This presentation "Virtual Reality" is based on a paper "An Approach to Consistent Displayingof Virtual Reality Moving Objects"
Author : Renoy Reji
Christ University
Bengaluru-560029
email : renoyreji@gmail.com
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
The document discusses a mini project on augmented reality using internet of things. It involves using a NodeMCU to control an LED/relay module over Wi-Fi. A Blynk app on a mobile phone would allow remote control of the hardware via virtual buttons in augmented reality. Topics covered include internet of things, the ESP8266 and NodeMCU, Arduino IDE, Blynk API, and the flow of the project connecting the physical components over a network.
This document discusses various types of human-computer interfaces. It begins with an introduction explaining the need for effective communication between humans and machines. It then defines what an interface is, as the point where two objects meet and allow communication. It describes several types of interfaces: command-line, graphical user interface (GUI), touch screen, virtual reality, voice control, gesture control, and brain control. For each interface type, it provides brief details about how it works and examples of its use. The document concludes by thanking the audience and asking if there are any questions.
Lecture 9 of the COMP 4010 course in AR/VR from the University of South Australia. This was taught by Mark Billinghurst on October 5th, 2021. This lecture describes VR input devices, VR systems and rapid prototyping tools.
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
Augmented reality (AR) combines real and virtual images, is interactive in real-time, and has virtual content registered in 3D space. The document traces the history of AR from early experimentation in the 1960s-1980s to mainstream commercial applications today. Key developments include the first head-mounted display in 1968, mobile phone AR in the 2000s, and consumer products like Google Glass. The document also provides examples of AR applications in various domains such as marketing, gaming, manufacturing, and healthcare.
The document discusses a mini project on augmented reality using internet of things. It involves using a NodeMCU to control an LED/relay module over Wi-Fi. A Blynk app on a mobile phone would allow remote control of the hardware via virtual buttons in augmented reality. Topics covered include internet of things, the ESP8266 and NodeMCU, Arduino IDE, Blynk API, and the flow of the project connecting the physical components over a network.
This document discusses various types of human-computer interfaces. It begins with an introduction explaining the need for effective communication between humans and machines. It then defines what an interface is, as the point where two objects meet and allow communication. It describes several types of interfaces: command-line, graphical user interface (GUI), touch screen, virtual reality, voice control, gesture control, and brain control. For each interface type, it provides brief details about how it works and examples of its use. The document concludes by thanking the audience and asking if there are any questions.
Lecture 9 of the COMP 4010 course in AR/VR from the University of South Australia. This was taught by Mark Billinghurst on October 5th, 2021. This lecture describes VR input devices, VR systems and rapid prototyping tools.
This document provides an overview of a lecture on augmented reality technology. It defines augmented reality and discusses its key characteristics. The lecture covers the history of AR, examples of applications, and the core technologies involved, including displays, tracking, and input methods. Head-mounted displays are discussed in depth as a primary display method for AR. Both optical and video-based see-through approaches for AR displays are presented.
A presentation given by Mark Billinghurst on April 21st 2015 at the CHI 2015 conference. This talk presents highlights from the journal paper:
M. Billinghurst, A. Clark, and G. Lee. A Survey
of Augmented Reality, Foundations and
Trends in Human-Computer Interaction.
Vol. 8, No. 1 (2015) 1–202, 2015
Available at :http://www.nowpublishers.com/article/Details/HCI-049
Lecture 10 in the COMP 4010 Lectures on AR/VR from the Univeristy of South Australia. This lecture is about VR Interface Design and Evaluating VR interfaces. Taught by Mark Billinghurst on October 12, 2021.
Ubiquitous computing described in the domain of Computer Vision and how these two concepts can be deployed in IoT. Why future integrity is necessary to achieve a better technology for the future world.
The document discusses techniques for hand-based augmented reality interaction. It outlines several approaches including using fiducial markers or sensors on the hand, predefined hand postures, or image-based detection. The key techniques involve using RGB-D cameras to capture color and depth images to detect the 3D position of the hand both in camera coordinates and real-world coordinates. This allows mapping the virtual hand position based on the real hand to enable gestures to generate manipulation commands in augmented reality.
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
Talk given by Mark Billinghurst at the DIGI_X conference in Auckland, New Zealand on June 21st 2018. The talk was about how Mixed Reality can be applied in the work place.
