This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
This document provides an introduction to virtual reality including its concepts, history, types, hardware, and applications. It discusses how virtual reality allows users to interact with computer-generated worlds. The concepts are based on theories of escaping the real world through cyberspace and interacting with virtual environments more naturally. The document outlines the history of virtual reality from the 1860s to modern implementations. It describes different types of virtual reality including immersive, window on world, telepresence, and mixed reality. Various hardware components like head mounted displays are discussed. Applications highlighted include gaming, education, healthcare, entertainment, business, engineering, and media.
Virtual reality (VR) involves immersive computer-generated simulations that can simulate experiences through sensory feedback. The document traces the history of VR from early flight simulators to modern hardware and software. It describes the key components of VR systems, including head-mounted displays, audio units, gloves, and tracking interfaces. Applications of VR discussed include entertainment, medicine, manufacturing, and education/training. Advantages are its ability to train users safely, while disadvantages include high costs and limitations of simulated experiences compared to real-world training.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
Virtual reality (VR) refers to computer-generated simulations that immerse users in an artificial 3D environment that can be interacted with. The document provides an overview of VR, discussing its history from early prototypes in the 1950s-60s to modern implementations. It describes different types of VR systems including immersive, augmented, and desktop VR. The hardware components and data flow that enable the VR experience are outlined. Applications of VR in fields like gaming, medicine, aviation, and military training are highlighted. The document suggests VR will continue advancing in the future.
The document discusses virtual reality (VR), defining it as an artificial environment created with software and presented to users in a way that suspends their disbelief. It outlines the history of VR from early prototypes in the 1950s-1980s to commercial development in the 1990s. It describes different types of VR systems including immersive, hybrid, and non-immersive. Applications of VR discussed include business (virtual tours, training), training simulations, engineering/design, medical (surgery simulation, therapy), and entertainment (gaming, virtual museums). The conclusion states that VR is a growing industry and will revolutionize gaming as hardware improves to support it.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
This document provides an introduction to virtual reality including its concepts, history, types, hardware, and applications. It discusses how virtual reality allows users to interact with computer-generated worlds. The concepts are based on theories of escaping the real world through cyberspace and interacting with virtual environments more naturally. The document outlines the history of virtual reality from the 1860s to modern implementations. It describes different types of virtual reality including immersive, window on world, telepresence, and mixed reality. Various hardware components like head mounted displays are discussed. Applications highlighted include gaming, education, healthcare, entertainment, business, engineering, and media.
Virtual reality (VR) involves immersive computer-generated simulations that can simulate experiences through sensory feedback. The document traces the history of VR from early flight simulators to modern hardware and software. It describes the key components of VR systems, including head-mounted displays, audio units, gloves, and tracking interfaces. Applications of VR discussed include entertainment, medicine, manufacturing, and education/training. Advantages are its ability to train users safely, while disadvantages include high costs and limitations of simulated experiences compared to real-world training.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
Virtual reality (VR) is a computer technology that uses Virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.
Virtual reality (VR) refers to computer-generated simulations that immerse users in an artificial 3D environment that can be interacted with. The document provides an overview of VR, discussing its history from early prototypes in the 1950s-60s to modern implementations. It describes different types of VR systems including immersive, augmented, and desktop VR. The hardware components and data flow that enable the VR experience are outlined. Applications of VR in fields like gaming, medicine, aviation, and military training are highlighted. The document suggests VR will continue advancing in the future.
The document discusses virtual reality (VR), defining it as an artificial environment created with software and presented to users in a way that suspends their disbelief. It outlines the history of VR from early prototypes in the 1950s-1980s to commercial development in the 1990s. It describes different types of VR systems including immersive, hybrid, and non-immersive. Applications of VR discussed include business (virtual tours, training), training simulations, engineering/design, medical (surgery simulation, therapy), and entertainment (gaming, virtual museums). The conclusion states that VR is a growing industry and will revolutionize gaming as hardware improves to support it.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is primarily a visual experience shown on screens or special displays, though some systems include sound and limited tactile feedback. While technical limitations currently make high-fidelity VR difficult, improvements in processing power, resolution and bandwidth are expected to overcome these issues over time. VR has applications in training, scientific visualization, medicine, education and more. Recent advancements include contact lenses and software that allow existing graphics applications to run on VR devices without source code access.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that allow users to interact with simulated realities. The development of virtual reality began in the 1950s. There are three main types: immersive VR which provides full immersion, non-immersive which uses large displays but doesn't surround the user, and window-on-world which displays 3D environments on regular displays. Common VR hardware includes input devices like wands and gloves and output devices like headsets. Applications of VR include military training, healthcare, education, scientific visualization, and entertainment. Advantages are realistic experiences and experimentation, while disadvantages are high
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
This document discusses virtual reality (VR), including its history, types, technologies, and applications. It describes how VR allows users to interact with computer-generated environments in a variety of ways. The types of VR discussed are immersive, window on world, telepresence, and mixed reality. The technologies covered include hardware like head-mounted displays and software like rendering and programming. Finally, applications of VR mentioned are in entertainment, training, architecture, medicine, and engineering design.
