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.
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.
what is virtual reality?
Virtual Reality:Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
In this presentation slide we are going to discuss about :
History of Virtual Reality.
Types of Virtual Reality.
Devices used in Virtual Reality.
Applications of Virtual Reality.
Conclusion.
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
Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
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
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.
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.
HTC Vive, FOVE, Playstation VR and more - Presentation Meetup 20 Feb 2016Richard Hoffmann
A Meetup presentation of VR projects I worked on the past years.
HTC Vive, FOVE, PSVR (former Project Morpheus), Razor Hydra, Leap Motion & Trinus VR. Including Oculus DK1 and DK2 obviously as well as Gear VR and Cardboard.
This presentation highlights the difference between 360 and 180 degree VR devices and experiences, as well as the benefits of Eye Tracking for VR.
what is virtual reality?
Virtual Reality:Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
In this presentation slide we are going to discuss about :
History of Virtual Reality.
Types of Virtual Reality.
Devices used in Virtual Reality.
Applications of Virtual Reality.
Conclusion.
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
Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
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
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.
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.
HTC Vive, FOVE, Playstation VR and more - Presentation Meetup 20 Feb 2016Richard Hoffmann
A Meetup presentation of VR projects I worked on the past years.
HTC Vive, FOVE, PSVR (former Project Morpheus), Razor Hydra, Leap Motion & Trinus VR. Including Oculus DK1 and DK2 obviously as well as Gear VR and Cardboard.
This presentation highlights the difference between 360 and 180 degree VR devices and experiences, as well as the benefits of Eye Tracking for VR.
This session will explain about new experience of PlayStation VR touching on history of development, product detail and potential in future.
https://tech.rakuten.co.jp/
U.S. gaming console and PC sales will reach $25.3 billion in 2016 and represent a growing opportunity for marketers, according to new analysis from Adobe Digital Insights (ADI).
These slides use ideas from my class to develop a business model for Oculus Rift’s headset. This headset creates the perception among users that they are in a different reality as they play video games. It has much higher resolution and faster response time than do previous headsets. Although Oculus hopes to develop its own console, these slides recommend that Oculus partner with a console maker such as Sony, Microsoft, or Nintendo in order to reduce development cost and gain access to existing users and game software. Hopefully it can receive a portion of hardware and game software revenues as its headset enables console makers to increase their market share and charge more for game software.
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
presented by Khaja
The presentation focuses on the technology of VR and its Future in various fields
The applications prove Virtual Reality TECH. as one of the emerging technology, one should focus on
It is computer technology thats uses virtual reality headset. sometimes in combination with physical environments , to generates the realistic images, sounds and other sensation that simulate a user's physical presence in virtual or imaginary environment.
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.
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2. WHAT IS VIRTUAL REALITY
Virtual reality or virtual
realities (VR), which can be
referred to as immersive
multimedia or computer-
simulated reality, replicates an
environment that simulates a
physical presence in places in
the real world or an imagined
world, allowing the user to
interact in that world. Virtual
realities artificially create
sensory experiences, which can
include sight, touch, hearing,
and smell.
3. DEVELOPMENT
• VR came about as an idea from a cinematographer named Morton Heilig in 1960
• Ivan Sutherland continued when Heilig ran out of money.
• Military liked Sutherland’s idea and helped him develop it. (around 1966)
• NASA really liked it, poured in tons of money. (late 60’s / early 70’s)
• By the 1980s the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field.
Lanier had founded the company VPL Research in 1985. In 2010, Palmer Luckey, who later went on to
found Oculus VR, designed the first prototype of the Oculus Rift.
• On March 25, 2014, Facebook purchased a company that makes virtual reality headsets, Oculus VR, for $2
billion. Sony announces Project Morpheus (its code name for PlayStation VR), a virtual reality headset for
the PlayStation 4. Google announces Cardboard, a do-it-yourself stereoscopic viewer for smartphones.
• In July 2015, OnePlus became the first company to launch a product using virtual reality. They used VR as the
platform to launch their second flagship device the OnePlus 2, first viewable using an app on the Google Play
Store, then on YouTube
4. WHATS SO UNIQUE ?
Wearable tech make you think you're standing on Mars when you're actually
about to bump into the kitchen counter.
Total immersion is what everyone
making a VR headset, game or app is
aiming towards - making the virtual
reality experience so real that we
forget the computer, headgear and
accessories and act exactly as we
would in the real world.
