Virtual reality (VR) uses computer-simulated environments presented through a headset to make users feel immersed. It has a history dating back to the 1960s but recent developments in displays, computing power, and smartphones have made the technology more viable. VR provides benefits for applications like education, training, and entertainment. To have a quality experience requires capable hardware like powerful PCs and high-resolution displays, along with techniques like 3D sound. More companies are using VR to enhance customer experiences.
Google Cardboard is a low-cost virtual reality platform that turns your mobile phone into a VR headset via a fold-out cardboard viewer. Join us to learn how to combine the power of the App Cloud with the Unity 3D engine and Google Cardboard to experience the first real 360-degree view of your data. See your Salesforce org from an entirely new perspective!
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
How Virtual Reality impacts Shopping Habits?Valtech Canada
HOW VIRTUAL REALITY WILL IMPACT SHOPPING HABITS? Is VRcommerce or Vtail for real? Is 2016 the year virtual reality finally makes its breakthrough as a mainstream technology?
Virtual Reality is going beyond everyone's expectations: creating a new form of brand connection based on empathy, thus becoming a powerful marketing asset to engage shoppers. Within the next 5 years, VR and AR (Augmented Reality) global revenues are set grow exponentially to 100bn$. Those projections clearly show the opportunity for retailers to be early adopters and tailor immersive shopper experiences. Whether you are curious or knowledgeable, let’s take a look into the future of retail in VR with our exclusive keynote Jean-François Tremblay, Virtual Reality & Augmented Reality Practice Lead at Valtech
Augmented Reality is a life-altering technology that promises to transform all types of industries especially gaming. AR-based games deliver a more immersive experience to your users. Such games ensure that you actually interact with the real-world objects in your surrounding environment. Plus, with wearables becoming more popular, AR is going to be the ultimate change-agent for gaming.
Google Cardboard is a low-cost virtual reality platform that turns your mobile phone into a VR headset via a fold-out cardboard viewer. Join us to learn how to combine the power of the App Cloud with the Unity 3D engine and Google Cardboard to experience the first real 360-degree view of your data. See your Salesforce org from an entirely new perspective!
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
How Virtual Reality impacts Shopping Habits?Valtech Canada
HOW VIRTUAL REALITY WILL IMPACT SHOPPING HABITS? Is VRcommerce or Vtail for real? Is 2016 the year virtual reality finally makes its breakthrough as a mainstream technology?
Virtual Reality is going beyond everyone's expectations: creating a new form of brand connection based on empathy, thus becoming a powerful marketing asset to engage shoppers. Within the next 5 years, VR and AR (Augmented Reality) global revenues are set grow exponentially to 100bn$. Those projections clearly show the opportunity for retailers to be early adopters and tailor immersive shopper experiences. Whether you are curious or knowledgeable, let’s take a look into the future of retail in VR with our exclusive keynote Jean-François Tremblay, Virtual Reality & Augmented Reality Practice Lead at Valtech
Augmented Reality is a life-altering technology that promises to transform all types of industries especially gaming. AR-based games deliver a more immersive experience to your users. Such games ensure that you actually interact with the real-world objects in your surrounding environment. Plus, with wearables becoming more popular, AR is going to be the ultimate change-agent for gaming.
Introduction to Virtual Reality (VR) for Business - WorkshopPaolo Tosolini
This is the slide deck I used for a 1.5h workshop and hands-on exercise at the #SMILELondon event 2016. The content includes:
- Basic terminology
- Types of VR content
- Hardware
- Business case studies
- Hands-on exercise (building a VR tour using photospheres)
Market Based Analysis of Virtual Reality Products - IT StrategyMohitMhapuskar
Virtual Reality is a rapidly advancing technology that initially began it's life as an entertainment product but has rapidly grown into other areas such as healthcare, education, live events and military. While there is massive scope for VR, the technology is still in it's infancy and there are avenues for improvements in the future which could allow it to expand and capture larger segments of the market. Our team selected the VR company Oculus for our case study and conducted various market based analyses such as SWOT Analysis, Scenario Analysis, Porter’s 5 Forces for Strategy, PESTEL Analysis, BCG Matrix, Ansoff Matrix and Fishbone analysis to propose a strategic roadmap for future VR products and services.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
Concept of Virtual reality
Virtual Reality Components of VR System, Types of VR
System, 3D Position Trackers, Navigation and Manipulation
Interfaces
Visual computation in virtual reality
Augmented Reality
Application of VR
The way we will interact with digital content is about to rapidly change, due to the emergence of Consumer Virtual Reality.
