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.
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.
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 refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
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.
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.
Virtual reality (VR) is an artificially created environment that users accept as real. VR can help autistic children by providing a safe environment to practice social skills. The document discusses several applications of VR including entertainment, sports, healthcare, military, education and training, scientific visualization, and construction. It also outlines benefits like visualization and adaptability, as well as drawbacks such as cost and equipment fragility. The conclusion states that VR allows flexible learning and regulating environments to better match individuals with autism or attention disorders.
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.
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.
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 refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
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.
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.
Virtual reality (VR) is an artificially created environment that users accept as real. VR can help autistic children by providing a safe environment to practice social skills. The document discusses several applications of VR including entertainment, sports, healthcare, military, education and training, scientific visualization, and construction. It also outlines benefits like visualization and adaptability, as well as drawbacks such as cost and equipment fragility. The conclusion states that VR allows flexible learning and regulating environments to better match individuals with autism or attention disorders.
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.
what is Mixed reality and how it works by holo lensnareen kumar
The document discusses virtual reality, augmented reality, and mixed reality. It provides examples of applications for each technology in areas like games, medicine, education, and more. Mixed reality aims to synchronize virtual and real information. The HoloLens is highlighted as an example mixed reality device, with details on its hardware, interaction methods, and voice commands. Potential advantages and disadvantages of mixed reality technologies are mentioned.
5 Benefits of Implementing 360 Virtual ToursIcreate LTD
Description: A rich interactive virtual tour is necessary to intrigue business clients in the best possible way. A 360° virtual tour can serve this purpose effectively. In this presentation, we will go through a few outstanding benefits of implementing 360° virtual tours in property booking facilities.
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 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.
Augmented reality (AR) combines real and virtual objects that interact in real-time. AR enhances one's current perception of reality, whereas virtual reality replaces reality entirely. AR uses devices like head-mounted displays and mobile screens to overlay digital content onto the real world. Examples of AR applications include using phones or glasses to get navigation help, visualize products in the home, or assist with medical training or repair work. The future of AR may include ubiquitous information overlays accessible through everyday objects and environments that seamlessly blend the digital and physical worlds.
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
Virtual Reality is a near-reality computer-generated environment for developing process simulation or designing of a product. Benefits of using virtual reality for training...
Final presentation of virtual reality by monilritik456
This document provides an overview of virtual reality (VR), including its definition, types, related terms, applications in different fields such as military, medicine, and entertainment. It discusses VR modeling language, devices such as head mounted displays, data gloves, and VR caves. The document also covers challenges of VR like eye strain and risks of disengagement from reality. Finally, it discusses future possibilities like using VR for games, telepresence, and recording experiences, and concludes that VR's advantages in different fields make it useful despite disadvantages that can disturb human perception.
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.
The document provides a history of the development of virtual reality technologies from the 1800s to present day. It discusses early concepts and inventions related to stereoscopic vision, virtual environments, and head-mounted displays. Key developments discussed include the Sensorama machine (1956), Telesphere Mask (1960), Headsight (1961), Sword of Damocles (1968), VIDEOPLACE (1975), Sayre Gloves (1982), DataGlove and EyePhone by VPL Research Inc. (1985), Virtuality arcade machines (1991), Virtual Vietnam PTSD therapy (1997), and Oculus Rift (2010). The document traces how VR has evolved from early concepts to commercial applications today.
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 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.
New Technology (Augmented Reality), its feature, history, use in different fields, & scope in future.
Osama Ali Mangi presents this technology's overview to his Session & Seminars.
The document provides an overview of mixed reality, including definitions of virtual reality, augmented reality, and mixed reality. It discusses the history and how mixed reality works by merging the real and virtual worlds. The types of mixed reality apps are enhanced environment apps, blended environment apps, and immersive environment apps. Examples of current and future applications are given across various industries like education, medicine, games, and more. Advantages include a detailed view while disadvantages are high costs and inability to touch.
La realidad virtual ha evolucionado desde sus inicios en los años 60 cuando se crearon los primeros cascos visor hasta convertirse hoy en día en un mundo virtual inmersivo gracias al avance tecnológico. Existen diferentes tipos de realidad virtual como la no inmersiva, semi-inmersiva e inmersiva, cada una con ventajas y desventajas. Los requerimientos técnicos mínimos, costos y usuarios varían dependiendo del tipo de realidad virtual.