This document discusses the evolution of augmented reality (AR) authoring tools, from early custom coding to modern high-level libraries and authoring environments. It outlines key AR libraries for tracking, rendering, and model loading. It also describes several graphical authoring tools that enable non-programmers to create AR scenes, including BuildAR, mARx, and Esperient Creator. The document concludes by discussing opportunities for immersive AR authoring that involves interacting with real objects to develop AR applications.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
This document provides an overview of augmented reality technology. It defines augmented reality as combining real and virtual images in real-time and in 3D. Various AR display technologies are described, including head-mounted displays, spatial displays that project onto surfaces, and handheld/mobile displays. Key considerations for different display types like field of view and resolution are also outlined. The document discusses the core technologies needed for AR like tracking and interactive input. A variety of applications of AR are mentioned along with models for AR experience design.
Workshop given by Mark Billinghurst and Gun Lee on August 16th 2017, explaining how to develop VR experiences without any programming. Using the InstaVR tool and others.
The document discusses the history and current state of augmented reality (AR) technology. It outlines how AR has progressed from early experiments in the 1960s-1980s to commercial applications today in areas like gaming, medical, and industry. Important research directions are focused on developing improved tracking, displays, interaction techniques, and enhancing the user experience. The future of AR is predicted to include always-on, unobtrusive displays like contact lenses and using AR to annotate and filter information in the user's environment.
All important aspects of AR are briefly shown in this PPT, including the different types of Augmented Reality,its applications, differences between Augmented Reality and Virtual Reality.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
This document summarizes a lecture on interaction design for augmented reality. It discusses several types of AR interfaces including: (1) AR information browsers that allow viewing and manipulating virtual content registered in the real world, (2) 3D AR interfaces that allow interacting with and manipulating 3D virtual objects, and (3) tangible interfaces that use physical objects to interact with and control virtual objects. It also presents case studies of specific AR applications and discusses design principles for AR interaction including using physical affordances, feedback, and natural mappings.
COMP 4010 - Lecture1 Introduction to Virtual RealityMark Billinghurst
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 1: Introduction to Virtual Reality. Taught by Bruce Thomas on July 27th 2017 at the University of South Australia. Slides by Mark Billinghurst
This document discusses different methods of accessing information including asking experts, using libraries, computers and the internet, and mobile devices. It then examines emerging technologies for human-computer interfaces such as virtual reality, augmented reality, and language assistants. The rest of the document focuses on the technical details and advantages of a new augmented reality projection system using a micro-scanner mirror and thin film coatings.
Interaction design aims to help people reach their goals by solving problems and creating interactions between humans and technology. It focuses on ensuring users do not feel stupid, irritated or discomforted when interacting with systems. There are four main approaches: user-centered design prioritizes users' goals and knowledge; activity-centered design examines users' activities and behaviors; systems design outlines technological components; and genius design assumes the designer knows best. Good interaction design creates experiences that are trustworthy, appropriate, smart, responsive, clever, pleasurable and avoid mistakes. The document outlines several principles and laws that guide interaction design, such as Moore's law, Fitt's law and Hick's law. It also discusses methods like cultural probes, user testing
A lecture on Mobile Augmented Reality. A lecture given by Mark Billinghurst at the University of Canterbury on Friday September 13th 2013. This is part of the COSC 426 graduate course on Augmented Reality.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is primarily a visual experience shown on screens or special displays, though some systems include sound and limited tactile feedback. While technical limitations currently make high-fidelity VR difficult, improvements in processing power, resolution and bandwidth are expected to overcome these issues over time. VR has applications in training, scientific visualization, medicine, education and more. Recent advancements include contact lenses and software that allow existing graphics applications to run on VR devices without source code access.
This document discusses virtual reality as a new technique for space exploration. It begins with an introduction describing the obstacles of space travel and the need for virtual reality. It then provides a brief introduction to virtual reality and the key devices used, including data gloves and head mounted displays. These devices allow astronauts to visualize and interact with extra terrestrial scenes and control robotic explorers remotely. The conclusion asserts that virtual reality could make space travel easier and safer.
Ubiquitous computing described in the domain of Computer Vision and how these two concepts can be deployed in IoT. Why future integrity is necessary to achieve a better technology for the future world.
The document discusses techniques for hand-based augmented reality interaction. It outlines several approaches including using fiducial markers or sensors on the hand, predefined hand postures, or image-based detection. The key techniques involve using RGB-D cameras to capture color and depth images to detect the 3D position of the hand both in camera coordinates and real-world coordinates. This allows mapping the virtual hand position based on the real hand to enable gestures to generate manipulation commands in augmented reality.
COSC 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This is the first lecture of the COSC 426 graduate course on Augmented Reality taught at the University of Canterbury. It was taught by Mark Billinghurst on July 17th 2014. It covers a basic introduction to Augmented Reality.
