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Virtual Reality
Presented by
Omar Ghazi
Outlines
1 • What is virtual reality
2 • History of Virtual Reality
3 • Why Virtual Reality is needed?
4 • Virtual Reality Systems Types
5 • Virtual Reality Systems Architecture
6 • Virtual Reality Systems Components
7 • Applications
8 • Advantages & Disadvantages
9 • Modern Era of Virtual Reality
10 • Important Issues
11 • Future of Virtual Reality
12 • Conclusion
2
What is virtual reality?
• Virtual reality or virtual realities (VR), also known as
immersive multimedia or computer simulated
reality, it 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
History of Virtual Reality
4
Why Virtual Reality is needed?
 Operations in dangerous environments
Workers in radioactive, space, or toxic environments could be
relocated to the safety of a VR environment where they could
handle any hazardous materials without any real danger using
telepresence.
 Scientific Visualization
Scientific Visualization provides the researcher with
immediate graphical feedback during the course of the
computations and gives him/her the ability to steer the
solution process.
5
Why Virtual Reality is needed? (cont’d)
 Medicine
Experimenting medical research with virtual patients instead
of plastic models with the simulation of the entire physiology
of the human body.
 Education and training
Flight simulator has shown the benefits of simulation
environments for training. They have lower operating costs
and are safer to use than real aircraft. They also allow the
simulation of dangerous scenarios not allowable with real
aircraft.
6
Virtual Reality Systems Types
• VR types can be divided as
Non -Immersive
Immersive
Semi-Immersive
7
Virtual Reality Systems Types(cont’d)
Immersive Type
• The Immersive Virtual Reality System completely
involve the users personal viewpoint in the virtual
world.
• In immersive system a large projection displays
are used to create a virtual background such as
room or cave.
• In fully immersive systems ,the sense of
immersion depends on several parameters
including the field of view of resolution, the
update rate, and contrast and illumination of the
display.
8
Virtual Reality Systems Types(cont’d)
Immersive Type
• In this type, the user wears an Head Mounted
Displays (HMD).
9
Virtual Reality Systems Types(cont’d)
Non-Immersive Type(Desktop)
• Non-immersive systems are the least
immersive implementation of VR techniques.
• Using the desktop system, the virtual
environment (VE) is viewed through a portal
or window by utilizing a monitor.
10
Virtual Reality Systems Types(cont’d)
Non-Immersive Type(Desktop)
• Interaction occurs by using conventional
means such as keyboards, and mice or by
using 3D interaction devices such as a
SpaceBall,or Data Glove .
11
Virtual Reality Systems Types(cont’d)
Semi-Immersive Type(Projection)
• Semi-immersive systems are a relatively new
implementation of VR technology.
• A semi-immersive system will comprise a
relatively high performance graphics
computing system which can be coupled with
either a large screen monitor, a large screen
projector system, and multiple television
projection systems.
12
Virtual Reality Systems Types(cont’d)
Semi-Immersive Type(Projection)
• Semi-immersive systems therefore provide a
greater sense of presence than non-immersive
systems and also a greater appreciation of
scale.
13
Outlines(Revisited)
1 • What is virtual reality √
2 • History of Virtual Reality √
3 • Why Virtual Reality is needed? √
4 • Virtual Reality Systems Types √
5 • Virtual Reality Systems Architecture
6 • Virtual Reality Systems Components
7 • Applications
8 • Advantages & Disadvantages
9 • Modern Era of Virtual Reality
10 • Important Issues
11 • Future of Virtual Reality
12 • Conclusion
14
Virtual Reality Systems Architecture
WORLD DATABASE
INPUT
PROCESSOR
RENDERING
PROCESSOR
SIMULATION
PROCESSOR
15
• 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. Keyboards, mouse, 3D position
trackers, a recognition system, etc.
• Simulation Processor: Core of a VR system. It 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
• World database: Store the objects that inhabit the world, scripts that
describe actions of those objects.
Virtual Reality Systems Architecture
(cont’d)
16
Virtual Reality Systems Components
17
Virtual Reality Systems Components
(cont’d) Overview
• Input Devices: the means by which the user interacts with the
virtual world.
• VR Engine: the choice of the VE engine depends on the application
field, user, I/O devices, level of immersion and the graphic output
required.
• Output Devices: The output devices get feedback from the VR
engine and pass it on to the users. The possible classifications of
output devices based on the senses are: graphics ,audio ,haptic.
• System Software: a collection of tools for designing, developing and
maintaining VE and the database where the information is stored.