Augmented reality enhances one's current perception of reality by superimposing computer-generated images over a user's view of the real world. The goal of AR is to enhance performance and perception while making it difficult to distinguish between real and virtual elements. AR works by adding virtual objects to real world scenes and potentially removing real world objects. Key components include devices that can project virtual enhancements onto the real world. Applications span industries like aviation, business, education, and healthcare. While AR augments reality, virtual reality aims to replace it with a fully immersive computer-generated environment. AR may become widely used in daily life through new interaction interfaces.
Virtual reality (VR) is a simulated, interactive, three-dimensional environment that can simulate physical presence in real or imagined worlds. VR was first created in the 1980s and has since been used for applications in entertainment, education, manufacturing, and medicine by creating immersive experiences that seem indistinguishable from real environments. As computing power continues to rapidly increase according to Moore's Law, VR is expected to become a widespread technology available for use in homes by the year 2037.
Cos'è veramente il Metaverso e quali tecnologie odierne e future sono alla base di questo nuovo universo.
Approfondiremo insieme la realtà riguardo VR/AR, Blockchain, risorse persistenti e dispositivi che permetteranno al Metaverso di prosperare.
Al termine di questo talk avrai chiaro quali sono tutte le tecnologie a supporto di questo nuovo trend e come farne parte a partire da subito!
Sia per quando riguarda l'utilizzo degli strumenti di base sia per quanto riguarda lo sviluppo e creazione di ciò che sarà il futuro di Internet.
Viaggiamo insieme partendo da Headsets VR/AR, quali software e linguaggi utilizzare per sviluppare (Unity, Unreal, WebXR), la Blockchain e il suo ruolo in tutto questo con gli NFT, la proprietà digitale, Solidity, ed altro ancora.
The document discusses virtual reality (VR), including its history, types, devices, applications, and conclusion. It provides an overview of VR as an artificial computer-generated environment that users can interact with via specialized equipment like headsets and gloves. The document outlines non-immersive and immersive VR types and discusses the evolution of VR technologies from the 1980s to present day applications in fields like military training, medicine, education, and gaming. Key VR devices covered are head-mounted displays, gloves, and CAVE environments. The conclusion discusses VR's potential for realistic and engaging experiences.
Virtual reality and augmented reality are immersive technologies that enhance or replace the real world. Virtual reality immerses users in a simulated, digital environment while augmented reality overlays digital elements on the real world. The document discusses the history of VR and AR, types of each including fully-immersive, semi-immersive and non-immersive VR as well as marker-based, marker-less, location-based, projection-based, superimposition and outlining AR. Examples of applications are provided for healthcare, education, entertainment and more. Advantages include creating realistic experiences while disadvantages are the expense and risk to privacy. Key differences are that VR replaces reality while AR enhances it.
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.
what is Mixed reality and how it works by holo lensnareen kumar
The document discusses virtual reality, augmented reality, and mixed reality. It provides examples of applications for each technology in areas like games, medicine, education, and more. Mixed reality aims to synchronize virtual and real information. The HoloLens is highlighted as an example mixed reality device, with details on its hardware, interaction methods, and voice commands. Potential advantages and disadvantages of mixed reality technologies are mentioned.
5 Benefits of Implementing 360 Virtual ToursIcreate LTD
Description: A rich interactive virtual tour is necessary to intrigue business clients in the best possible way. A 360° virtual tour can serve this purpose effectively. In this presentation, we will go through a few outstanding benefits of implementing 360° virtual tours in property booking facilities.
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 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.
Augmented reality (AR) combines real and virtual objects that interact in real-time. AR enhances one's current perception of reality, whereas virtual reality replaces reality entirely. AR uses devices like head-mounted displays and mobile screens to overlay digital content onto the real world. Examples of AR applications include using phones or glasses to get navigation help, visualize products in the home, or assist with medical training or repair work. The future of AR may include ubiquitous information overlays accessible through everyday objects and environments that seamlessly blend the digital and physical worlds.
Augmented Reality; mostly confused with virtual reality is a completely different concept and is extensively implemented in various leading companies' R&D departments to experiment with design and performance characteristics.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
Virtual Reality is a near-reality computer-generated environment for developing process simulation or designing of a product. Benefits of using virtual reality for training...
Final presentation of virtual reality by monilritik456
This document provides an overview of virtual reality (VR), including its definition, types, related terms, applications in different fields such as military, medicine, and entertainment. It discusses VR modeling language, devices such as head mounted displays, data gloves, and VR caves. The document also covers challenges of VR like eye strain and risks of disengagement from reality. Finally, it discusses future possibilities like using VR for games, telepresence, and recording experiences, and concludes that VR's advantages in different fields make it useful despite disadvantages that can disturb human perception.