Talk given by Mark Billinghurst at the DIGI_X conference in Auckland, New Zealand on June 21st 2018. The talk was about how Mixed Reality can be applied in the work place.
This document discusses the evolution of augmented reality (AR) authoring tools, from early custom coding to modern high-level libraries and authoring environments. It outlines key AR libraries for tracking, rendering, and model loading. It also describes several graphical authoring tools that enable non-programmers to create AR scenes, including BuildAR, mARx, and Esperient Creator. The document concludes by discussing opportunities for immersive AR authoring that involves interacting with real objects to develop AR applications.
COMP 4010 Lecture12 - Research Directions in AR and VRMark Billinghurst
COMP 4010 lecture on research directions in AR and VR, taught by Mark Billinghurst on November 2nd 2017 at the University of South Australia. This is the final lecture in the 2017 COMP 4010 course on AR and VR
User Interfaces and User Centered Design Techniques for Augmented Reality and...Stuart Murphy
We chose to explore virtual and augmented reality (VR and AR) due to its recent emergence into the mainstream areas of gaming, mobile applications and various other systems. We felt it important to distinguish between VR and AR in both areas of interaction design and user interface evaluation and creation techniques. As it is a topic of great passion for us we wanted to instill the possibilities that this medium has to offer for interaction designers and UI developers.
This document provides an overview of augmented reality technology. It defines augmented reality as combining real and virtual images in real-time and in 3D. Various AR display technologies are described, including head-mounted displays, spatial displays that project onto surfaces, and handheld/mobile displays. Key considerations for different display types like field of view and resolution are also outlined. The document discusses the core technologies needed for AR like tracking and interactive input. A variety of applications of AR are mentioned along with models for AR experience design.
Workshop given by Mark Billinghurst and Gun Lee on August 16th 2017, explaining how to develop VR experiences without any programming. Using the InstaVR tool and others.
The document discusses the history and current state of augmented reality (AR) technology. It outlines how AR has progressed from early experiments in the 1960s-1980s to commercial applications today in areas like gaming, medical, and industry. Important research directions are focused on developing improved tracking, displays, interaction techniques, and enhancing the user experience. The future of AR is predicted to include always-on, unobtrusive displays like contact lenses and using AR to annotate and filter information in the user's environment.
All important aspects of AR are briefly shown in this PPT, including the different types of Augmented Reality,its applications, differences between Augmented Reality and Virtual Reality.
2013 426 Lecture 1: Introduction to Augmented RealityMark Billinghurst
This document provides an overview of Mark Billinghurst's COSC 426 Augmented Reality course. It introduces Mark and his background in AR. The course will cover the introduction, technology, interaction techniques, tools, applications and research directions of AR over 11 weekly lectures. Assessment will include a group research project, assignments, and a final exam. An introduction to AR defines its key characteristics of combining real and virtual images interactively in real-time while registered in 3D.
This document summarizes a lecture on interaction design for augmented reality. It discusses several types of AR interfaces including: (1) AR information browsers that allow viewing and manipulating virtual content registered in the real world, (2) 3D AR interfaces that allow interacting with and manipulating 3D virtual objects, and (3) tangible interfaces that use physical objects to interact with and control virtual objects. It also presents case studies of specific AR applications and discusses design principles for AR interaction including using physical affordances, feedback, and natural mappings.
COMP 4010 - Lecture1 Introduction to Virtual RealityMark Billinghurst
COMP 4010 Course on Virtual and Augmented Reality. Lectures for 2017. Lecture 1: Introduction to Virtual Reality. Taught by Bruce Thomas on July 27th 2017 at the University of South Australia. Slides by Mark Billinghurst
This document discusses different methods of accessing information including asking experts, using libraries, computers and the internet, and mobile devices. It then examines emerging technologies for human-computer interfaces such as virtual reality, augmented reality, and language assistants. The rest of the document focuses on the technical details and advantages of a new augmented reality projection system using a micro-scanner mirror and thin film coatings.
Interaction design aims to help people reach their goals by solving problems and creating interactions between humans and technology. It focuses on ensuring users do not feel stupid, irritated or discomforted when interacting with systems. There are four main approaches: user-centered design prioritizes users' goals and knowledge; activity-centered design examines users' activities and behaviors; systems design outlines technological components; and genius design assumes the designer knows best. Good interaction design creates experiences that are trustworthy, appropriate, smart, responsive, clever, pleasurable and avoid mistakes. The document outlines several principles and laws that guide interaction design, such as Moore's law, Fitt's law and Hick's law. It also discusses methods like cultural probes, user testing
A lecture on Mobile Augmented Reality. A lecture given by Mark Billinghurst at the University of Canterbury on Friday September 13th 2013. This is part of the COSC 426 graduate course on Augmented Reality.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is primarily a visual experience shown on screens or special displays, though some systems include sound and limited tactile feedback. While technical limitations currently make high-fidelity VR difficult, improvements in processing power, resolution and bandwidth are expected to overcome these issues over time. VR has applications in training, scientific visualization, medicine, education and more. Recent advancements include contact lenses and software that allow existing graphics applications to run on VR devices without source code access.