18
Virtual Reality Systems Components VR Hardware (cont’d)
 Primary user input interfaces
 Tracking interfaces
 Visual interfaces
 Auditory interfaces
 Haptic interfaces
 Olfactory interfaces
19
Virtual Reality Systems Components VR Hardware (cont’d)
Primary user input interfaces
20
 Keyboard, Mouse, Joystick
 3D Pointing Devices
– Spaceball
– CyberWand
– Ring Mouse
– EGG
 Whole-hand and body input
– Glove
– Hand Master
– Arm Master
Virtual Reality Systems Components VR Hardware (cont’d)
Tracking interfaces
21
 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
 Head & Body Tracking
– Flock of Bird
– VideoDesk
 Eye Tracking
– BioMuse
Virtual Reality Systems Components VR Hardware (cont’d)
Visual interfaces
22
 Field of View
 Resolution
 Refresh rate
 Brightness
 Color
Virtual Reality Systems Components VR Hardware (cont’d)
Auditory interfaces
23
 Auralization
– 3D simulation of a complex
acoustic field
 Sonification
– Audible display of data
 Speech Recognition
Virtual Reality Systems Components VR Hardware (cont’d)
Haptic interfaces
24
 Tactile (touch)
- CyberTouch
 Kinesthetic (force)
- HapticMaster
Virtual Reality Systems Components VR Hardware (cont’d)
Olfactory interfaces
25
 Electronic Nose
 Storage Technologies
– Liquid
– Gel
– Microencapsulation
Virtual Reality Systems Components
VR Software (cont’d)
 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 Virtual Reality
Modeling Language (VRML) without being dependent
on special gear like HMD.
 VR models can be viewed by Netscape or IE with a
browser plug-in.
26
Applications
Military SportsEducation
Medical Business Media
Virtual reality in :
27
Advantages & Disadvantages
Advantages
 Training.
 Risk-free experience.
 Experiencing things you
wouldn’t normally be able
to experience.
 Entertainment; fun, artistic
expression.
 Telepresence applications.
Disadvantages
 Cost
 Disengagement with real
world.
 VR replacing reality.
 People preferring VR to
reality.
 Addiction.
 Difficulty of distinguishing
between virtual and real, ‘false
realities represented in VR.
 Psychological damage, identity
problems.
 Possible impacts on real body.
28
Outlines(Revisited)
1 • What is virtual reality √
2 • History of Virtual Reality √
3 • Why Virtual Reality is needed? √
4 • Virtual Reality Systems Types √
5 • Virtual Reality Systems Architecture √
6 • Virtual Reality Systems Components √
7 • Applications √
8 • Advantages & Disadvantages √
9 • Modern Era of Virtual Reality
10 • Important Issues
11 • Future of Virtual Reality
12 • Conclusion
29
Modern Era of Virtual Reality
30
 Interaction Techniques
•the precise manipulation of objects in the virtual environment is
difficult.
•the equipment used to capture data about the user for the VE is
often prohibitively expensive.
•VR input devices is limited precision.
 Navigation Techniques
•direction and velocity( hand-directed, gaze-directed, physical
devices).
•point at object, list of coordinates.
Important Issues
31
 Collision Detection
•Very computationally intensive, but very important for presence
and realism.
•Bounding Volume (Sphere, Box, Convex Hull).
 Level of Detail (LOD)
•When looking objects from a far, details not important.
•Do not show details if they can’t be seen.
•Reduces number of polygons significantly.
•LOD management (Automatic, pre-define).
Important Issues(cont’d)
32
Virtual Reality is a growing industry.
PC and specialized hardware are getting better, faster
and cheaper because of development in VR.
Huge demand for VR modeling languages
programmers in near future.
Revolution in gaming industries.
3D interfaces will replace the windows based ones.
Low price.
Phone manufacturers will give free VR headset.
The Future of Virtual Reality
33
 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.
 Virtual Reality is synthetic sensory experience which may
one day be indistinguishable from the real physical
world.
Conclusion
34
• [1] O. Bamodu and X. Ye, “Virtual Reality and Virtual Reality System
Components”, Proceedings of the 2nd International Conference On
Systems Engineering and Modeling (ICSEM-13),2013.
• [2] M. Rorke, S. Bangay, and E. Wentworth, “Virtual Reality Interaction
Techniques”. Proceedings of the 1st Annual South African
Telecommunication, Networks and Application Conference (SATNAC),
Cape Town, South Africa, September, 1998, pp. 526-532.
• [3] G. A. Giraldi, R. Silva & J.C. Oliveira (2003) Introduction to Virtual
Reality, LNCC Research Report 06/2003, National Laboratory for
Scientific Computation,2003.
