This is a detailed presentation on the concept of virtual reality which has in-depth knowledge of where virtual reality can be used in everyday life and improve our imagination. VR can be great scope of work and study in the future
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-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
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.
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 (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.
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that allow users to interact with simulated realities. The development of virtual reality began in the 1950s. There are three main types: immersive VR which provides full immersion, non-immersive which uses large displays but doesn't surround the user, and window-on-world which displays 3D environments on regular displays. Common VR hardware includes input devices like wands and gloves and output devices like headsets. Applications of VR include military training, healthcare, education, scientific visualization, and entertainment. Advantages are realistic experiences and experimentation, while disadvantages are high
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 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.
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-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
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.
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 (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.
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that allow users to interact with simulated realities. The development of virtual reality began in the 1950s. There are three main types: immersive VR which provides full immersion, non-immersive which uses large displays but doesn't surround the user, and window-on-world which displays 3D environments on regular displays. Common VR hardware includes input devices like wands and gloves and output devices like headsets. Applications of VR include military training, healthcare, education, scientific visualization, and entertainment. Advantages are realistic experiences and experimentation, while disadvantages are high
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 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.
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 has various applications that can enhance our lives and society. It allows users to immerse themselves in simulated environments for education, training, entertainment, and more. VR gives people opportunities to learn social skills and deal with social situations safely without real-world risks. By experiencing virtual worlds, users can gain knowledge and practice without consequences of mistakes. Overall, VR technologies could help connect people globally but also raise issues around its effects that require thoughtful consideration.
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.
Virtual reality and augmented reality are immersive technologies that enhance or replace the real world. Virtual reality immerses users in a simulated, digital environment while augmented reality overlays digital elements on the real world. The document discusses the history of VR and AR, types of each including fully-immersive, semi-immersive and non-immersive VR as well as marker-based, marker-less, location-based, projection-based, superimposition and outlining AR. Examples of applications are provided for healthcare, education, entertainment and more. Advantages include creating realistic experiences while disadvantages are the expense and risk to privacy. Key differences are that VR replaces reality while AR enhances it.
Augmented Reality - the next big thing in mobileHari Gottipati
The document discusses the potential of augmented reality (AR) as the next big thing in mobile technology. It provides an overview of AR, including what AR is, different types of AR, examples of current AR uses cases, and some of the major AR development toolkits. The document also examines some of the limitations of current AR technology and points developers should consider when building AR applications, like simplicity, engagement, competition, and ensuring longevity.
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 uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
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.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
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 that can be interacted with physically. It has been an idea since the 1950s but gained popularity in the 1980s and 90s. There are three types of VR systems - non-immersive desktop systems, semi-immersive projection systems, and fully immersive head-mounted display systems. VR has applications in architecture, military, and healthcare. However, it is limited by high costs and space requirements for equipment such as head-mounted displays.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Augmented reality (AR) is a technology that superimposes computer-generated information over a user's view of the real world. AR combines real and virtual worlds to produce an enhanced version of reality. Key components of AR include scene generators to render virtual objects, tracking systems to align real and virtual views, and various display technologies like optical see-through HMDs. AR has applications in many fields including medical visualization, manufacturing, education, and gaming. While AR displays and tracking accuracy continue improving, challenges remain in areas like photorealistic rendering, reducing latency, and developing lighter and less obtrusive wearable devices.
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.
The document discusses the applications of virtual reality (VR) and augmented reality (AR) in education. VR involves immersive virtual environments while AR enhances the real world with digital elements. Both can make education more accessible and engaging by providing interactive experiences not possible in traditional classrooms. Examples of benefits include allowing students to visualize scientific concepts in real time and access virtual laboratories. Common educational applications of VR include Google Earth and anatomy apps, while AR applications include overlaying information in physics labs or viewing Earth's layers. The author believes integrating VR and AR in South African schools could transform learning by making knowledge more accessible and hands-on.
Virtual reality actually is a technology that uses virtual reality headsets, and sometimes in combination with physical spaces or multi projected environments in order to generate realistic images, sounds and sensations, with high quality virtual reality equipment the user can enjoy in an artificial environment and can look around there.