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.
The document provides a history of the development of virtual reality technologies from the 1800s to present day. It discusses early concepts and inventions related to stereoscopic vision, virtual environments, and head-mounted displays. Key developments discussed include the Sensorama machine (1956), Telesphere Mask (1960), Headsight (1961), Sword of Damocles (1968), VIDEOPLACE (1975), Sayre Gloves (1982), DataGlove and EyePhone by VPL Research Inc. (1985), Virtuality arcade machines (1991), Virtual Vietnam PTSD therapy (1997), and Oculus Rift (2010). The document traces how VR has evolved from early concepts to commercial applications today.
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 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.
New Technology (Augmented Reality), its feature, history, use in different fields, & scope in future.
Osama Ali Mangi presents this technology's overview to his Session & Seminars.
The document provides an overview of mixed reality, including definitions of virtual reality, augmented reality, and mixed reality. It discusses the history and how mixed reality works by merging the real and virtual worlds. The types of mixed reality apps are enhanced environment apps, blended environment apps, and immersive environment apps. Examples of current and future applications are given across various industries like education, medicine, games, and more. Advantages include a detailed view while disadvantages are high costs and inability to touch.
La realidad virtual ha evolucionado desde sus inicios en los años 60 cuando se crearon los primeros cascos visor hasta convertirse hoy en día en un mundo virtual inmersivo gracias al avance tecnológico. Existen diferentes tipos de realidad virtual como la no inmersiva, semi-inmersiva e inmersiva, cada una con ventajas y desventajas. Los requerimientos técnicos mínimos, costos y usuarios varían dependiendo del tipo de realidad virtual.
Augmented reality enhances one's current perception of reality by superimposing computer-generated images over a user's view of the real world. The goal of AR is to enhance performance and perception while making it difficult to distinguish between real and virtual elements. AR works by adding virtual objects to real world scenes and potentially removing real world objects. Key components include devices that can project virtual enhancements onto the real world. Applications span industries like aviation, business, education, and healthcare. While AR augments reality, virtual reality aims to replace it with a fully immersive computer-generated environment. AR may become widely used in daily life through new interaction interfaces.
Virtual reality (VR) is a simulated, interactive, three-dimensional environment that can simulate physical presence in real or imagined worlds. VR was first created in the 1980s and has since been used for applications in entertainment, education, manufacturing, and medicine by creating immersive experiences that seem indistinguishable from real environments. As computing power continues to rapidly increase according to Moore's Law, VR is expected to become a widespread technology available for use in homes by the year 2037.
Cos'è veramente il Metaverso e quali tecnologie odierne e future sono alla base di questo nuovo universo.
Approfondiremo insieme la realtà riguardo VR/AR, Blockchain, risorse persistenti e dispositivi che permetteranno al Metaverso di prosperare.
Al termine di questo talk avrai chiaro quali sono tutte le tecnologie a supporto di questo nuovo trend e come farne parte a partire da subito!
Sia per quando riguarda l'utilizzo degli strumenti di base sia per quanto riguarda lo sviluppo e creazione di ciò che sarà il futuro di Internet.
Viaggiamo insieme partendo da Headsets VR/AR, quali software e linguaggi utilizzare per sviluppare (Unity, Unreal, WebXR), la Blockchain e il suo ruolo in tutto questo con gli NFT, la proprietà digitale, Solidity, ed altro ancora.
The document discusses virtual reality (VR), including its history, types, devices, applications, and conclusion. It provides an overview of VR as an artificial computer-generated environment that users can interact with via specialized equipment like headsets and gloves. The document outlines non-immersive and immersive VR types and discusses the evolution of VR technologies from the 1980s to present day applications in fields like military training, medicine, education, and gaming. Key VR devices covered are head-mounted displays, gloves, and CAVE environments. The conclusion discusses VR's potential for realistic and engaging experiences.
Virtual reality and augmented reality are immersive technologies that enhance or replace the real world. Virtual reality immerses users in a simulated, digital environment while augmented reality overlays digital elements on the real world. The document discusses the history of VR and AR, types of each including fully-immersive, semi-immersive and non-immersive VR as well as marker-based, marker-less, location-based, projection-based, superimposition and outlining AR. Examples of applications are provided for healthcare, education, entertainment and more. Advantages include creating realistic experiences while disadvantages are the expense and risk to privacy. Key differences are that VR replaces reality while AR enhances it.