!
This KZero Worldswide report explains the state of the Consumer Virtual Reality market, the devices being created, the companies operating in it, market size forecasts and commercial application examples for key Virtual Reality markets.
This presentation is all about augmented and virtual reality. It discusses what it is, examples of it, advantages, disadvantages, and has a quiz at the end to check if you learned from it.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
Learn how fantastic virtual reality experiences can be built with enhanced vertigo ergonomics, spectacular interactions and eliminating simulator sickness.
--
With the advancement in hardware and software available in the market for virtual reality, designing interactive user experiences optimized for various devices is a challenge. This eBook introduces you to various hardware and accessories available today for experiencing virtual reality. The book also explains the nuances of building user experiences for each with a case in point.
5 Important Augmented And Virtual Reality Trends For 2019 Bernard Marr
Augmented and Virtual Reality (AR and VR) are key technology developments that promise to transform many industries and alter the way we humans interact with the world. Here we look at the 5 key AR and VR trends for 2019.
Learn how virtual reality (VR), augmented reality (AR), and mixed reality (MR) are different, and why it's important to understand how each technology can affect your industry.
This is a public presentation about virtual reality and augmented reality, made for APKOMINDO Yogyakarta event "Virtual Experience" held on 3-7 September 2016 in JEC
covered mainly about VR and AR as a whole
Virtual Reality (VR) Continuum - AMP New VenturesAMP New Ventures
If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
Introduction to Virtual Reality (VR) for Business - WorkshopPaolo Tosolini
This is the slide deck I used for a 1.5h workshop and hands-on exercise at the #SMILELondon event 2016. The content includes:
- Basic terminology
- Types of VR content
- Hardware
- Business case studies
- Hands-on exercise (building a VR tour using photospheres)
Market Based Analysis of Virtual Reality Products - IT StrategyMohitMhapuskar
Virtual Reality is a rapidly advancing technology that initially began it's life as an entertainment product but has rapidly grown into other areas such as healthcare, education, live events and military. While there is massive scope for VR, the technology is still in it's infancy and there are avenues for improvements in the future which could allow it to expand and capture larger segments of the market. Our team selected the VR company Oculus for our case study and conducted various market based analyses such as SWOT Analysis, Scenario Analysis, Porter’s 5 Forces for Strategy, PESTEL Analysis, BCG Matrix, Ansoff Matrix and Fishbone analysis to propose a strategic roadmap for future VR products and services.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
Concept of Virtual reality
Virtual Reality Components of VR System, Types of VR
System, 3D Position Trackers, Navigation and Manipulation
Interfaces
Visual computation in virtual reality
Augmented Reality
Application of VR
The way we will interact with digital content is about to rapidly change, due to the emergence of Consumer Virtual Reality.
!
This KZero Worldswide report explains the state of the Consumer Virtual Reality market, the devices being created, the companies operating in it, market size forecasts and commercial application examples for key Virtual Reality markets.
This presentation is all about augmented and virtual reality. It discusses what it is, examples of it, advantages, disadvantages, and has a quiz at the end to check if you learned from it.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
Learn how fantastic virtual reality experiences can be built with enhanced vertigo ergonomics, spectacular interactions and eliminating simulator sickness.
--
With the advancement in hardware and software available in the market for virtual reality, designing interactive user experiences optimized for various devices is a challenge. This eBook introduces you to various hardware and accessories available today for experiencing virtual reality. The book also explains the nuances of building user experiences for each with a case in point.
5 Important Augmented And Virtual Reality Trends For 2019 Bernard Marr
Augmented and Virtual Reality (AR and VR) are key technology developments that promise to transform many industries and alter the way we humans interact with the world. Here we look at the 5 key AR and VR trends for 2019.
Learn how virtual reality (VR), augmented reality (AR), and mixed reality (MR) are different, and why it's important to understand how each technology can affect your industry.