This document discusses virtual reality as a new technique for space exploration. It begins with an introduction describing the obstacles of space travel and the need for virtual reality. It then provides a brief introduction to virtual reality and the key devices used, including data gloves and head mounted displays. These devices allow astronauts to visualize and interact with extra terrestrial scenes and control robotic explorers remotely. The conclusion asserts that virtual reality could make space travel easier and safer.
This document provides an overview of virtual reality (VR), including its history, types, technologies, applications, and future directions. It describes how VR emerged from flight simulators developed in the 1950s and became a commercial industry in the late 1980s. The document outlines different types of VR systems like immersive VR using head-mounted displays, telepresence, and augmented reality. It also discusses key VR hardware like HMDs, data gloves, and CAVE environments, as well as software standards like VRML. Current applications of VR span entertainment, medicine, manufacturing, and education/training. The document concludes that VR offers new ways of interacting with computers and experiencing virtual worlds not possible in reality.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is visual, displayed on screens or through stereoscopic displays, though some systems include sound, and experimental systems have limited tactile feedback. VR is useful for operations in dangerous environments through telepresence, scientific visualization, medicine for research and training, and education in areas like driving, flight, and vehicle simulators. VR systems have input, processing, rendering, and world database components. Recent advancements include VR contact lenses and tools to more easily develop content across VR platforms. While offering interaction and interfaces, VR also faces challenges regarding side effects, usability, and standardization.
The document discusses virtual reality, including its history, types, technologies used like head-mounted displays and data gloves, applications in areas like the military, education, and healthcare, and the overall architecture of a virtual reality system including input, simulation, rendering processors, and a world database.
Virtual reality is a computer-simulated environment that can recreate sensory experiences like sight, sound, and touch. The history of VR began in the 1960s and has since been used in various fields like education, medicine, business, and the military. While VR offers many applications, it also faces challenges in causing simulation sickness and disorientation when users cannot see the real world. As the technology advances, VR is expected to become more integrated into daily life and human activities.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual Reality
Virtual reality (VR) uses computer technology to simulate a user's physical presence in an imaginary world. The document discusses the definition of VR, its history from early prototypes in the 1950s-60s to current applications, as well as the key technologies involved including hardware like head-mounted displays and software for 3D modeling and simulations. Some examples of VR's use in healthcare, education, entertainment and the military are provided. Both the merits of more engaging learning and the drawbacks of lack of understanding real-world effects are outlined.
Virtual reality (VR) can simulate physical presence in non-physical worlds through computer simulation. The document discusses the history of VR from early prototypes in the 1950s-1960s to current applications. It outlines different types of VR including immersive, telepresence, and mixed reality systems. The technology used in VR includes head-mounted displays, data gloves, omnidirectional monitors, and CAVE rooms. Developing VR involves 3D modeling, sound editing, and simulation software. Applications of VR include military training, healthcare, education, and entertainment. Benefits are more engaging learning while costs and technical issues remain challenges.
The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.
This document provides an introduction to building virtual reality display systems for hobbyists and educators. It discusses the history and applications of VR, key engineering challenges in the field, and gives an overview of the Stanford EE 267 course where students build their own VR head-mounted displays. The document covers topics such as the graphics pipeline, sensor fusion for tracking, and spatial sound. It also profiles the open-source VRduino hardware platform used in the course for orientation tracking, input interfacing, and more. Overall, the document serves as a guide for those interested in developing VR technology through a do-it-yourself approach.
'eyeSpace' platform for Orientation using Augmented Reality experience Benny Karov
Eyeways’ EyeSpace technology transforms the space around us
into a rich Augmented Reality playground. Each point in the covered
scene has the potential for inserting relevant, realistic-looking,
spatially adjusted information.
EyeSpace is a 3D Augmented Reality platform, allowing simple
and easy overlay of digital information onto live (2D or 3D) video.
Computer vision aims to program computers to interpret and understand images in the way humans do. While humans are better at complex visual tasks, computers excel at simpler problems. Computer vision is challenging due to issues like noise, variation, and its inverse and ill-posed nature. Examples of computer vision applications discussed include image search, facial recognition, medical imaging, robotics, and self-driving cars. The field involves algorithms for early vision tasks like segmentation and recognition, as well as hardware like cameras. It is an active area of research with many emerging applications over the next 5 years.