• [4] http://www.agocg.ac.uk/reports/virtual/37/chapter2.htm
• [5] http://www.aect.org/edtech/ed1/15/15-03.html
References
35

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Virtual Reality

  • 2. Outlines 1 • What is virtual reality 2 • History of Virtual Reality 3 • Why Virtual Reality is needed? 4 • Virtual Reality Systems Types 5 • Virtual Reality Systems Architecture 6 • Virtual Reality Systems Components 7 • Applications 8 • Advantages & Disadvantages 9 • Modern Era of Virtual Reality 10 • Important Issues 11 • Future of Virtual Reality 12 • Conclusion 2
  • 3. What is virtual reality? • Virtual reality or virtual realities (VR), also known as immersive multimedia or computer simulated reality, it 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
  • 4. History of Virtual Reality 4
  • 5. Why Virtual Reality is needed?  Operations in dangerous environments Workers in radioactive, space, or toxic environments could be relocated to the safety of a VR environment where they could handle any hazardous materials without any real danger using telepresence.  Scientific Visualization Scientific Visualization provides the researcher with immediate graphical feedback during the course of the computations and gives him/her the ability to steer the solution process. 5
  • 6. Why Virtual Reality is needed? (cont’d)  Medicine Experimenting medical research with virtual patients instead of plastic models with the simulation of the entire physiology of the human body.  Education and training Flight simulator has shown the benefits of simulation environments for training. They have lower operating costs and are safer to use than real aircraft. They also allow the simulation of dangerous scenarios not allowable with real aircraft. 6
  • 7. Virtual Reality Systems Types • VR types can be divided as Non -Immersive Immersive Semi-Immersive 7
  • 8. Virtual Reality Systems Types(cont’d) Immersive Type • The Immersive Virtual Reality System completely involve the users personal viewpoint in the virtual world. • In immersive system a large projection displays are used to create a virtual background such as room or cave. • In fully immersive systems ,the sense of immersion depends on several parameters including the field of view of resolution, the update rate, and contrast and illumination of the display. 8
  • 9. Virtual Reality Systems Types(cont’d) Immersive Type • In this type, the user wears an Head Mounted Displays (HMD). 9
  • 10. Virtual Reality Systems Types(cont’d) Non-Immersive Type(Desktop) • Non-immersive systems are the least immersive implementation of VR techniques. • Using the desktop system, the virtual environment (VE) is viewed through a portal or window by utilizing a monitor. 10
  • 11. Virtual Reality Systems Types(cont’d) Non-Immersive Type(Desktop) • Interaction occurs by using conventional means such as keyboards, and mice or by using 3D interaction devices such as a SpaceBall,or Data Glove . 11
  • 12. Virtual Reality Systems Types(cont’d) Semi-Immersive Type(Projection) • Semi-immersive systems are a relatively new implementation of VR technology. • A semi-immersive system will comprise a relatively high performance graphics computing system which can be coupled with either a large screen monitor, a large screen projector system, and multiple television projection systems. 12
  • 13. Virtual Reality Systems Types(cont’d) Semi-Immersive Type(Projection) • Semi-immersive systems therefore provide a greater sense of presence than non-immersive systems and also a greater appreciation of scale. 13
  • 14. Outlines(Revisited) 1 • What is virtual reality √ 2 • History of Virtual Reality √ 3 • Why Virtual Reality is needed? √ 4 • Virtual Reality Systems Types √ 5 • Virtual Reality Systems Architecture 6 • Virtual Reality Systems Components 7 • Applications 8 • Advantages & Disadvantages 9 • Modern Era of Virtual Reality 10 • Important Issues 11 • Future of Virtual Reality 12 • Conclusion 14
  • 15. Virtual Reality Systems Architecture WORLD DATABASE INPUT PROCESSOR RENDERING PROCESSOR SIMULATION PROCESSOR 15
  • 16. • 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. Keyboards, mouse, 3D position trackers, a recognition system, etc. • Simulation Processor: Core of a VR system. It 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 • World database: Store the objects that inhabit the world, scripts that describe actions of those objects. Virtual Reality Systems Architecture (cont’d) 16
  • 17. Virtual Reality Systems Components 17
  • 18. Virtual Reality Systems Components (cont’d) Overview • Input Devices: the means by which the user interacts with the virtual world. • VR Engine: the choice of the VE engine depends on the application field, user, I/O devices, level of immersion and the graphic output required. • Output Devices: The output devices get feedback from the VR engine and pass it on to the users. The possible classifications of output devices based on the senses are: graphics ,audio ,haptic. • System Software: a collection of tools for designing, developing and maintaining VE and the database where the information is stored. 18