This document provides a technical seminar report on virtual reality submitted by Sujeet Kumar Mehta, an ECE student at the National Institute of Technology. The 3-page report includes an acknowledgment, abstract, certificate, table of contents, and 6 chapters discussing the history of VR, types of VR, technologies used in VR like head-mounted displays and data gloves, the architecture of a VR system, and applications of VR in fields like the military, education, and healthcare. The report was supervised by Assistant Professor Dr. Preetisudha Meher.
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.
Yogesh Baisla's seminar presentation provided an overview of augmented reality (AR). AR superimposes digitally rendered images onto the real world using markers recognized by mobile apps. The seminar discussed the history of AR from the 1960s, how it works technically, main applications like medical, manufacturing, and entertainment. It also compared AR to virtual reality, described implementation frameworks using off-the-shelf hardware and software, reviewed advantages like increased knowledge but also disadvantages like privacy issues. The seminar concluded AR has potential to enhance our lives but also faces challenges like technological limitations and social acceptance.
This document discusses augmented reality (AR), which superimposes digitally rendered images onto the real world. It provides a brief history of AR dating back to the 1960s and defines AR as augmenting the real world rather than replacing it like virtual reality. The document outlines how AR works using markers and mobile apps to overlay virtual images. It lists medical, manufacturing, entertainment and military as key application areas and discusses challenges like performance issues, user interaction limitations, and achieving social acceptance. In conclusion, AR has potential to enhance daily life by displaying additional contextual information.
This technical seminar report summarizes Sumit Kumar Sharma's seminar on virtual reality. The report includes an abstract, table of contents, and 5 chapters covering the history, types, technologies, architecture, and applications of virtual reality. It was submitted in partial fulfillment of the requirements for a Bachelor of Technology degree from Maharishi Markandeshwar University.
“Augmented Reality or Computer-Mediated Reality is nothing but the extension of existing reality in real time with the help of computer software’s or programs which helps the user to better interact with it.”
Virtual reality uses computer technology to create simulated environments that immerse users. It has applications in training, education, gaming and more. There are different types including immersive VR which fully immerses users through head-mounted displays. VR requires hardware like displays and tracking systems as well as software to generate 3D environments. While promising benefits, VR also faces challenges around user experience, affordability and size of systems.
Augmented Reality And Virtual Reality On Web: Be Ready For Second LifeIRJET Journal
1. The document discusses augmented reality (AR) and virtual reality (VR) and their potential applications and impact. AR supplements real objects with digital elements, while VR immerses users in simulated environments.
2. AR and VR are advancing rapidly and will transform how business, education, and other activities are conducted online through more immersive experiences. They allow users to interact with virtual objects that are not physically present or even created yet.
3. Potential applications of AR include education, entertainment, commerce, and more. VR could be used for architecture, medicine, sports, arts and entertainment. Both are expected to become more widespread technologies in the future.
5 Important Augmented And Virtual Reality Trends For 2019 Bernard Marr
Augmented and Virtual Reality (AR and VR) are key technology developments that promise to transform many industries and alter the way we humans interact with the world. Here we look at the 5 key AR and VR trends for 2019.
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.
Virtual Reality is a newly introduced technology that allows to replace the real word with synthetic one .It makes people believe that they are in another real.
This document provides an overview of virtual reality (VR), including its history, types, technologies, architecture, applications, current problems and future work. It discusses how VR aims to simulate a user's physical presence in an artificial environment through sensory feedback. The history section outlines early flight simulators and research programs from the 1950s-1980s that laid the foundations for modern VR. It then describes the rise of VR in the 1990s with commercial head-mounted displays and continued advances driven by mobile and video game technologies. The types of VR covered are desktop, immersive, telepresence and augmented reality.
Augmented Reality vs Virtual Reality Which Will Shape the Future?James William
The Metaverse is a virtual world that is expanding swiftly and has the potential to revolutionize the way we connect to technology and one another. The Metaverse is primarily supported by two fundamental technologies: augmented reality (AR) and virtual reality (VR).
Augmented Reality vs Virtual Reality Which Will Shape the Future?FredReynolds2
The Metaverse is a virtual world that is expanding swiftly and has the potential to revolutionize the way we connect to technology and one another. The Metaverse is primarily supported by two fundamental technologies: augmented reality (AR) and virtual reality (VR). Although there are certain similarities between these two technologies, they exhibit notable differences in their operational mechanisms, potential applications, and the user experiences they provide. As the Metaverse undergoes further development, the issue of which technology will emerge victorious arises in the context of Augmented Reality vs Virtual Reality.