Virtual reality (VR) is an interactive simulation that immerses users in a 3D virtual world. The document outlines the history of VR from early flight simulators to modern commercial systems. It describes types of VR including immersive VR using head-mounted displays and mixed reality. The key technologies that enable VR like head displays, data gloves, and control devices are also discussed. Current applications of VR span entertainment, medicine, manufacturing, and education. While issues remain around simulator sickness and cost, VR offers opportunities for visualization, interaction, and experiencing virtual worlds.
this presentation covers the very aspects of creating the virtual environments and also gives a small tutorial on how to create AR apps to create custom synthetic environments.
The document provides an overview of virtual reality (VR), including its history, types, technologies, applications, and challenges. It discusses how VR immerses users in simulated, 3D environments through head-mounted displays and other sensory inputs. The document also outlines the typical components of a VR system, including input processors, simulation processors, rendering processors, and world databases that store virtual objects and environments. Some applications mentioned include entertainment, medicine, manufacturing, education, and training. Current issues with VR adoption include cybersickness, cost, and lack of integration between software packages.
This document provides an overview of augmented reality technologies and applications. It defines augmented reality as enhancing reality by combining real and virtual images in real-time. Key technologies discussed include optical see-through head-mounted displays, video see-through displays, and tracking methods. Example applications highlighted are medical visualization, manufacturing and maintenance, education, gaming, and marketing. The document emphasizes the importance of user experience design for augmented reality applications.
Making Augmented Reality Applications with Android NDKEvren Coşkun
This document provides an overview of augmented reality (AR) and discusses several key aspects of AR including:
- The history and foundational concepts of AR including how it differs from virtual reality by allowing users to see the real world with virtual objects overlaid.
- Important figures in the development of AR technology such as Tom Caudell who coined the term "augmented reality" and Hirokazu Kato who released the open-source ARToolkit.
- Common methods for implementing AR including marker-based AR, image target tracking, and location-based applications utilizing GPS, compass, and other sensors.
- Examples of current and potential future applications of AR spanning education, military, engineering, retail
The second lecture from the Augmented Reality Summer School talk by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR Technology.
Lecture 8 in the COMP 4010 class on VR and AR. This time giving an overview of AR Display and Tracking technologies. Taught by Bruce Thomas on Sept 11th 2018
This document discusses the Dreamspace project which aims to develop tools for virtual production. It describes using a light-probing camera to capture lighting on set and estimate discrete light sources. An on-set system allows editing lighting and virtual objects in real-time. Tablet apps are being developed for intuitive manipulation of scenes. Experimental work uses VR and gesture control but more evaluation is needed. The goal is to integrate virtual elements on set for efficient post-production.
NUX Presentation from TechMixer Birmingham 2011Michael Heydt
This document discusses natural user interfaces (NUI) and provides an overview of NUI technologies including the Kinect, Wiimote, and Surface. It describes how these devices track motion and gestures using technologies like infrared lasers and cameras. Examples are given of NUI uses in media, operating systems, and science. Tools for developing with these devices like the Kinect SDK are also mentioned. The document concludes with the direction of the author's own work building an API and gesture language to simplify NUI development.
- The document provides an introduction to immersive reality, including virtual reality, augmented reality, and mixed reality. It discusses the history and types of these technologies.
- Examples of applications are given for each type of immersive reality, including gaming, medical, military, and more. Components of technologies like VR headsets and how they work are outlined.
- Challenges and benefits of these realities are compared. The Microsoft HoloLens mixed reality headset is discussed as a specific example.
Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.
The fifth lecture from the Augmented Reality Summer School taught by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR research directions.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
1. Virtual Reality
Renoy Reji
MCA, Christ University
Bengaluru-560029
renoyreji@gmail.com
An Approach to Consistent Displaying
of Virtual Reality Moving Objects
2. Introduction
• 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.
2Renoy Reji, Department Of Computer Science
3. Introduction
• VR must allow the user to view the
environment from any point and at any
angle.
• VR must allow the user to interact with
objects in the environment.