This is a public presentation about virtual reality and augmented reality, made for APKOMINDO Yogyakarta event "Virtual Experience" held on 3-7 September 2016 in JEC
covered mainly about VR and AR as a whole
Virtual Reality (VR) Continuum - AMP New VenturesAMP New Ventures
If the Internet is the sharing of information, then Virtual Reality (VR) is the sharing of experiences; and if most customer experiences are digital, then Virtual Reality (VR) must be important, for it is the next frontier in digital.
VR immerses users in indistinguishably real simulated environments, while Augmented Reality (AR) blends the digital into our physical environments. In the past month, PlayStation VR was released along with Google VR, to join a global ecosystem of VR content, infrastructure and platforms startups, projected to be worth $160bn by 2020.
Given It will transform experiences across industries, including Financial Services, and the expert consensus is that mainstream adoption is ~5 years away, we recommend Financial Services companies start exploring VR/AR possibilities now.
Making Immersive Virtual Reality Possible in MobileQualcomm Research
Virtual reality will provide the ultimate level of immersion, creating a sense of physical presence in real or imagined worlds.
This whitepaper describes:
• The unprecedented experiences and unlimited possibilities that VR enables.
• Why VR is happening now and how mobile technologies are accelerating VR adoption.
• The extreme requirements for immersive VR in terms of visual quality, sound quality, and intuitive interactions.
• Why Qualcomm Technologies is uniquely positioned to meet these extreme requirements and deliver superior mobile VR experiences
Learn more at: https://www.qualcomm.com/VR
Download the paper at: https://www.qualcomm.com/documents/whitepaper-making-immersive-virtual-reality-possible-mobile
Sign up for our mobile computing newsletter at: https://www.qualcomm.com/invention/technologies/mobile-computing/signup
Aslam.o.aliakum!
i am shakaib ashraf this topic is for my students who want to do presentation on virtual reality
introduction
types of virtual reality
how virtual reality works
these topics are available in this presentation
pray for me
thankyou
Broadway Entertainment Group Interactive IntroductionKiwon Seo
Broadway Entertainment Group Interactive(BEGI) established by Dec. 2013. BEGI, a development company
for inter-industrial cultural contents, develops VR (virtual reality) contents that are linked to various hardware
by blending traditional offline businesses with VR, IT technologies We’ve developed various games and
tangible contents by applying hardware such as Ocuclus, Vive, Sixense stem, Perception neuron Currently We
are developing "Justice of darkness" that virtual room-escape game. Also, We are looking for Publishers and
Service Companies that prepare the VR gaming service or Clients who are seeking VR Game Developer.
Building a Raspberry Pi Robot with Dot NET 8, Blazor and SignalR - Slides Onl...Peter Gallagher
In this session delivered at Leeds IoT, I talk about how you can control a 3D printed Robot Arm with a Raspberry Pi, .NET 8, Blazor and SignalR.
I also show how you can use a Unity app on an Meta Quest 3 to control the arm VR too.
You can find the GitHub repo and workshop instructions here;
https://bit.ly/dotnetrobotgithub
MATHEMATICS BRIDGE COURSE (TEN DAYS PLANNER) (FOR CLASS XI STUDENTS GOING TO ...PinkySharma900491
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2. Virtual reality (VR) is computer simulated virtual environment that is presented to a user in
such a way that he feels totally immerse in this new and exciting world. In order to achieve
this experience a user have to wear a VR headset that uses a stereoscopic display lenses to
provide 3D image, creating a more in depth view.
WhatisVirtualReality?
3. The history of VR goes way back in late 1960’s. After long years of silence VR starts to see
some movement back in the 1990’s. However, the technology, screen display and computing
power were still requiring improvements. VR concept becomes popular just in the 2012. The
latest development involve a Smartphone clipped into VR headset to achieve the targeted
experience.
Ivan Sutherland created
“Sword of Damocles ”
VR/AR head mounted display
Sega introduced
VR headset
Virtuality Group
Arcade introduced
VR in gaming world
Morton Heilig builds
the “Sensorama “
full virtual experience
“Virtual reality”
name was born by
Jaron Lanier
1960’s 1968 1987 1991 1993 2013
Nintendo introduced
3D VR console gaming
History
4. WhobenefitsfromVR?
Military trainingMedical training Educations – trip to museum
Games
Today VR brings a new way of learning and training methodology to improve people skills for
medical-surgery, flight simulator and military exercises. However, the latest applications in
development are within the gaming, movie, sport, history and art industries.
