VIRTUAL=FAKE,REALITY=REAL
THIS GIVES US OXYMORON DEFINITION
VIRTUAL REALITY IS TO GIVE THE EFFECT OF EXISTENCE WITHOUT ACTUALLY EXISTING
IT GIVES US AN EFFECT NOT AN ILLUSION
WORKS WITH THINGS INSTEAD OF PICTURES OF THINGS
4. INTRODUCTION
• VIRTUAL=FAKE,REALITY=REAL
ISVIRTUAL REALITY A FAKE REALITY?
• THIS GIVES US OXYMORON DEFINITION
• VIRTUAL REALITY ISTO GIVETHE EFFECT OF EXISTENCE
WITHOUT ACTUALLY EXISTING
• IT GIVES US AN EFFECT NOT AN ILLUSION
• WORKSWITHTHINGS INSTEAD OF PICTURES OFTHINGS
5. HISTORY
• 1860s :Virtual reality can
trace its roots to the 1860s
with 360-degree art through
panoramic murals
• 1962:Morton heilig creates
sensorama a prototype
vr,which reportedly works to
this day
6. • 1966:Thomas A. FurnessIII introduces a
visual flight stimulator for the air force.
• 1968: Ivan sutherland, with the help of his
student bob sproull, created what is widely
considered to be the first virtual reality
and augmented reality (ar) head-mounted
display (hmd) system then dubbed as sword
of Damocles.
• 1980s : The term "virtual reality" was
popularized by jaron lanier, one of the
modern pioneers of the field.
• 2014 : Facebook purchases a company that
makes virtual reality headsets, oculus vr, for
$2 billion.
7. TYPES
• User experiences “immersion” with
the created reality
• “interaction” is made possible
• The culmination of immersion and
interactivity
gives “telepresence”
IMMERSIVE VR
TYPES
IMMERSIVE VR
8. NON IMMERSIVEVR
Text-based VR: when a reader of a certain text form a mental model of this virtual
world in their head from the description of people , places and things.
Augmented VR: the idea of taking what is real and adding to it in some way so
that user obtains more information from their environment
9. DEVICES
Software Requirements:
•Virtual reality modelling language (VRML)-The earliest three-
dimensional modelling language for the web.
•3dml - A three-dimensional modelling language where a user can
visit a spot (or web site).
•X3d - The language that replaced VRML as the standard for creating
virtual environments in the internet.
•Collaborative design activity (Collada) - A format used to allow
file interchanges within three-dimensional programs.
Platforms:Bryce,Extreme3D,trueSpace
10. Head mounted displays (HMD):
•It was the first device providing its wearer
•with an immersive experience.
•Consists of two miniature display screens that
produces the stereo scopic images and an optical
position tracking system
•It tracks the orientation of the humans head in
theVirtual world
Hand Glove:
It has sensors attached to the joints of each
finger and the knuckles and also on back of
hand.
Hardware Requirements
11. Binocular Omni-Orientation Monitor (BOOM)
A BOOM Display used by NASA to emulate
space
•Screens and stereo scopic image
generating apparatus are fixed in a
box, which is attached to a multi link
arm.
• The user peeps into theVirtual
world through two holes, and
controls his motions with the arms.
12. Cave Automatic Virtual Environment (CAVE)
• A room with projections on all
walls, floor and ceiling
• The users wear shutter glasses to
get a 3D view of the world.
• The users are able to move and
control the environment with some
kind of input mechanism
• Camera
• Device in hand
13. APPLICATIONS
HERITAGE AND ARCHAEOLOGY
• Gives invaluable information about sites which cannot be accessed and lost artifacts
can be presented
• But it is always in a pre rendered format for a large number of people, so the full
potential of vr is not used.
14. ENTERTAINMENT
• GAMES:WII AND XBOX 360, AND MORE COMMON EXAMPLES
• MOVIES:INCEPTION,TRON LEGACY,MATRIX,AVATAR
• MUSIC AND FINE ARTS: APPRECIATION FACTOR IS IMPROVED
15. • Primarily used for exposure therapy
ranging from simple phobias such as
acrophobia, zoophobia to treating
PTSD(PostTraumatic Stress Disorder)
• In ADULT REHABILITAION Improving
upper and lower limb motor Movements
for individuals recovering from stroke or
spinal cord injury
• To promote movement abilities,
navigational abilities, or social skills in
children with cerebral palsy, acquired
brain injury IN Pediatrics
THERAUPTIC USES
16. • MILITARY AND AIR FORCE:
The fully immersive training
environment allows the soldiers
to train through a wide variety of
terrains, situations and
scenarios, The flight simulator
can range from a fully enclosed
module to a series of computer
monitors providing the pilot's
point of view.
TRAINING
17. MANUFACTURING
• As an ancillary tool for engineering in
manufacturing processes, new
product prototypes, and simulation
• Stereolithography and 3D printing shows
how computer graphic modeling can be
applied to create physical parts of real
objects used in naval, aerospace,
and automotive industries
• Electronic design automation, CAD, Finite
Element Analysis, and computer-aided
manufacturing are widely utilized
programs
18. • Design principles are made simpler
using an item list made my cross
referring coordinate geometry, spatial
precision data, materials and textures.
• Walk through to help clients and
designers test a project before its
actually implemented
ARCHITECTURE AND DESIGN
19. POSITIVES DANGERS
• Training
• Risk-free experience
• Experiencing things you wouldn’t
normally be able to experience
• Entertainment; fun, artistic
expression
• Telepresence applications
• Disengagement with real world
• VR replacing reality
• People preferringVR to reality
• Addiction
• Difficulty of distinguishing between
virtual and real, ‘false realities
represented inVR
• Use of VR for deception and control.
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20. •Science fiction literature and film have explored a range of futuristic VR
technologies and the experiential opportunities they may offer.
• Virtual experience and virtual identities via memory implants .
• Recording and sharing experiences.
• Games scenarios.
•Virtual reality has been heavily criticized for being an inefficient method
for navigating Non-geographical information.
•Another obstacle is the headaches due to eye strain.
CHALLENGES
FUTURE POSSIBILITIES
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21. CONCLUSION
• Though the disadvantages of Virtual reality can disturb the human’s
perception ability, it’s advantages in different fields makes it user friendly.
• The sole objective of virtual reality is to give the user an environment as
realistic as possible and a thrilling sensory experience.
• The technology of virtual reality is advancing rapidly and it won't be long
before it becomes a most exciting source of entertainment in our homes.
• The RealWorld and theVirtualWorld together will help in Revolutionary
Inventions in the Future .
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