3Renoy Reji, Department Of Computer Science
4. History
• Ivan Sutherland (1960)
– First head mounted display and head tracking system
– Using “virtual world” term
– Walkthrough, Pixel Flow
& Nano manipulator systems
4Renoy Reji, Department Of Computer Science
5. History
• NASA Ames Research Center
– HMD, VPL Data gloves and BOOM
– Spatial (3D) Sound
– Super Cockpit
• VPL
– First Commercial VR Hardware & systems
– “Reality Build for Two” (RB2) A
Virtual Reality Tool
– “Body Electric” a Programming
Language
5Renoy Reji, Department Of Computer Science
6. Types of VR
• Use of Special Purpose Equipment
• Feel of Presence
1. IMMERSIVE VR
6Renoy Reji, Department Of Computer Science
7. Types of VR
• Also known as Desktop VR
• Use of a monitor to display the visual world
• Does not require special hardware
2. WINDOW ON THE WORLD (WoW)
7Renoy Reji, Department Of Computer Science
8. • Technology which allow a person to feel as if,
they were present.
• Real-time telepresence
Interactions are reflected to some real world objects.
• Delayed telepresence
Interactions are recorded, and after satisfaction is
applied to the real-world object.
Types of VR
3. TELEPRESENCE
8Renoy Reji, Department Of Computer Science
9. • Computer generated inputs merged with the
user’s view of the real world
Types of VR
4. AUGMENTED VR
9Renoy Reji, Department Of Computer Science
10. Components of VR
• VR Hardware
• VR Software
10Renoy Reji, Department Of Computer Science
11. 11
Technologies of VR--Hardware
Head-Mounted Display (HMD)
A Helmet or a face mask providing the visual and auditory
displays.
Use LCD or CRT to display stereo images.
May include built-in head-tracker and stereo headphones
Renoy Reji, Department Of Computer Science
12. 12
Technologies of VR--Hardware
Binocular Omni-Orientation
Monitor (BOOM)
Head-coupled stereoscopic (Depth
and Perception) display device.
Uses CRT to provide high-resolution
display.
Convenient to use.
Fast and accurate built-in tracking.
Renoy Reji, Department Of Computer Science
13. 13
Technologies of VR--Hardware
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.
Renoy Reji, Department Of Computer Science
14. 14
Technologies of VR--Hardware
Data Glove
– Outfitted with sensors on the fingers as well as an overall
position/orientation tracking equipment.
– Enables natural interaction with virtual objects by hand gesture
recognition.
Renoy Reji, Department Of Computer Science
15. 15
Technologies of VR--Hardware
Control Devices
– Control virtual objects in 3 dimensions.
Renoy Reji, Department Of Computer Science
16. VR Hardware
• Primary user input interfaces
• Tracking interfaces
• Visual interfaces
• Auditory interfaces
• Haptic interfaces
• Olfactory interfaces
16Renoy Reji, Department Of Computer Science
17. Primary Interfaces
• Keyboard, Mouse, Joystick
• 3D Pointing Devices
– Spaceball
– CyberWand
– Ring Mouse
– EGG
17Renoy Reji, Department Of Computer Science
18. Primary Interfaces
• Whole-hand and body input
– 5th Glove
– Handmaster
– ArmMaster
– TCAS Dataware
18Renoy Reji, Department Of Computer Science
19. Tracking Interfaces
• Measure head, body, hand or eye motion
• Major Characteristics
– Resolution
– Accuracy
– System Responsiveness
• Sample rate, data rate, update rate and latency
• Major Technologies
– Magnetic
– Acoustics
– Optical
19Renoy Reji, Department Of Computer Science
20. Tracking Interfaces
• Head & Body Tracking
– Polhemous IsoTrak II & FastTrak
– Flock of Bird
– VideoDesk
• Eye Tracking
– BioMuse
– DPI Eyetrackey
20Renoy Reji, Department Of Computer Science
21. Visual Interfaces
• Field of View (FOV)
• Resolution
• Refresh rate
• Brightness
• Color
21Renoy Reji, Department Of Computer Science
22. Visual Interfaces
• Head Mounted Display (HMD)
– Datavisor 10x HMD
– VR4000
– I-glasses!
– VFX1
• BOOM
22Renoy Reji, Department Of Computer Science
24. Auditory Interfaces
• Auralization
– 3D simulation of a complex acoustic field
• Sonification
– Audible display of data
• Speech Recognition
• Some products
– Acoustetron II
– RSS-10 Sound Space Processor
– Q products
24Renoy Reji, Department Of Computer Science
25. Haptic Interfaces
• Tactile (touch)
– CyberTouch
– Univ. of Salford
• Kinesthetic (force)
– HapticMaster
– PHANToM
25Renoy Reji, Department Of Computer Science
26. Olfactory Interfaces
• Electronic Nose
• Storage Technologies
– Liquid
– Gel
– Microencapsulation
• Some Products
– BOC Group Olfactory Delivery System
– Univ. of Wollongong eNose
26Renoy Reji, Department Of Computer Science
27. Software Components
• Input Process
• Simulation Process
• Rendering Process
• World Database
27Renoy Reji, Department Of Computer Science
28. Input Process
• Control devices that send data to the computer
• Devices should be checked regularly (eg. per
frame)
28Renoy Reji, Department Of Computer Science
29. Simulation Process
• The core of a VR program.