Virtual reality is a computer-generated simulation that can be interacted with physically. It has been an idea since the 1950s but gained popularity in the 1980s and 90s. There are three types of VR systems - non-immersive desktop systems, semi-immersive projection systems, and fully immersive head-mounted display systems. VR has applications in architecture, military, and healthcare. However, it is limited by high costs and space requirements for equipment such as head-mounted displays.
Virtual reality uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
Virtual reality (VR) refers to interactive computer-simulated environments that immerse users in an artificial world. VR has its origins in the 1950s with flight simulators and has since developed to include head-mounted displays, audio components, and data gloves. While VR has applications in fields like manufacturing, education, and medicine due to its ability to provide realistic simulations, disadvantages include health concerns from extended use and the difficulty of truly replicating real-world experiences.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
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.
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
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
slide2:OVERVIEW
WHAT IS VIRTUAL REALITY?
TYPES OF VIRTUAL REALITY
DEVICES USED IN VIRTUAL REALITY
ARCHITECTURE
APPLICATIONS
WHO IS DOING IT NOW?
WHAT’S SO UNIQUE?
VRML
ADVANTAGES &DISADVANTAGES
FUTURE
CONCLUSION
slide3: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.
slide4:TYPES OF VIRTUAL REALITY
VR Systems can be divided into three groups:
1)NON-IMMERSIVE SYSTEMS(like workstations)
“through-the-window”
Large display,but doesn’t surround the user.
Desktops,LCD TV’s
Ex:Playstation
slide5:
2)Augmented reality
HYBRID SYSTEMS(graphics on top of realworld)
also called:AUGMENTED REALITY Systems
AR integrate the computer-generated virtual objects into the physical world. Stay in real world,but see simulated objects.
This involves literally augmenting reality with
virtual information.
slide6:
3) IMMERSIVE SYSTEMS(like HMD or CAVE)
See simulated world and “be”
in that simulated world.
It basically is an artificial reality that projects
you into a 3D space generated by the
computer.
slide7:DEVICES USED IN VIRTUAL REALITY
HMD,DATA GLOVES,DATA SUIT,CAVE
slide8:ARCHITECTURE OF A VR SYSTEM
slide9:Applications
ARCHITECTURE
TRAINING
MEDICINE
ENGINEERING AND DESIGN
E-COMMERCE
ENTERTAINMENT
MANUFACTURING
slide11:Who is doing it now?
slide12:What's so Unique?
slide13:Vr in programming language:
virtual reality modelling language(VRML)
slide14:ADVANTAGES&DISADVANTAGES
slide15:Future of VR
slide16:CONCLUSION
This document discusses recent advances in augmented reality applications. It provides an overview of augmented reality, including definitions and how it differs from virtual reality. The document then discusses several types of augmented reality applications including education, medical, gaming, navigation, construction, and military. It also summarizes the results of a survey conducted by NASA on the impact of instructional medium on task completion times. Finally, it covers limitations of augmented reality technology and barriers to widespread adoption, as well as the future potential of augmented reality.
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
The document discusses augmented reality (AR) and its applications for learning. It provides an overview of AR, examples of current AR applications in various fields, and the speaker's work developing AR applications for medical skill training and education. It also describes tools that have made developing AR applications easier without requiring programming skills.
A brief intro about Augmented Reality, you can use this presentation for educational purposes, this gives a detail of how augmented reality works with sectors like education, gaming, entertainment and so on.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is primarily a visual experience shown on screens or special displays, though some systems include sound and limited tactile feedback. While technical limitations currently make high-fidelity VR difficult, improvements in processing power, resolution and bandwidth are expected to overcome these issues over time. VR has applications in training, scientific visualization, medicine, education and more. Recent advancements include contact lenses and software that allow existing graphics applications to run on VR devices without source code access.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
Virtual reality glasses or goggles are a type of eyewear which functions as a display device. They enable the wearer to view a series of computer generated images which they can then interact with.
