn with the use of this technology. Increases Students' Engagement: Nowadays, teachers find it real hard to create a productive engagement within the class. With the virtual reality technology present in the education, this aspect will forever disappear, as most of the students will feel tempted to talk about their experiences within their virtual reality.
  • 14. Doesn’t Feel Like Work: Let’s face it; placing a headset on your head and watching stuff flash before your eyes, learning new information through videos and amazing visualizations, well… it doesn’t look like work. If we can make education fun, kids will love to learn more stuff and be more ambitious. Improves The Quality Of Education In Different Fields: Take medicine for example. In 2016, innovative doctors are taking advantage of the VR technology in order to explore new aspects of medicine and teach others better. Another example would be the content writing and editing field. Virtual reality can often help at find mistakes in content and provide awesome editing features.
  • 15. Eliminates The Language Barrier: The language barrier is often a big problem when it comes to education. If you want to study in a different country, you must understand and speak the language. With virtual reality, every possible language can be implemented within the software. Therefore, language will no longer represent a barrier for student’s education plans.
  • 16.
  • 17. Deteriorates Human Connections: While virtual reality can be a great asset for most of the existent fields of activity, it can also be a huge disadvantage. The traditional education is based on personal human communication and interpersonal connections. Virtual reality is quite different; it is you and the software, and nothing else. Lack Of Flexibility: If in class you can be flexible, ask questions, receive answers, using a virtual reality headset is a different experience. If you’re using specific software which has been programmed to work exactly the same, you won’t be able to do anything else except what you’re supposed to do.This lack of flexibility can be a disadvantage for most of the students, and that’s because education isn’t a fixed activity. It always fluctuates!
  • 18. Functionality Issues: Like with any programmed software, things can often go wrong. When things go wrong, you students’ learning activity is over until the tool is fixed. This can be quite expensive and also inconvenient. Addiction To The Virtual World: The possibility of students getting addicted to their virtual world is also big. We’ve seen what video games and strong experiences do to people. We can even take drugs as a good example; if what people experience is better than their normal existence, there’s quite a big chance of them becoming addicted.
  • 19. Quite Expensive: Advanced technology is often expensive. If we wish to expand this virtual reality trend and reach the masses, we have to spend billions of dollars on these features. More than that, the modern education that takes advantage of the virtual reality environment will only be accessed by the rich ones. The poor will not afford it; therefore, we will create inequality in education.
  • 20. Conclusion As you have probably noticed, the virtual reality environment is consistently evolving. It could bring dozens of benefits to almost any field, but it can also prove to be harmful. Per total, we believe that the modernization of education through the use of virtual reality can be quite a productive accomplishment.
  • 21.
  • 22. 1) Training Training is one of the most important applications of VR. In 2017, Wal- Mart partnered with Virtual Reality creator Strivr, to prepare employees for its Black Friday sales. Immersing employees in a lifelike environment of long queues and crowds is the perfect way to prepare them for events which are not an everyday occurrence. It also removes the need to disturb normal business operations for training purposes. In a more individual example of VR training, Oculus VirtualSpeech helps users practice their public speaking skills in a simulated environment. Speakers can upload their presentation slides to the virtual room, experience distractions, and receive real time feedback on their delivery. In the medical sector, VR enables healthcare professionals to practice in a risk free environment that would be impossible in the real world. Oculus worked with the Children’s Hospital of Los Angeles (CHLA) to train staff for high risk paediatric trauma cases.
  • 23. 2) Retail Retail offers some of the most explicitly commercial applications of VR. In brick and mortar shops, VR heat mapping technology such as that from Yulio VR tracks a shopper’s gaze in store, providing a detailed pattern of which areas or products attract their attention. This enables retailers to test and refine their displays, signage and store layout to maximize consumer experience and spending. VR also enables shoppers to explore products in a life like way. In 2016 Ikea launched its Virtual Reality Kitchen Experience in Australia to help customers discover kitchen features and imagine how they would feel in their own home. According to a 2017 survey by L.E.K. Consulting, around 70 per cent of early tech adopters were eager to use AR and VR technology for shopping purposes. VR stores are never crowded, have highly attentive assistants, and facilitate a highly personalised shopping experience.
  • 24. 3) Construction The use of Virtual Reality in construction has a host of benefits. VR platforms such as those provided by Iris VR enable architects to walk clients through their designs before they have been built, supplying vital opportunities for feedback and alteration. The ability to explore construction plans in 1:1 scale through VR also bridges the gap between the real world and a designer’s imagination – letting them visualize the full scale effect of their designs. Virtual Reality portfolios have also evolved as a way for architects to showcase their work to prospective clients. New technology makes it easy to turn paper plans into 3D computer models, and then into immersive VR simulations. Exploring building designs through VR helps potential clients to better understand an architect’s work.
  • 25. 4) Data visualization Data visualization has come a long way since the days of the pie chart. Augmented and Virtual Reality make it possible to display data in 3D displays, which can then be interacted with in a dynamic manner. Founded in 2016, US company Virtual tics have created a virtual platform which merges Artificial Intelligence, Big Data, and Mixed Reality to offer detailed and engaging data visualization techniques. In the Virtual tics platform, users view, analyze, and work collaboratively on their data in their own VR space. Such a customizable approach makes sure that data analytics fulfils the needs of individual businesses. The innovative presentation of data through VR is an important step in discovering insights into business operations and finding potential outliers which need to be addressed.
  • 26. 5) Manufacture • VR has an important role in the manufacturing industry due to its unique applications in the design and prototyping process. Manufacturers such as aerospace giants Boeing and Airbus use the technology to eliminate the need for expensive, full scale prototypes of their designs. Since 2007, Airbus has used VR technology RAMSIS (Realistic Anthropological Mathematical System) to simulate the interior design of cabins. With a particular focus on ergonomics, RAMSIS enables Airbus to maximise the space inside aircraft cabins and improve customer comfort, whilst at the same time monitoring factors such as ease of component maintenance and installation. In the small space of aircrafts, small changes can have large impacts. The immersive experience of VR helps manufacturers to take a comprehensive view on alterations, including important safety features such as the reach ability of oxygen masks and life jackets.