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Deepika D G
I M.Sc Physics
OVERVIEW
• What is Virtual Reality?
• Principle of Virtual Reality
• History of Virtual Reality
•Types of Virtual Reality
•Technologies of in Virtual Reality
• Applications of Virtual Reality
• Advantages and Disadvantages
• Conclusion
WHAT IS VIRTUAL REALITY?
•Virtual Reality (VR) is the illusion of a Three-Dimensional, Interactive,
Computer-Generated Reality, where Sight, Sound, and sometimes even
Touch are simulated to create Pictures, Sounds, and Objects that actually seem
real.
• Virtual Reality refers to a high-end user interface that involves
real-time simulation and interactions through multiple sensorial
channels.
• The imaginary world is a simulation , running in a computer(software).
•Virtual Reality allows a user to interact with a computer-simulated
environment, be it a real or imagined one.
•VR is able to immerse you in a computer-generated world of your own
making: a room, a city, the interior of human body. With VR, you can explore
any uncharted territory of the human imagination.
Principle
The Virtual Reality System works on the following
principle - It tracks the physical movements in the
real world, then a rendering computer redraws the
virtual world to reflects those movements.
The updated virtual world is sent to the output (to
the user ).
In most of the cases, the output is sent back to a head
mounted display or to any other VR sources.
Hence, The user feels "immersed" in the virtual
world - as if she was in the virtual world itself as all
she can see is her rendered movements in the virtual
world.
HISTORY OF VIRTUAL REALITY
1950’s visionary cinematographer Morton Heilig built a single user console called
Sensorama. This enabled the user watch television in three dimensional ways.
In 1950s, flight simulators were built by US Air Force to train student pilots.
In 1961, Philco Corporation engineers developed the first HMD known as the
Headsight.
In 1965, a research program for computer graphics called “The Ultimate
Display” was envisioned by Ivan Sutherland.
In 1988, commercial development of VR began.
In 1991, first commercial entertainment VR system "Virtuality" was
released.
TYPES OF VIRTUAL REALITY
VR Systems can be divided into three groups
• Non-immersive systems (like workstations)-See
information about the real world, presented via computer-
location based services, GIS .
• Augmented reality systems (like HMD)-Stay in real
world, but see simulated objects.
• Immersive systems (like CAVE)-See simulated world
and "be" in that simulated world.
Technologies of Virtual Reality
Binocular Omni-Orientation Monitor (BOOM) :-
 3-D Display device suspended from
a weighted boom that can move freely.
Head-coupled stereoscopic display
device.
 Convenient to use.
 Fast and accurate built-in tracking.
 Head Mounted Display(HMD) :-
•A Helmet or a Face mask providing the visual and auditory
displays.
• Use LCD to display stereo images.
• May include built-in Head-tracker and Stereo-headphones.
Cave Automatic Virtual Environment (CAVE)
:-
Provides the illusion of Immersion by projecting Stereo images
on the walls and floor of a room-sized cube.
A Head tracking system continuously adjust the stereo projection
to the current position of the Leading Viewer.
Applications
GAMES :-
The use of graphics, sound and input technology in Video
Games can be incorporated into VR (Play Stations).
The VR Technology gives feedback through visual, auditory
and other sensory systems.
BUSINESS:
• Virtual reality is being used in a number of ways by the business
community which include virtual tours of a business environment.
• Training of new employees and a 360 view of a product.
EDUCATION AND TRAINING:-
Provide learners with a Virtual Environment where they can
develop their skills without the real world consequences of failing.
The fully Immersive training environment allows to train through
a wide variety of terrain, situations and scenarios..
 Examples include flight simulators, battlefield simulators for
soldiers , Para-trooping.
ENGINEERING AND DESIGNS:
• VR is widely used in engineering and designing
process.
• It gives better understanding of the design and
facilitates changes wherever necessary
• It helps to reduce the time and cost factor.
Examples: Automobile designing
MEDICAL:
Practice performing surgery.
Perform surgery on a remote patient.
Teach new skills in a safe, controlled environment.
ENTERTAINMENT –MOVIES :
•360-Degree cameras or VR cameras, that have the ability to
record in all directions.
• VR cameras are used to create images and videos that can be
viewed in VR.
• The experience allows users to interact with the characters
and worlds.
•Indian Movies highly use visual effects(VFX), real time
graphics, motion capture, which are the tools of VR.
ADVANTAGES AND DISADVANTAGES
Disadvantages
 Deteriorates Human Connections.
 It can be addictive
 Provides no room for interaction
 It is expensive
Advantages
 Realistic scenarios.
 Suitable for different learning
styles.
 Innovative and enjoyable.
 Highly useful in medical field
Virtual reality
Virtual reality