This document discusses virtual reality, including its history, types, hardware, applications, and advantages/disadvantages. Virtual reality involves computer-generated 3D environments that allow users to interact with simulated realities. The development of virtual reality began in the 1950s. There are three main types: immersive VR which provides full immersion, non-immersive which uses large displays but doesn't surround the user, and window-on-world which displays 3D environments on regular displays. Common VR hardware includes input devices like wands and gloves and output devices like headsets. Applications of VR include military training, healthcare, education, scientific visualization, and entertainment. Advantages are realistic experiences and experimentation, while disadvantages are high
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
This document discusses virtual reality (VR), including its history, types, technologies, and applications. It describes how VR allows users to interact with computer-generated environments in a variety of ways. The types of VR discussed are immersive, window on world, telepresence, and mixed reality. The technologies covered include hardware like head-mounted displays and software like rendering and programming. Finally, applications of VR mentioned are in entertainment, training, architecture, medicine, and engineering design.
Virtual reality is a computer-generated simulation that can be interacted with physically. It has been an idea since the 1950s but gained popularity in the 1980s and 90s. There are three types of VR systems - non-immersive desktop systems, semi-immersive projection systems, and fully immersive head-mounted display systems. VR has applications in architecture, military, and healthcare. However, it is limited by high costs and space requirements for equipment such as head-mounted displays.
Virtual reality uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
Virtual reality (VR) refers to interactive computer-simulated environments that immerse users in an artificial world. VR has its origins in the 1950s with flight simulators and has since developed to include head-mounted displays, audio components, and data gloves. While VR has applications in fields like manufacturing, education, and medicine due to its ability to provide realistic simulations, disadvantages include health concerns from extended use and the difficulty of truly replicating real-world experiences.
Virtual reality (VR) allows users to interact with and become immersed in simulated 3D environments. A variety of input devices, from data gloves to VR headsets, track user movement and provide visual, auditory, and haptic feedback. VR finds applications in fields like scientific visualization, medicine, education, and training where it allows users to interact with and explore virtual environments that may be dangerous, inaccessible, or expensive to experience directly.
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.
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
Virtual reality (VR) is a computer technology that uses electronic devices to generate realistic images and sounds to simulate a user's physical presence in an artificial environment. The presenter discusses the history of VR from early prototypes in the 1960s to modern headsets from companies like Oculus Rift and HTC Vive. Various types of VR systems and devices are presented, as well as applications in fields like military, medicine, games, and movies. Both benefits and dangers of VR are outlined. Examples are given of how VR is used today in areas like overcoming fears, data visualization, training, real estate, sports, meetings, and storytelling.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
slide2:OVERVIEW
WHAT IS VIRTUAL REALITY?
TYPES OF VIRTUAL REALITY
DEVICES USED IN VIRTUAL REALITY
ARCHITECTURE
APPLICATIONS
WHO IS DOING IT NOW?
WHAT’S SO UNIQUE?
VRML
ADVANTAGES &DISADVANTAGES
FUTURE
CONCLUSION
slide3: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.
slide4:TYPES OF VIRTUAL REALITY
VR Systems can be divided into three groups:
1)NON-IMMERSIVE SYSTEMS(like workstations)
“through-the-window”
Large display,but doesn’t surround the user.
Desktops,LCD TV’s
Ex:Playstation
slide5:
2)Augmented reality
HYBRID SYSTEMS(graphics on top of realworld)
also called:AUGMENTED REALITY Systems
AR integrate the computer-generated virtual objects into the physical world. Stay in real world,but see simulated objects.
This involves literally augmenting reality with
virtual information.
slide6:
3) IMMERSIVE SYSTEMS(like HMD or CAVE)
See simulated world and “be”
in that simulated world.
It basically is an artificial reality that projects
you into a 3D space generated by the
computer.
slide7:DEVICES USED IN VIRTUAL REALITY
HMD,DATA GLOVES,DATA SUIT,CAVE
slide8:ARCHITECTURE OF A VR SYSTEM
slide9:Applications
ARCHITECTURE
TRAINING
MEDICINE
ENGINEERING AND DESIGN
E-COMMERCE
ENTERTAINMENT
MANUFACTURING
slide11:Who is doing it now?
slide12:What's so Unique?
slide13:Vr in programming language:
virtual reality modelling language(VRML)
slide14:ADVANTAGES&DISADVANTAGES
slide15:Future of VR
slide16:CONCLUSION
This document discusses recent advances in augmented reality applications. It provides an overview of augmented reality, including definitions and how it differs from virtual reality. The document then discusses several types of augmented reality applications including education, medical, gaming, navigation, construction, and military. It also summarizes the results of a survey conducted by NASA on the impact of instructional medium on task completion times. Finally, it covers limitations of augmented reality technology and barriers to widespread adoption, as well as the future potential of augmented reality.
this covers
1)what is virtual reality?