• Handles interactions, object behaviors,
simulations of physical laws and determines
the world status.
• A discrete process that is iterated once for each
frame.
29Renoy Reji, Department Of Computer Science
30. Rendering Process
• Creation of the sensations that are output to the
user
• Visual Rendering
– Using polygons to represent objects
– Ray tracing & lights
– Flat vs. smooth shading
– Z buffering(3d management of image depth)
• Auditory, haptic and olfactory rendering
30Renoy Reji, Department Of Computer Science
31. World Database
• Stores data on objects and the world
• ASCII Or binary
• Single file Or Database
• Centralized Or distributed
• Standard Or proprietary formats
• Virtual Reality Modeling Language (VRML)
31Renoy Reji, Department Of Computer Science
35. Navigation Techniques
• Steering : direction and velocity
– hand-directed
– gaze-directed
– physical devices (steering wheel, flight sticks)
• Target-based
– point at object, list of coordinates
• Route planning
– place markers in world
35Renoy Reji, Department Of Computer Science
36. Collision Detection
• Very computationally intensive, but very
important for presence and realism
• Bounding Volume (Sphere, Box, Convex Hull)
• Convex Decomposition
• Separating Planes
36Renoy Reji, Department Of Computer Science
37. Level of Detail (LOD)
• When looking objects from a far, details are not
important
• Do not show details if they can’t be seen
• Reduces number of polygons significantly
• LOD management
– Automatic
– Pre-defined
37Renoy Reji, Department Of Computer Science
38. Distributed VR
• The Multi-user environment
• A simulated world runs on several computers
connected over a network.
• People can interact in real time, sharing the
same virtual world
38Renoy Reji, Department Of Computer Science
39. DVR Connectivity Approaches
• Send updates to every computer in the LAN
• Does not scale well
• Consumes a lot of bandwidth, so needs a
dedicated LAN
• Has been used in SIMNET & DIS
39Renoy Reji, Department Of Computer Science
40. DVR Connectivity Approaches
• Send updates only to those that are interested.
• Uses the concept of Area Of Interest (AOI) to
limit network traffic
• Each AOI is assigned to a multicast address
• Has been used in NPSNET
40Renoy Reji, Department Of Computer Science
41. • Point-to-point network connection
• Mesh model
– All users are connected to each other
– Has Been used in MASSIVE
• Client-server (start) model
– All users are connected to a central location
– Has been used in NVR, WNMS
DVR Connectivity Approaches
41Renoy Reji, Department Of Computer Science
42. VR on the Web
• Virtual Reality Modeling Standard (VRML)
• Java 3D API
42Renoy Reji, Department Of Computer Science
43. VRML Viewers
• Usually act as a plugin for browsers
• Some standalone versions are also available
• Files have .wrl or .wrz extensions
• MIME Type
– V1.0
– V2.0
• Important plugins
– CosmoPlayer, WorldView, Cartona
43Renoy Reji, Department Of Computer Science
44. VRML Concept
• Field types
– SF And MF field
• SFBool
• SFColor and MFColor
• SFFloat and MFFloat
• SFImage
• SFInt32 and MFInt32
• SFNode and MFNode
• SFRotation and MFRotation
• SFString and MFString
• SFTime
• SFVec2f and MFVec2f
• SFVec3f and MFVec3f
44Renoy Reji, Department Of Computer Science
46. VRML Nodes
• Grouping nodes
• Geometry nodes
• Geometry related nodes
• Lighting nodes
• Sensory nodes
• Interpolator nodes
• Other nodes
46Renoy Reji, Department Of Computer Science
47. Grouping Nodes
• Anchor
• Billboard
• Collision
• Group
• Inline
• LOD
• Switch
• Transform
47Renoy Reji, Department Of Computer Science
48. Geometry Nodes
• Box
• Cone
• Cylinder
• ElevationGrid
• Extrusion
• IndexedFaceSet
• IndexedLineSet
• PointSet
• Sphere
• Text
48Renoy Reji, Department Of Computer Science
49. Geometry Related Nodes
• Coordinate
• Color
• Normal
• TextureCoordinate
• Appearance
• Material
• ImageTexture
• PixelTexture
• MovieTexture
• TextureTransform
49Renoy Reji, Department Of Computer Science
52. Interpolator Nodes
• Color Interpolator
• Coordinate Interpolator
• Normal Interpolator
• Orientation Interpolator
• Position Interpolator
• Scalar Interpolator
52Renoy Reji, Department Of Computer Science
53. Other Nodes
• Script node
• Background
• Fog
• Sound
• Audio Clip
• View Point
• World Indo
• Navigation Info
53Renoy Reji, Department Of Computer Science
54. JAVA 3D
• Rich set of 3D features
• High-level, Object-oriented paradigm
• Wide variety of file formats
• Benefits to end-users
– Application portability
– Hardware independence
– Performance scalability
54Renoy Reji, Department Of Computer Science
65. 1. An Approach to Consistent Displaying
of Virtual Reality Moving Objects
• Author:
Vasily Y. Kharitonov
Department of Computers, Systems and Networks
Moscow power engineering institute, Russian
Federation
• Taken from:
Third International Conference on Dependability of Computer
Systems
DepCoS-RELCOMEX 2008
65Renoy Reji, Department Of Computer Science
66. 1. An Approach to Consistent Displaying
of Virtual Reality Moving Objects
• Distributed virtual reality systems are a new step in the
development of interactive 3d-graphics applications, allowing
geographically remote users to interact in a shared virtual
environment, as if they situated in one room.