Augmented reality and virtual reality (1)annuyadav30
The document discusses augmented reality (AR) and virtual reality (VR). AR overlays computer information onto the real world in real-time and combines real and virtual realities, while VR immerses the viewer in computer-generated environments using headsets. Both technologies are popular in gaming. AR is used in entertainment, gaming, medicine, and military training, while VR is used for gaming, entertainment, and medical education.
This document discusses augmented reality (AR) and its applications. It begins with an abstract that defines AR as a technology that augments the real world with computer-generated sensory input. It then covers how AR works, the differences between AR and virtual reality, components of an AR system like head-mounted displays and tracking systems, and recent advances in AR technologies like Google Glass. Finally, it discusses several applications of AR in fields like medicine, archaeology, tourism, translation, navigation, industrial design, the military, and education.
Virtual reality is a 3D computer-generated environment that users can interact with and become immersed in. There are three main types of virtual reality: fully-immersive simulations which use head-mounted displays for a realistic experience; semi-immersive simulations which provide a partially virtual environment mainly used for education and training; and non-immersive simulations which do not provide immersion but allow interaction through input devices like keyboards and mice. Virtual reality has applications in education, healthcare, and entertainment.
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.
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 has various applications that can enhance our lives and society. It allows users to immerse themselves in simulated environments for education, training, entertainment, and more. VR gives people opportunities to learn social skills and deal with social situations safely without real-world risks. By experiencing virtual worlds, users can gain knowledge and practice without consequences of mistakes. Overall, VR technologies could help connect people globally but also raise issues around its effects that require thoughtful consideration.
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.
Virtual reality and augmented reality are immersive technologies that enhance or replace the real world. Virtual reality immerses users in a simulated, digital environment while augmented reality overlays digital elements on the real world. The document discusses the history of VR and AR, types of each including fully-immersive, semi-immersive and non-immersive VR as well as marker-based, marker-less, location-based, projection-based, superimposition and outlining AR. Examples of applications are provided for healthcare, education, entertainment and more. Advantages include creating realistic experiences while disadvantages are the expense and risk to privacy. Key differences are that VR replaces reality while AR enhances it.
Augmented Reality - the next big thing in mobileHari Gottipati
The document discusses the potential of augmented reality (AR) as the next big thing in mobile technology. It provides an overview of AR, including what AR is, different types of AR, examples of current AR uses cases, and some of the major AR development toolkits. The document also examines some of the limitations of current AR technology and points developers should consider when building AR applications, like simplicity, engagement, competition, and ensuring longevity.
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 uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
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.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
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 that can be interacted with physically. It has been an idea since the 1950s but gained popularity in the 1980s and 90s. There are three types of VR systems - non-immersive desktop systems, semi-immersive projection systems, and fully immersive head-mounted display systems. VR has applications in architecture, military, and healthcare. However, it is limited by high costs and space requirements for equipment such as head-mounted displays.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
Augmented reality (AR) is a technology that superimposes computer-generated information over a user's view of the real world. AR combines real and virtual worlds to produce an enhanced version of reality. Key components of AR include scene generators to render virtual objects, tracking systems to align real and virtual views, and various display technologies like optical see-through HMDs. AR has applications in many fields including medical visualization, manufacturing, education, and gaming. While AR displays and tracking accuracy continue improving, challenges remain in areas like photorealistic rendering, reducing latency, and developing lighter and less obtrusive wearable devices.
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.
The document discusses the applications of virtual reality (VR) and augmented reality (AR) in education. VR involves immersive virtual environments while AR enhances the real world with digital elements. Both can make education more accessible and engaging by providing interactive experiences not possible in traditional classrooms. Examples of benefits include allowing students to visualize scientific concepts in real time and access virtual laboratories. Common educational applications of VR include Google Earth and anatomy apps, while AR applications include overlaying information in physics labs or viewing Earth's layers. The author believes integrating VR and AR in South African schools could transform learning by making knowledge more accessible and hands-on.
Virtual reality actually is a technology that uses virtual reality headsets, and sometimes in combination with physical spaces or multi projected environments in order to generate realistic images, sounds and sensations, with high quality virtual reality equipment the user can enjoy in an artificial environment and can look around there.