2)introduction.
3)history
4)types of virtual reality.
5)hardware used in virtual reailty
6)applications
7)advantage and disadvantage
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
The document discusses augmented reality (AR) and its applications for learning. It provides an overview of AR, examples of current AR applications in various fields, and the speaker's work developing AR applications for medical skill training and education. It also describes tools that have made developing AR applications easier without requiring programming skills.
A brief intro about Augmented Reality, you can use this presentation for educational purposes, this gives a detail of how augmented reality works with sectors like education, gaming, entertainment and so on.
This document discusses augmented reality (AR), which blends computer generated information with the real world. AR works using computer vision and sensors to overlay sound, video and graphics onto real-world objects. Some key applications mentioned include e-commerce, gaming, navigation and photo filters. Advantages include enriching content and increasing sales, while disadvantages include eye strain and dizziness. The future scope discussed using AR for car navigation and identification of external objects.
This document provides an overview of virtual reality including its definition, history, taxonomy, hardware, software, applications and future. It defines virtual reality as using computer modeling and simulation to interact with 3D environments. The history section describes early attempts at immersive viewing like Sensorama from the 1960s. It also outlines the key elements of a VR system like immersion, interactivity and feedback. Applications discussed include using VR for training in fields like military, aviation and medicine. The future of VR is presented as advancing towards holograms, augmented reality and more immersive head-mounted displays.
Virtual reality uses head-mounted displays and sensors to immerse users in artificial 3D environments by feeding them updated images as they move their heads. It has various applications in gaming, education, healthcare and military training by allowing interactive experiences without physical risks. However, VR also has drawbacks like high costs, potential for motion sickness, and issues with isolating users from reality. As VR technologies improve and costs decrease, the market is expected to grow significantly with widespread impacts on many industries.
This document discusses augmented reality and virtual reality. It begins by defining augmented reality and virtual reality, noting that while virtual reality was attempted in the 1990s with devices like the Virtual Boy, the technologies are now improving. It then provides details on the key components of an augmented reality system, including head-mounted displays, tracking systems, and mobile computing power. Examples are given of how augmented reality could be used for education, medicine, tourism, and gaming. Limitations including accuracy of tracking systems and high hardware costs are also outlined. Major companies developing virtual reality technologies are mentioned, such as Oculus VR, Microsoft, Sony, Samsung, and Google.
This document provides an overview of virtual reality (VR) technologies. It defines VR as a 3D computer-generated environment that a user can interact with via specialized equipment. It describes common VR hardware like headsets, gloves, and suits. It also discusses the different processes involved in VR like visual rendering and audio rendering. The document then outlines several applications of VR in fields like military training, medicine, engineering, entertainment and more. It notes both the positive impacts of VR in providing risk-free experiences, as well as challenges like eye strain, addiction, and difficulty distinguishing virtual from real. Finally, it speculates about future possibilities for more immersive VR through memory implants and shared virtual experiences.
This document discusses screenless display technology, which enables displaying and transmitting information without the use of screens or projectors. It describes various types of screenless displays like visual displays, retinal displays, and synaptic interfaces that project images directly onto the retina or brain. The document outlines advantages like privacy, security and reduced hardware costs, as well as challenges like high costs and limited availability. It concludes that screenless displays are an emerging technology that may dominate future computing.
Virtual reality refers to immersive, three-dimensional environments simulated by computer. This document provides an introduction to augmented reality, discussing its definition, history, key concepts and technologies. It describes early virtual reality systems from the 1950s-1960s and how the field has advanced with head mounted displays, input devices, and software. Applications are explored in fields like gaming, aviation, medicine and more.
The document discusses various technological trends including artificial intelligence, machine learning, robotics, drones, cloud computing, virtual reality, augmented reality, holograms, and the Internet of Things. It defines these concepts and provides examples. Machine learning is described as programs that can learn without being explicitly programmed, and is a subset of artificial intelligence. Examples of applications of these technologies are also highlighted such as facial recognition, speech recognition and autonomous vehicles.