• In this paper the main principles of distributed virtual reality
systems design are explored. Special attention is drawn to the
reliability issues of such systems in terms of consistent
interaction.
• An approach to consistent displaying of virtual reality moving
objects is proposed.
66Renoy Reji, Department Of Computer Science
67. 2.Research on the Virtual
Reality Simulation Engine
• Authors:
1. GUOXIAOLI
2. FENGLI
3. LIUHONG
67Renoy Reji, Department Of Computer Science
68. 2.Research on the Virtual
Reality Simulation Engine
• In this paper, comparison of the virtual
reality substation simulation with the
traditional substation simulation in
visualization is done.
• This paper explains a new mode which is
based on the components and the virtual
reality simulation engine is the kernel.
68Renoy Reji, Department Of Computer Science
69. 3. Multimedia and Virtual Reality Techniques
for the Control of ERA, the First Free Flying
Robot in Space
• Authors:
Eckhard Freund, Jurgen RoBmann
Institute of Robotics Research (IRF)
Otto-Hahn-Str. 8
44227 Dortmund
Germany.
• Taken from,
Proceedings of the 2001 IEEE
international Conference on Robotics & Automation
Seoul, Korea. May 21-26, 2001
69Renoy Reji, Department Of Computer Science
70. 3. Multimedia and Virtual Reality Techniques
for the Control of ERA, the First Free Flying
Robot in Space
• The commanding and supervision of complex
automation systems for space as well as for terrestrial
automation applications is a demanding task.
• Modern developments in the field of virtual reality
(VR) based man machine interfaces have the potential
to facilitate such tasks enormously.
70Renoy Reji, Department Of Computer Science
72. 4. Hands-free navigation methods for moving
through a virtual landscape walking
interface virtual reality input devices
• A new Virtual Reality Input device of hands-free controls for
multi-scale navigation through abroad class of virtual
environments.
• One of the most important fields in virtual realty (VR) research,
is the development of systems that allow the user to interface
with the virtual environment.
• The most intuitive method for moving through a virtual
landscape is by walking.
• The implementation of a walking interface for a virtual reality
system also allows a greater range of biomechanical
experimentation and game research.
72Renoy Reji, Department Of Computer Science
73. 5. Research on Chinese Museum Design based
on Virtual Reality
• Authors:
LIU Xia - School of Material Engineering, Taiyuan Institute of
Technology, Taiyuan 030008, China
QIAO Jiangang - School of Civil Engineering, Hebei University
of Technology, Tianjin 300131, China.
• Taken from:
2008 International Workshop on Modelling, Simulation and
Optimization
73Renoy Reji, Department Of Computer Science
74. 5. Research on Chinese Museum Design based
on Virtual Reality
• Through analyzing the definition and the current situation of Virtual
Reality applied in the design of museum, produces to use separately HTML
text language, QuickTime Virtual Reality technology, Virtual Reality
Modeling Language and three-dimension software's to build up information
interface platform, total virtual space environment of item on display and
each model of item on display and the discussion and studying system
platform.
• Eventually concludes the advantages of using virtual reality in the display
design of the museum and points out a new method to develop modern
interior design by using the technology of Virtual Reality.
74Renoy Reji, Department Of Computer Science
75. Conclusion
• VR introduces a new way of interacting with
computers
• Web is very suitable for VR applications, but
the proper technology is not yet there
75Renoy Reji, Department Of Computer Science