Augmented reality and virtual reality (1)annuyadav30
The document discusses augmented reality (AR) and virtual reality (VR). AR overlays computer information onto the real world in real-time and combines real and virtual realities, while VR immerses the viewer in computer-generated environments using headsets. Both technologies are popular in gaming. AR is used in entertainment, gaming, medicine, and military training, while VR is used for gaming, entertainment, and medical education.
This document discusses augmented reality (AR) and its applications. It begins with an abstract that defines AR as a technology that augments the real world with computer-generated sensory input. It then covers how AR works, the differences between AR and virtual reality, components of an AR system like head-mounted displays and tracking systems, and recent advances in AR technologies like Google Glass. Finally, it discusses several applications of AR in fields like medicine, archaeology, tourism, translation, navigation, industrial design, the military, and education.
Virtual reality is a 3D computer-generated environment that users can interact with and become immersed in. There are three main types of virtual reality: fully-immersive simulations which use head-mounted displays for a realistic experience; semi-immersive simulations which provide a partially virtual environment mainly used for education and training; and non-immersive simulations which do not provide immersion but allow interaction through input devices like keyboards and mice. Virtual reality has applications in education, healthcare, and entertainment.
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) creates computer-generated worlds that users can explore and interact with. Early examples include flight simulators in the 1920s and Morton Heilig's Sensorama machine in 1957. The term "virtual reality" was coined by Jaron Lanier in 1987. VR has applications in healthcare, military training, education, and entertainment. Issues include motion sickness, high development costs, and integrating applications. Future improvements could include photorealistic graphics, collaborative VR worlds, and affordable consumer hardware.
This document provides an overview of virtual reality (VR). It discusses the history and principles of VR, including its components like head-mounted displays and gloves. The document outlines different types of VR systems and their typical architecture. It then explores various applications of VR in fields like entertainment, medicine, manufacturing, and education/training. Both the advantages, such as its ability to provide immersive experiences and cost savings, and disadvantages, including potential health issues and high costs, of VR are presented. The document concludes by noting that while VR introduces new ways to interact with computers, its best capabilities are still to come as the necessary technologies continue to develop.
A virtual environment (VE) is a digital space in which a user’s movements are tracked and his or her surroundings rendered, or digitally composed and displayed to the senses, in accordance with those movements.
This document provides an overview of a seminar on virtual reality (VR). It discusses the history and principles of VR, including its components like head-mounted displays and gloves. It describes different types of VR systems and their typical architecture. It then outlines several applications of VR in fields like entertainment, medicine, manufacturing, and education/training. The document concludes by discussing some advantages of VR like its ability to provide safe training environments, as well as disadvantages such as its cost and potential for escapism.
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic.
This document summarizes a seminar about virtual reality. It defines virtual reality as an imaginary world simulated by a computer that senses feed to our brain. It discusses the history of virtual reality from early devices in the 1950s to modern head mounted displays. It also describes technologies used in virtual reality like HMDs, CAVEs, data gloves, and data suits. Applications of virtual reality discussed include business, training, engineering, medicine, and entertainment. Potential disadvantages around social isolation and eye strain are also noted.
Virtual reality refers to computer-generated simulations that immerse users in an artificial 3D environment. The seminar discusses the history, principles, components and types of VR systems. VR uses head-mounted displays, gloves, and other devices to track user movements and render interactive 3D environments for applications in entertainment, medicine, manufacturing, education and training by simulating real-world environments without physical risks. While VR provides benefits like improved learning and safety, challenges include high costs, potential for cybersickness or escapism, and limitations of simulated training compared to real-world experience.
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 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.
The document discusses virtual reality (VR) and augmented reality (AR). It defines VR as a computer-generated simulation that can be interacted with using electronic equipment like helmets. VR is used in fields like military training, medicine, and sports. AR enhances the real world with computer-generated images and information. The document outlines some of the earliest developments of VR and AR. It then discusses applications of both technologies in areas like gaming, the military, medicine, and education. The advantages and disadvantages of VR and AR are presented. Key differences between VR and AR are that VR creates entirely virtual worlds while AR combines real and virtual elements.