Like Earphones control you audio sense, VR headsets control the vision - immersion is the
best part
5. 2 TYPES YOU COME ACROSS - HMD
ACCESSORY ON SMARTPHONE
• GOOGLE CARDBOARD
• SAMSUNG GEAR VR
STANDAONE
• OCULUS RIFT
• HTC VIVE
6. CATEGORIES OF VR
• HMD – Integrated: A virtual reality head-mounted display with the screen integrated into the unit. This segment (obviously)
includes Oculus VR, as well as companies such as VRelia, Gameface Labs,Avegant, Sony and ANTVR.
• HMD – With Mobile Device: A virtual reality head-mounted display using a third-party mobile device as the screen.
Companies in this segment include Durovis, Seebright, Altergaze, Vrizzmo and Samsung.
• Controller – Hand Device / Glove / Body Unit: An input device using hands and/or body movement for tracking via
sensors. PrioVR, STEM, Control VR and Leap Motion are all included in this element of the market.
• Controller – Treadmill / Foot Control: An input device that tracks leg/foot movements. In this category we include Virtuix
Omni, InfinAdeck, the Cyberith Virtualizer and Stompz.
• Controller – Haptics: An input device for hands and body that also provides tactile feedback by force or vibration. The KOR-FX
Gaming Vest, iMotion and the Reactive Grip are three of the products included here.
• 3D Camera: A video or image recording device that captures 3D stereoscopic views. Jaunt, Giroptic and Matterport are within
this grouping.
• End-to-End Platform: A company that provides HMD systems coupled with input devices and motion capture. This category
brings together companies that are creating VR experiences encompassing HMDs, input devices, games and other
elements. Survios and VRCade are two examples.
• Misc: Products not fitting into other categories. We’ll keep a close eye on this category to see if it’s worth keeping, but in the
meantime we’ve allocated Petal, a VR fan into it.
7. THE BASICS OF WORKING
HEAD TRACKING
Head tracking means that when
you wear a VR headset, the
picture in front of you shifts as
you look up, down and side to
side or angle your head. A
system called 6DoF (six degrees
of freedom) plots your head in
terms of your x, y and z axis to
measure head movements
forward and backwards, side to
side and shoulder to shoulder,
otherwise known as pitch, yaw
and roll.
MOTION TRACKING
But the big VR players are still
working out motion tracking.
When you look down with a VR
headset on the first thing you
want to do is see your hands in
a virtual space.
Leap Motion accessory - which
uses an infrared sensor to track
hand movements - strapped to
the front of Oculus dev kits.
We've also tried a few
experiments with Kinect 2
cameras tracking our flailing
bodies. But now we have
exciting input options from
Oculus, Valve and Sony.
HEAD TRACKING
An infrared sensor monitor's
your eyes inside the headset so
FOVE knows where your eyes
are looking in virtual reality. The
main advantage of this - apart
from allowing in-game
characters to more precisely
react to where you're looking -
is to make depth of field more
realistic.
The main advantage of this -
apart from allowing in-game
characters to more precisely
react to where you're looking -
is to make depth of field more
realistic.
8. ARCHITECTURE OF A VR SYSTEM
Input Processor, Simulation Processor,
Rendering Processor and World Database.
Input
Processor
Rendering
Processor
World Database
Simulation
Processor
visual,
auditory,
haptic,
touch…
Position &
Orientation
9. Input Processor
– Control the devices used to input information to the
computer. The object is to get the coordinate data to the
rest of the system with minimal lag time.
– Keyboard, mouse, 3D position trackers, a voice
recognition system, etc.
ARCHITECTURE- COMPONENTS
10. ARCHITECTURE- COMPONENTS
Simulation Processor
–Core of a VR system.
–Takes the user inputs along with any tasks programmed into
the world and determine the actions that will take place in the
virtual world.
11. ARCHITECTURE- COMPONENTS
Rendering Processor
–Create the sensations that are output to the user.
–Separate rendering processes are used for visual, auditory,
haptic and other sensory systems. Each renderer take a
description of the world stat from the simulation process or derive
it directly from the World Database for each time step.
13. Cybersickness / simulator sickness
Low-fidelity
Expensive
Lack of integration between application packages
High-fidelity system
Cost-saving
Collaborative
High-level contact between participants in distributed VR
PROBLEMS
FUTURE WORK