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Presented by
S.Hari Krishna
• Introduction
• The History of VR
• Types of VR
• Technologies of VR
• Architecture of VR
• Applications of VR
• Current Problems
• Companies that abide VR
• VR Conclusion
 What is virtual reality (VR)?
Virtual reality refers to a high –end user interface
that involves real-time simulation and interactions
through multiple sensorial channels.
Windows on World(WoW)
 Also called Desktop VR.
 Using a conventional computer monitor to
display the 3D virtual world.
Immersive VR
 Completely immerse the user's personal
viewpoint inside the virtual 3D world.
 The user has no visual contact with the
physical word.
 Often equipped with a Head Mounted
Display (HMD).
 Telepresence
 A variation of visualizing complete computer
generated worlds.
 Links remote sensors in the real world with the
senses of a human operator. The remote sensors
might be located on a robot. Useful for performing
operations in dangerous environments.
Mixed Reality(Augmented Reality)
 The seamless merging of real space and
virtual space.
 Iintegratee the computer-generated virtual
objects into the physical world which
become in a sense an equal part of our
natural environment.
Distributed VR
 A simulated world runs on several
computers which are connected over
network and the people are able to interact
in real time, sharing the same virtual world.
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
Binocular Omni-Orientation Monitor (BOOM)
Head-coupled stereoscopic display device.
Uses CRT to provide high-resolution display.
Convenient to use.
Fast and accurate built-in tracking.
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.
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.
 VRML(Virtual Reality Modeling Language)
 Standard language for interactive simulation within
the World Wide Web.
 Allows to create "virtual worlds" networked via the
Internet and hyperlinked with the World Wide Web.
 Aspects of virtual world display, interaction and
internetworking can be specified using VRML without
being dependent on special gear like HMD.
 VR models can be viewed by Netscape or IE with a
browser plug-in.
f
Input Processor, Simulation Processor,
Rendering Processor and World Database.
d
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.
 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.
 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.
 World Database (World Description Files)
– Store the objects that inhabit the world, scripts that
describe actions of those objects.
Entertainment
More vivid
Move exciting
More attractive
Medicine
Practice performing surgery.
Perform surgery on a remote
patient.
Education & Training
Driving simulators.
Flight simulators.
Ship simulators.
 Lack of integration between
 application packages
Cybersickness / simulator sickness
g
Low-fidelity
t
 Visualization of complicated, large data is
helpful for understanding and analysis.
 VR offers us a new way to interact with
computer.
 VR enables us to experience the virtual
world that is impossible in real world.
 VR is changing our life, eventually VR will
increasingly become a part of our life.
Virtual reality
Virtual reality

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Virtual reality

  • 2. • Introduction • The History of VR • Types of VR • Technologies of VR • Architecture of VR • Applications of VR • Current Problems • Companies that abide VR • VR Conclusion
  • 3.  What is virtual reality (VR)? Virtual reality refers to a high –end user interface that involves real-time simulation and interactions through multiple sensorial channels.
  • 4.
  • 5.
  • 6. Windows on World(WoW)  Also called Desktop VR.  Using a conventional computer monitor to display the 3D virtual world. Immersive VR  Completely immerse the user's personal viewpoint inside the virtual 3D world.  The user has no visual contact with the physical word.  Often equipped with a Head Mounted Display (HMD).
  • 7.  Telepresence  A variation of visualizing complete computer generated worlds.  Links remote sensors in the real world with the senses of a human operator. The remote sensors might be located on a robot. Useful for performing operations in dangerous environments. Mixed Reality(Augmented Reality)  The seamless merging of real space and virtual space.  Iintegratee the computer-generated virtual objects into the physical world which become in a sense an equal part of our natural environment. Distributed VR  A simulated world runs on several computers which are connected over network and the people are able to interact in real time, sharing the same virtual world.
  • 8. 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 Binocular Omni-Orientation Monitor (BOOM) Head-coupled stereoscopic display device. Uses CRT to provide high-resolution display. Convenient to use. Fast and accurate built-in tracking.
  • 9. 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. 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.
  • 10.  VRML(Virtual Reality Modeling Language)  Standard language for interactive simulation within the World Wide Web.  Allows to create "virtual worlds" networked via the Internet and hyperlinked with the World Wide Web.  Aspects of virtual world display, interaction and internetworking can be specified using VRML without being dependent on special gear like HMD.  VR models can be viewed by Netscape or IE with a browser plug-in. f
  • 11. Input Processor, Simulation Processor, Rendering Processor and World Database.
  • 12. d 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.  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.
  • 13.  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.  World Database (World Description Files) – Store the objects that inhabit the world, scripts that describe actions of those objects.
  • 14. Entertainment More vivid Move exciting More attractive Medicine Practice performing surgery. Perform surgery on a remote patient. Education & Training Driving simulators. Flight simulators. Ship simulators.
  • 15.  Lack of integration between  application packages Cybersickness / simulator sickness g Low-fidelity t
  • 16.
  • 17.  Visualization of complicated, large data is helpful for understanding and analysis.  VR offers us a new way to interact with computer.  VR enables us to experience the virtual world that is impossible in real world.  VR is changing our life, eventually VR will increasingly become a part of our life.