Virtual reality:
A virtual environment (VE) is a digital space in which a user’s movements are tracked and his or her surroundings rendered, or digitally composed and displayed to the senses, in accordance with those movements.
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic.
Virtual reality uses head-mounted displays or multi-projected environments to immerse users in simulated, three-dimensional worlds. The history of VR began in the 1950s with devices like the Sensorama, and early innovators included Morton Heilig, Ivan Sutherland and Jaron Lanier. Modern VR uses HMDs like the Oculus Rift along with motion tracking and controllers. It has applications in gaming, training, engineering, and healthcare. While VR offers opportunities, overuse can cause social isolation, psychological effects, and eye/hearing problems.
THIS is about the new technology arriving in 21st century taking the world to a whole new level. We are going to replace this real world interface with an imaginary one by using this concept
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 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 is a way to submerged into the imaginary world even being in real world.
The two words contrast each other. Here we combine virtual which mean imaginary and reality which means something which actually exist.
Hence virtual reality signifies making the imaginary things to seem as they are in real world
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.
This document discusses luxury fountain pens from various manufacturers that are encrusted with precious gems like diamonds. It provides details on 10 high-end pens, the most expensive being an Aurora fountain pen encrusted with 2,000 diamonds costing $10,47,000. Other luxury pens featured are from manufacturers like Caran d'Ache, Anita Tan, Mont Blanc, and Visconti and are made with gold and encrusted with hundreds to thousands of diamonds and sometimes other gems. The document outlines the features and prices of these highly decorated limited edition luxury fountain pens.
Chandrayan-1 was India's first lunar probe launched in 2008 but stopped communicating in 2009 after suffering from technical issues including a failed star tracker and poor thermal shielding. The spacecraft crashed after almost a year due to very high radiation and a failed power-supply, ending the mission.
The skeletal system provides structure and shape to the body, allows for movement, protects organs, stores minerals, and makes blood cells. It is composed of bones and joints, including ribs that protect the lungs and heart, and a skull made of 22 bones that form the cranium and face. There are four main types of joints - pivot, ball and socket, hinge, and fixed - that enable different ranges of motion between bones, such as the pivot joint between the skull and top vertebrae that allows the head to move side to side.
This presentation gives a brief review of 4g world. it contains all the facilties of 4g, advantages and disadvantages. it could be related easily with the current internet facility and calling mode we use. It is very cheap and efficient mode of network being used nowadays by everyone among us.
These slides give you a brief system of council of european framework. it is an education system usually implemented in european countries and some parts of india.
this presentation gives in depth information of phenomenon that is associated with our body and organ systems. the content has been explained conceptually and practically so we can relate with our practical life.
The document describes the male and female reproductive parts of flowers. The male part is the stamen, which contains the anther and filament, and inside the anther are pollen grains. The female part is the pistil, which contains the style, stigma, and ovary, and inside the ovary are ovules.
According to Greek legend, magnetism was first discovered by a shepherd named Megnes in Megnesia, Greece. His iron stick and nails had become attracted to a magnetic rock, which was named magnetite after the shepherd or country. Magnets have two poles, a north pole and a south pole, which always exist in pairs and cannot be separated. A compass uses a magnetic needle that aligns in the north-south direction, with its red end pointing north.
The document defines basic geometrical concepts including line segments, lines, rays, parallel and intersecting lines, collinear points, concurrent lines, closed and open figures, chords, diameters, radii, arcs, circumferences, and semicircles. Line segments have two fixed endpoints, lines have no endpoints, and rays have one starting point. Parallel lines are the same distance apart and never intersect. Intersecting lines cross each other. Collinear points lie on the same straight line. Concurrent lines pass through a single point. Closed figures start and end at the same point, while open figures do not. Chords connect points on a circle without passing through the center, diameters pass through the center, and radii connect
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
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.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
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.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
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.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
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.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
2. WHAT IS VIRTUAL REALITY?
• Virtual reality is an artificial environment created with a
software and presented to the user in such a way that user
suspends the belief and accepts it as a real environment on
a computer.
• Virtual Reality is primarily experienced through two fine
senses – Sight and Sound.