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Virtual reality

  • 1. Deepika D G I M.Sc Physics
  • 2. OVERVIEW • What is Virtual Reality? • Principle of Virtual Reality • History of Virtual Reality •Types of Virtual Reality •Technologies of in Virtual Reality • Applications of Virtual Reality • Advantages and Disadvantages • Conclusion
  • 3. WHAT IS VIRTUAL REALITY? •Virtual Reality (VR) is the illusion of a Three-Dimensional, Interactive, Computer-Generated Reality, where Sight, Sound, and sometimes even Touch are simulated to create Pictures, Sounds, and Objects that actually seem real. • Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. • The imaginary world is a simulation , running in a computer(software). •Virtual Reality allows a user to interact with a computer-simulated environment, be it a real or imagined one. •VR is able to immerse you in a computer-generated world of your own making: a room, a city, the interior of human body. With VR, you can explore any uncharted territory of the human imagination.
  • 4. Principle The Virtual Reality System works on the following principle - It tracks the physical movements in the real world, then a rendering computer redraws the virtual world to reflects those movements. The updated virtual world is sent to the output (to the user ). In most of the cases, the output is sent back to a head mounted display or to any other VR sources. Hence, The user feels "immersed" in the virtual world - as if she was in the virtual world itself as all she can see is her rendered movements in the virtual world.
  • 5.
  • 6. HISTORY OF VIRTUAL REALITY 1950’s visionary cinematographer Morton Heilig built a single user console called Sensorama. This enabled the user watch television in three dimensional ways. In 1950s, flight simulators were built by US Air Force to train student pilots. In 1961, Philco Corporation engineers developed the first HMD known as the Headsight.
  • 7. In 1965, a research program for computer graphics called “The Ultimate Display” was envisioned by Ivan Sutherland. In 1988, commercial development of VR began. In 1991, first commercial entertainment VR system "Virtuality" was released.
  • 8. TYPES OF VIRTUAL REALITY VR Systems can be divided into three groups • Non-immersive systems (like workstations)-See information about the real world, presented via computer- location based services, GIS . • Augmented reality systems (like HMD)-Stay in real world, but see simulated objects. • Immersive systems (like CAVE)-See simulated world and "be" in that simulated world.
  • 9. Technologies of Virtual Reality Binocular Omni-Orientation Monitor (BOOM) :-  3-D Display device suspended from a weighted boom that can move freely. Head-coupled stereoscopic display device.  Convenient to use.  Fast and accurate built-in tracking.
  • 10.  Head Mounted Display(HMD) :- •A Helmet or a Face mask providing the visual and auditory displays. • Use LCD to display stereo images. • May include built-in Head-tracker and Stereo-headphones.
  • 11. Cave Automatic Virtual Environment (CAVE) :- Provides the illusion of Immersion by projecting Stereo images on the walls and floor of a room-sized cube. A Head tracking system continuously adjust the stereo projection to the current position of the Leading Viewer.
  • 12. Applications GAMES :- The use of graphics, sound and input technology in Video Games can be incorporated into VR (Play Stations). The VR Technology gives feedback through visual, auditory and other sensory systems.
  • 13. BUSINESS: • Virtual reality is being used in a number of ways by the business community which include virtual tours of a business environment. • Training of new employees and a 360 view of a product.
  • 14. EDUCATION AND TRAINING:- Provide learners with a Virtual Environment where they can develop their skills without the real world consequences of failing. The fully Immersive training environment allows to train through a wide variety of terrain, situations and scenarios..  Examples include flight simulators, battlefield simulators for soldiers , Para-trooping.
  • 15. ENGINEERING AND DESIGNS: • VR is widely used in engineering and designing process. • It gives better understanding of the design and facilitates changes wherever necessary • It helps to reduce the time and cost factor. Examples: Automobile designing
  • 16. MEDICAL: Practice performing surgery. Perform surgery on a remote patient. Teach new skills in a safe, controlled environment.
  • 17. ENTERTAINMENT –MOVIES : •360-Degree cameras or VR cameras, that have the ability to record in all directions. • VR cameras are used to create images and videos that can be viewed in VR. • The experience allows users to interact with the characters and worlds. •Indian Movies highly use visual effects(VFX), real time graphics, motion capture, which are the tools of VR.
  • 18.
  • 19. ADVANTAGES AND DISADVANTAGES Disadvantages  Deteriorates Human Connections.  It can be addictive  Provides no room for interaction  It is expensive Advantages  Realistic scenarios.  Suitable for different learning styles.  Innovative and enjoyable.  Highly useful in medical field

Editor's Notes

  1. Seminar on