Soon people will take trips to museums, ride racing cars or assist to fashion shows through VR
headsets. Many businesses are investing in the technology.
5. Sony PlayStation VR
HTC Vive
Zeiss VR One
Samsung Gear VR headsetFacebook buys Oculus VR
Microsoft HoloLens
TopVRheadsets
Google Cardboard
Freefly VR headsetFOVE VR
6. How it works:
PC is connected to a Smartphone. A Smartphone is placed within the headset. A
Smartphone sensor camera communicates back to PC the movements of the player
showing real time images. All the magic hides within the headset lenses which convert
flat 2D images into a 3D virtual world.
How to connect all:
PC – Smartphone: USB cable or Wifi.
Smartphone – VR headset : USB clip
User then needs to download an application “Trinus app” on PC and on Smartphone, the
app streams a game from PC to the phone. A Smartphone needs to be placed inside the
headset (like in the image below).
HowVRworks?
Windows PC > Android or iPhone > The phone then must be placed inside the
VR headsets
For serious gaming experience a user can
try out Omni treadmill. This technology will
allow a player to move freely, walk and run
inside the room without worrying hitting the
leaving room furniture
7. VRexperiencerequirements
VR requires few hardware (Quality of PC, Smartphone and headset)
VR quality experience mainly relies on picture quality, resolution and refresh rates
PC
Requires a powerful PC (advised min 8GB)
Graphic card (min 4GB) and Memory card (min 8GB)
Refresh rates: (this is how fast a display can change images) PC has to be powerful
enough to transmit quality frame rate that would make images fluid and not make a player
sick. (minimum is 60fps) Some headsets requires much more, example HTC Vive requires
a 90fps.
VR headset
Tracking motion (also called “6 degrees of freedom”): This hardware captures the head
movements up, down, side by side or angle rotation.
Lenses: As PC and Smartphone provide only flat display, the headset lenses takes flat 2D
images and create stereoscopic 3D virtual environment.
Audio: Sounds need to give an indication where things are positioned even if they are not
in display.
Smartphone
Picture quality depends on phone resolution. Minimum is 720pixel required for decant VR
experience, however to have great and colourful images it is advice to have 1080pixel.
8. Howtoimproveexperience?
Visuals
To improve the visual experience a hardcore gamer will have to invest in PC graphic card .
With better graphic card a PC hardware will be more powerful and will transmit better screen
resolution data. Detailed shadows and colours will be displayed without a drop in
performance. Also powerful PC can provide faster refresh rates.
Audio
Audio is very important to create an alternative reality. Without the right audio matching the
images, the brain will not be cached by the illusion. It is not enough to have traditional
stereo sound as it provides the same sound in both ears. A “3D sound system” or “Binaural”
audio is essential for VR experience. It allows hear sound coming from different orientations
and positions.
Tracking
Tracking and motion simulations has to provide a natural way to interact. A user does not
need to feel much difference between real and imagined world when it comes to turning his
head around, walking and touching objects. Example, gloves need to become more real to
user to feel different degrees of resistance within the motion
9. HowbrandsareusingVR?
Coca-Cola created a VR experience for the 2014 World Cup.
Toyota implemented a driver simulation in VR at the New York International Auto
Show.
Nike created a VR video of soccer player Neymar Jr scoring a goal.
IKEA’s AR catalogue shows what furniture will look like in a room.
Red Bull created a 360-degree VR experience of the Red Bull Air Race.
Nescafe created a VR experience with Google showing users where their coffee
comes from.
Nestle created virtual shopping centres.
Audi created a virtual reality test drive.
More and more companies are investing in VR to provide better experience for their
customers and show all the benefits from their product or service.
Audi Coca-Cola
10. Conclusion
Virtual Reality has been around for many years, however just recently it becomes a very
popular concept. Today, it provides multiply benefits in many fields starting from military
training, medical surgery, education and of course in gaming.
More and more businesses are starting to see great potential to interact with their
customers. Soon technology will become very popular and more affordable for all of us.