• The simplest form of virtual reality is a 3-D image that
can be explored interactively at a personal computer usually
by manipulating keys or mouse
•More sophisticated efforts involve such approaches as
wrap – around displaying screens and actual room arguments.
3. HISTORY OF VIRTUAL REALITY
• Today’s virtual reality technology built upon ideas
that date back to 1800’s almost beginning of practical
photography.
• In 1838, first stereoscope was invented, using twin
mirrors to project a single image, that eventually
developed into the view master patented in 1939 and
still produced today.
• The use of virtual reality however was first used in
1980’s when Jason Lanier, founder of VPL Research
began to develop the gear, and goggles, needed to
experience what he called “VIRTUAL REALITY”.
4. ADVANTAGES OF VIRTUAL REALITY
Students
experience
entirely new slide
of training.
Make education
more easier and
comfortable.
Helps encountering
high quality
visualization.
Through VR students
can experiment with
and artificial
environment.
It creates a
realistic world.
5. DISADVANTAGES OF VIRTUAL REALITY
It has also got
some functional
issues.
The possibility of
students getting
addicted to their
virtual world is big.
It is advanced
technology so poor
people cannot
experience the
virtual world.
It is just you
and the
software and
nothing else.
It can damage the
relation between
students and
overall human
communication.
6. Immersion into virtual reality is a perception of being
physically present in a non-physical world. The perception is
created by surrounding the user of the VR system in images,
sound or other stimuli that provide an engrossing total
environment.
The name is a metaphoric use of the experience
of submersion applied to representation, fiction or simulation.
Immersion can also be defined as the state of consciousness
where awareness of physical self is transformed by being
surrounded in an artificial environment; used for describing
partial or complete suspension of disbelief.
Enabling action or reaction to stimulations encountered in a
virtual or artistic environment.
TYPES OF VIRTUAL REALITY :
IMMERSIVE VR
7. NON IMMERSIVE VIRTUAL REALITY
• Non-immersive systems, as the name suggests, are the
least immersive implementation of VR techniques. Using the
desktop system, the virtual environment is viewed through a
portal or window by utilising a standard high resolution
monitor.
• Interaction with the virtual environment can occur by
conventional means such as keyboards, mice and trackballs or
may be enhanced by using 3D interaction
• The non-immersive system has advantages in that they do
not require the highest level of graphics performance, no
special hardware and can be implemented on high specification
PC clones.
•This means that these systems can be regarded as the lowest
cost VR solution which can be used for many applications.
8. CONCERNS AND CHALLENGES
Health and safety
•There are many health and safety considerations of
virtual reality. Most virtual reality systems come with
consumer warnings.
•Including: seizures; developmental issues in children;
trip-and-fall and collision warnings; discomfort;
repetitive stress injury; and interference with medical
devices.
•Virtual reality headsets differ to conventional screens
in that they offer varying focal points for the eye that
mirror real-life sight, as opposed to a fixed distance,
focal point with screens like mobiles and televisions.
9. Privacy
The persistent tracking required by all VR systems makes the
technology particularly useful for, and vulnerable to,
mass surveillance.
The expansion of VR will increase the potential and reduce the
costs for information gathering of personal actions, movements and
responses.
Conceptual and philosophical concerns
In addition, there are conceptual and philosophical considerations
and implications associated with the use of virtual reality. What the
phrase "virtual reality" means or refers to can be ambiguous.
Mychilo S. Cline argued in 2005 that through virtual reality
techniques will be developed to influence human
behavior, interpersonal communication, and cognition.
10. INPUT DEVICES – VIRTUAL REALITY
• The input devices are the means by which the user
interacts with the virtual world. They send signals to the
system about the action of the user, so as to provide
appropriate reactions back to the user through the output
devices in real time.
• Classified as : -point input device, bio-controllers and voice
device.
• Tracking devices sometimes referred to as position
sensors, and they include, electromagnetic, ultrasonic,
optical, mechanical and gyroscopic sensors.
• Incorporate it into a VR system. Voice recognition or
processing software can be used in accomplishing this.
11. OUTPUT DEVICES – VIRTUAL REALITY
The output devices get feedback from the VR engine and
pass it on to the users through the corresponding output
devices to stimulate the senses.