  • 19. Virtual Reality Systems Components VR Hardware (cont’d)  Primary user input interfaces  Tracking interfaces  Visual interfaces  Auditory interfaces  Haptic interfaces  Olfactory interfaces 19
  • 20. Virtual Reality Systems Components VR Hardware (cont’d) Primary user input interfaces 20  Keyboard, Mouse, Joystick  3D Pointing Devices – Spaceball – CyberWand – Ring Mouse – EGG  Whole-hand and body input – Glove – Hand Master – Arm Master
  • 21. Virtual Reality Systems Components VR Hardware (cont’d) Tracking interfaces 21  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  Head & Body Tracking – Flock of Bird – VideoDesk  Eye Tracking – BioMuse
  • 22. Virtual Reality Systems Components VR Hardware (cont’d) Visual interfaces 22  Field of View  Resolution  Refresh rate  Brightness  Color
  • 23. Virtual Reality Systems Components VR Hardware (cont’d) Auditory interfaces 23  Auralization – 3D simulation of a complex acoustic field  Sonification – Audible display of data  Speech Recognition
  • 24. Virtual Reality Systems Components VR Hardware (cont’d) Haptic interfaces 24  Tactile (touch) - CyberTouch  Kinesthetic (force) - HapticMaster
  • 25. Virtual Reality Systems Components VR Hardware (cont’d) Olfactory interfaces 25  Electronic Nose  Storage Technologies – Liquid – Gel – Microencapsulation
  • 26. Virtual Reality Systems Components VR Software (cont’d)  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 Virtual Reality Modeling Language (VRML) without being dependent on special gear like HMD.  VR models can be viewed by Netscape or IE with a browser plug-in. 26
  • 28. Advantages & Disadvantages Advantages  Training.  Risk-free experience.  Experiencing things you wouldn’t normally be able to experience.  Entertainment; fun, artistic expression.  Telepresence applications. Disadvantages  Cost  Disengagement with real world.  VR replacing reality.  People preferring VR to reality.  Addiction.  Difficulty of distinguishing between virtual and real, ‘false realities represented in VR.  Psychological damage, identity problems.  Possible impacts on real body. 28
  • 29. Outlines(Revisited) 1 • What is virtual reality √ 2 • History of Virtual Reality √ 3 • Why Virtual Reality is needed? √ 4 • Virtual Reality Systems Types √ 5 • Virtual Reality Systems Architecture √ 6 • Virtual Reality Systems Components √ 7 • Applications √ 8 • Advantages & Disadvantages √ 9 • Modern Era of Virtual Reality 10 • Important Issues 11 • Future of Virtual Reality 12 • Conclusion 29
  • 30. Modern Era of Virtual Reality 30
  • 31.  Interaction Techniques •the precise manipulation of objects in the virtual environment is difficult. •the equipment used to capture data about the user for the VE is often prohibitively expensive. •VR input devices is limited precision.  Navigation Techniques •direction and velocity( hand-directed, gaze-directed, physical devices). •point at object, list of coordinates. Important Issues 31
  • 32.  Collision Detection •Very computationally intensive, but very important for presence and realism. •Bounding Volume (Sphere, Box, Convex Hull).  Level of Detail (LOD) •When looking objects from a far, details not important. •Do not show details if they can’t be seen. •Reduces number of polygons significantly. •LOD management (Automatic, pre-define). Important Issues(cont’d) 32
  • 33. Virtual Reality is a growing industry. PC and specialized hardware are getting better, faster and cheaper because of development in VR. Huge demand for VR modeling languages programmers in near future. Revolution in gaming industries. 3D interfaces will replace the windows based ones. Low price. Phone manufacturers will give free VR headset. The Future of Virtual Reality 33
  • 34.  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.  Virtual Reality is synthetic sensory experience which may one day be indistinguishable from the real physical world. Conclusion 34
  • 35. • [1] O. Bamodu and X. Ye, “Virtual Reality and Virtual Reality System Components”, Proceedings of the 2nd International Conference On Systems Engineering and Modeling (ICSEM-13),2013. • [2] M. Rorke, S. Bangay, and E. Wentworth, “Virtual Reality Interaction Techniques”. Proceedings of the 1st Annual South African Telecommunication, Networks and Application Conference (SATNAC), Cape Town, South Africa, September, 1998, pp. 526-532. • [3] G. A. Giraldi, R. Silva & J.C. Oliveira (2003) Introduction to Virtual Reality, LNCC Research Report 06/2003, National Laboratory for Scientific Computation,2003. • [4] http://www.agocg.ac.uk/reports/virtual/37/chapter2.htm • [5] http://www.aect.org/edtech/ed1/15/15-03.html References 35