The document discusses Google Cardboard, a low-cost virtual reality headset developed by Google. It can turn smartphones into virtual reality displays. The cardboard headset contains lenses and magnets that allow users to view VR content on their phone through compatible apps. When placed in the headset, the phone's magnetometer detects button presses via magnet to control the VR experience. The headset allows users to explore various VR environments and experiences through apps like YouTube and Google Earth at a low price point, helping make VR more accessible.
This document provides an overview of virtual reality (VR), including its history, types, architecture, hardware, and applications. It discusses early VR prototypes from the 1950s and 1960s. The main types of VR systems are immersive VR using head-mounted displays, augmented reality, desktop-based VR, and video mapping VR. The architecture of a VR system includes input, simulation, rendering processors, and a world database. Popular applications of VR include entertainment, medicine, manufacturing, education and training. The future of VR is promising as hardware continues to advance.
The document discusses virtual reality, defining it as using computer modeling and simulation to interact with artificial 3D environments through sight, sound, and other senses. It provides a brief history of virtual reality, from early systems using multiple projectors to today's head-mounted displays. The document also covers various applications of virtual reality in fields like military, medicine, education, and more.
This document provides an overview of virtual reality, including its definition, history, taxonomy, hardware, software, and applications. It begins with defining VR as using computer modeling to interact with 3D sensory environments. The history section describes early VR technologies from the 1950s onward. It then covers the taxonomy/classification of basic vs enhanced VR systems. The document outlines the key components of VR systems and various applications in fields like video games, medicine, and the military. In conclusion, it surveys both current and future uses of VR technology.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is visual, displayed on screens or through stereoscopic displays, though some systems include sound, and experimental systems have limited tactile feedback. VR is useful for operations in dangerous environments through telepresence, scientific visualization, medicine for research and training, and education in areas like driving, flight, and vehicle simulators. VR systems have input, processing, rendering, and world database components. Recent advancements include VR contact lenses and tools to more easily develop content across VR platforms. While offering interaction and interfaces, VR also faces challenges regarding side effects, usability, and standardization.
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.
The Different Between Virtual Reality and Augmented Reality, Digiday WTF VR, ...Digiday
Virtual reality immerses users in a digital environment, replacing the real-world environment. Augmented reality overlays digital content on the real world. Mixed reality combines aspects of augmented and virtual reality by overlaying digital objects that interact with the real world. The primary differences are that virtual reality completely replaces reality while augmented and mixed reality digitally enhance the real world. Both are works in progress, with virtual reality being more developed currently and augmented/mixed reality facing greater technical challenges but holding promise to transform how people experience digital content.
Virtual reality provides an illusion of being present in an environment by using interactive hardware and software to simulate physical presence in virtual worlds. There are three main forms of VR: through-the-window VR uses computer screens, immersive VR completely immerses the user in a synthetic 3D world using head-mounted displays and data gloves, and second person VR captures the user's image and inserts it into the virtual world. VR has applications in training, entertainment, flight simulation, and medical procedures by providing safe and controlled environments to practice skills. However, initial costs are high and prolonged use can cause psychological stress.
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3. Virtual reality (VR) is a technology which immerses a
user in a computer-generated environment. The
environment could be a simulation of the real world or an
imaginary world.
Miniaturization of circuits, sensors, peripherals
along with the rise and simplicity of Computer
Aided Design software have given a massive
boost to the development of VR.
4. Why a “step into the land of imagination”?
Virtual reality gives the ability to see, hear and feel a
world, which is entirely computer generated. Since the
computer generated world is also made/programmed
by a human, the only thing limiting its awesomeness is
creativity and imagination.
Using today’s software, one can easily design virtual
environments and directly create assets that he/she is
imagining
5. Different ways we can achieve VR:
HMD (Head Mounted Display) 360° Projection Dome (a.k.a. CAVE)
Advanced Simulation Environment Augmentation
6. There are no hard rules!
Any device that can deceive our senses and
make us feel “out of this world” can be considered
as virtual reality!
8.
sight 70%
• hearing 20%
• smell 5%
touch 4%
taste 1%
Senses which need to be deceived:
We can infer that human vision is the most
important factor when we consider stimulation and
hence contributes to capturing the users attention
the most. Therefore the stimulation of the visual
senses and plays a principal role in making the
user feel immersed.
9. Components required to build a VR system:
Computer Graphics:
Both, hardware and software
Input / Output Devices:
Touch screen
Data Glove
Body suits
HMDs is the most used medium to achieve virtual reality. HMDs are very
compact, light weight, easily available and are very cheap to setup.
Optical Stuff:
Lenses
Screen
Projector, etc.