The possible classifications of output devices based on
the senses are: graphics (visual), audio (aural), haptic
(contact or force), smell and taste.
Two possible common options for the graphics are the
stereo display monitor, and the HMD which provides a
higher level of immersion. They provide the brain to
provide a 3D view of the virtual world.
Audio or sound is an important channel in VR; its
importance is only surpassed by that of visual.
12. Sensing gloves
A sensing glove is an
input device for human–
computer interaction
worn like a glove.
Various sensor
technologies are used to
capture physical data
such as bending of
fingers.
Often a motion tracker, such
as a magnetic tracking device
is attached to capture the
global position/rotation data
of the glove.
13. APPLICATIONS OF VIRTUAL
REALITY IN MILITARY
• They can be placed in fighter
jets, submarines, tanks or
armoured vehicles to experience
the claustrophobic conditions, or
placed in the middle of an active
battlefield or patrolled through a
hostile environment, learning how
to locate enemy soldier.
• Learning skills such as
navigation, survival, and teamwork
in difficult and compromising
situations, can be achieved with
striking realism. No other
technology can provide this level of
engagement or experience in the
same immersive way as VR.
14. •VR allows military
personnel to undertake a
huge range of simulations,
without the associated
costs, thus massively
reducing training budgets.
• VR can put a trainee in
any number of different
places, situations or
environments, and can be
used to teach awareness,
build skills, and provide
valuable experience to help
when real life requires it.
15. APPLICATIONS OF VIRTUAL
REALITY IN HEALTHCARE
Healthcare is one of the biggest adopters of virtual reality
which encompasses surgery simulation, phobia treatment,
robotic surgery and skills training.
One of the advantages of this technology is that it allows
healthcare professionals to learn new skills as well as
refreshing existing ones in a safe environment. Plus it allows
this without causing any danger to the patients.
1 .Human simulation software
One example of this is the Human Simulation system which
enables doctors, nurses and other medical personnel to interact
with others in an interactive environment. They engage in
training scenarios in which they have to interact with a patient
but within a 3D environment only.
16. 2.Virtual reality diagnostics often used as a diagnostic
tool in that it enables doctors to arrive at a diagnosis in
conjunction with other methods such as MRI scans. This
removes the need for invasive procedures or surgery.
17. 3. Virtual robotic surgery
A popular use of this technology is in robotic surgery.
This is where surgery is performed by means of a robotic
device – controlled by a human surgeon.
Which reduces time and risk of complications. Virtual
reality has been also been used for training purposes and,
in the field of remote telesurgery.
In which surgery is performed by the surgeon at a
separate location to the patient.
18. Virtual reality helps
in medical training
and practicals .
It also helps in
counseling
Through virtual
reality the user
could experiment
artificial
environment .
Using virtual reality
in healthcare is very
expensive
It requires constant
updates and
maintenance
The stimulators used
are very fragile
MERITS DEMERITS
MERITS AND DEMERITS OF
VIRTUAL REALITY IN HEALTH CARE
19. VIRTUAL REALITY AND EDUCATION
Virtual reality is an
another concept in
field of education.
Its helps us to learn
more easily as it
eliminates language
barriers.
And also enables us
to visualize things.
20.
21. VIRTUAL REALITY AND SCIENTIFIC
VISUALISATION
Virtual reality is being increasingly used
in the field of scientific visualisation.
This field is based upon using computer
graphics to express complex ideas and
scientific concepts .
It acts as tool for conveying a set of
complex information .
Virtual reality helps the scientists to
convey new ideas without any
difficulties.
22. HOW IT IS USED?
1.
• It is used to convey
complex information .
2.
• Makes it more easier
to visualize .
23. VIRTUAL REALITY AND ENTERTAINMENT
It is not surprising that
the first thing that
comes to your mind after
hearing the word ‘virtual
reality’ is the
entertainment industry .
Entertainment is
associated with bringing
impossible to life, thus
making us forgot about
the reality .
24. VIEWS ABOUT VIRTUAL REALITY
IN ENTERTAINMENT
According to a survey, it was discovered that
most of the people are interested about the
usage of virtual reality.
25. THANK YOU FOR WATCHING
AND SPENDING YOR
PRECIOUS TIME!!!