10. Types of HMDs:
Smartphone powered HMD:
These are perhaps the cheapest and the most easily available type of headset yet.
In a slot, the smartphone is placed in. The smartphone here acts as the display
and the processing unit.
Headsets like these cost anywhere from Rs. 100 to Rs. 7000, depending on how
sophisticated the headset is.
11. PC powered HMDs:
Possibly the best way to experience VR. The sheer and raw power of the PC
means high quality light maps, better rendering and minimal lag.
With one major obstacle out of the play, the developers can now focus on the
optics of the headset to deliver an extremely immersive experience.
Specs of PC powered HMDs usually are:
- 60FPS
-1080p resolution
-120° FOV
12. Standalone HMD:
The name suggests everything.
HMDs of this type have the CPU, GPU and I/O devices on the headset
itself. This eliminates the need of having an external; bulky setup, just for
the CPU and the GPU.
But, due to technological limitations, standalone HMDs are really difficult
and expensive to manufacture.
Microsoft’s HoloLens is the only standalone HMD available for commercial
use priced at $5000.
13. BOOM:
The BOOM (Binocular Omni-Orientation Monitor) is a head-coupled
stereoscopic display device. Screens and optical system are housed in a box
that is attached to a multi-link arm.
The user looks into the box through two holes, sees the virtual world, and can
guide the box to any position within the operational volume of the device.
Head tracking is accomplished via sensors in the links of the arm that holds
the box.
14. Types of Input devices:
3D Joystick:
3D joysticks use a combination of sensors to estimate the position of the joystick in
3D space with respect to the headset. It enables the HMD to determine how far the
joystick is from the HMD and what is its orientation.
Input from this data can be analyzed and can be used to project “virtual hands” for
the user to play with.
15. The Data Glove consists of a lightweight nylon glove with optical
sensors mounted along the fingers which accurately and repeatedly
measure the position and movement of the fingers and wrist.
Data gloves are commonly used in virtual reality environments where
the user sees an image of the data glove and can manipulate the
movements of the virtual environment using the glove.
Data Glove:
16. A 3D scanner is a device that analyses a real-world object or environment
to collect data on its shape and possibly its appearance (i.e. colour). The
collected data can then be used to construct digital, three dimensional
models.
They are extensively used for the entertainment industry in the production
of movies and video games , design , documentation of cultural artefacts
involved in the design.
XBox 360’s Kinect is a perfect example of a 3D scanner.
3D Scanner:
17. Motion Tracker:
Motion tracking uses a combination of computer chips, sensors and
cameras to record humans in motion and create digital
doppelgangers that move the same way.
Designed for head and hand tracking in VR games, simulations,
animations, and visualizations.
For example, Polhemus STAR*TRAK is a long range motion
capture system that can operate in a wireless mode (totally free of
interface cables) or with a thin interconnect cable.
18. Applications of VR:
•Cinema and entertainment
•Healthcare and clinical therapies
•Anxiety disorder treatment
•Pain management
•Education and training
•Military uses
•Space training
•Flight and vehicular applications
•Medical training
•Fine arts
•Engineering
•VR in occupational safety and health
•Heritage and archaeology
•Architectural and urban design
19. Heath hazards associated with VR:
• Simulator Sickness
• Motion sickness
• Stress on the eye
• Surrounding awareness
• Skin rashes
• Nausea, vomiting and headaches
• Lowered brain development in children
Virtual reality is still relatively a new technology, hence, research
regarding its health hazards is very limited. Injuries reported to be
caused by tripping over surrounding objects is a leading factor in
health hazards associated with VR. Keeping a screen just an inch
or two away from our eyes is also a very serious health risk.
We will have to use this sophisticated technology with caution till
safer HMDs roll out and more research is done on the topic.
20. Future developments:
• Miniaturization of circuits
• VR computer graphics (HPU)
• Lighter and better material for HMDs
• Better optics
• Development software kits
• Reduced costs
• Full body suits (ARAIG)
• Mind Uploading (NeuraLink)
21. Virtual Reality is undoubtedly the next footstep towards a
modern/post-modern era of development. The potential ground
breaking effects that loom behind these machines is uncanny.
Virtual Reality is still at a critical design phase. It is merely a baby
step. The theories behind its design and operation are still being
written. There are 61,400+ international commercial companies
producing VR. There are approximately 3,600 educational
institutions which use VR.
• 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.
CONCLUSIONS
22. THANK YOU!
“The best reality is what seems like a fantasy…
The best fantasy is what feels like reality...”