This document discusses augmented reality (AR) and virtual reality (VR). It defines AR as adding virtual objects to a real-world environment in real-time, while VR uses headsets or projections to simulate a user's presence in a virtual environment. The document then covers how AR and VR systems work, their applications in fields like design, healthcare and education, and the advantages and disadvantages of each technology.
This document discusses virtual reality, including its definition as a simulated imaginary world created by specialized computer hardware. It describes three types of virtual reality: non-immersive, fully immersive, and semi-immersive. Examples of hardware used in virtual reality like VR headsets and gloves are provided. Applications of virtual reality discussed include use in military training, medical training, education, and other fields like sports and entertainment. In conclusion, virtual reality is predicted to revolutionize many areas by offering new ways to experience history, landscapes, and more.
Making Immersive Virtual Reality Possible in MobileQualcomm Research
Virtual reality will provide the ultimate level of immersion, creating a sense of physical presence in real or imagined worlds.
This whitepaper describes:
• The unprecedented experiences and unlimited possibilities that VR enables.
• Why VR is happening now and how mobile technologies are accelerating VR adoption.
• The extreme requirements for immersive VR in terms of visual quality, sound quality, and intuitive interactions.
• Why Qualcomm Technologies is uniquely positioned to meet these extreme requirements and deliver superior mobile VR experiences
Learn more at: https://www.qualcomm.com/VR
Download the paper at: https://www.qualcomm.com/documents/whitepaper-making-immersive-virtual-reality-possible-mobile
Sign up for our mobile computing newsletter at: https://www.qualcomm.com/invention/technologies/mobile-computing/signup
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Top Ten Fabrics and Tailors has been operating in Bangladesh since 1992 and has expanded over the years to include textiles, tiles, and sanitation industries in addition to garments. It currently has over 1500 employees working across 25 locations. The company focuses on proper management to ensure effective use of resources and improvement of productivity through capital investment, use of advanced machinery, and skilled workers. Top Ten aims to meet customer needs through quality products while maintaining various production processes, forecasting approaches, and factory layouts. It has built a strong reputation in Bangladesh's fashion industry through customer satisfaction and quality garments.
Aarong is one the most popular and leading handicraft and ethnic lifestyle brands in Bangladesh.
It has started their journey back in 1978 under BRAC initiative to empower rural artisans and
craftsman. It has supported almost 65000 rural artisans across the country. Throughout the last
decade it has gain major attention and name for themselves also as a fashion retail brand who
promotes Bengali ethnicity and tradition through their products to mass market. But over the
years, there are several major competitors arrived in the market and deshi dosh and their ten
brands are the strong one who are competing with Aarong. Apart from the emergence of these
competition, Aarong is currently in their “maturity” stage in terms of product life cycle. Even in
terms of Michael Porter’s five competitive forces theory, threat of new entrants is high, threat of
substitute is moderate, bargaining power of suppliers is low, and bargaining power of customers
is moderate. So the threat of upcoming competitors overtaking the market is quite high along
with bargaining power of suppliers is low which give Aarong the opportunity to extent their
number of artisans by investing more money which initially can be done by lower bargaining
power of suppliers. So overall the whole market situation indicates that, Aarong should extent
their market and capture major attention of customers by grabbing new market share. And one of
the major ways to achieve this target is, revising the market targeting and coming up with new
strategic positioning strategy for Aarong. In terms of targeting strategy, Aarong is currently
following “extensive targeting approach” where they serve multiple segments with product
variety, in terms of revised targeting, we are going to suggest Aarong to take “selective targeting
approach” where Aarong should target “niche segment” and in those niche segments there will
be “older customers” and “students” and they should also target to offer “product specialization”
by putting more emphasis on “Nakashi Kantha”. And in terms of positioning strategy, Aarong is
following all the three positioning concepts like functional, symbolic, experiential positioning
concepts through their clothing & accessories, home textiles & décor items, jewelry items, metal,
leather items, bamboo goods and food items among customers. So to achieve revise positioning
strategy, they should more focus on enhancing “experiential positioning concept”. To come up
with revised positioning strategy Aarong has to adjust and change their marketing program
decisions. All the marketing components like, product, value chain, price, promotion and its
strategy has to revise according to revised targeting and positioning objectives.
Throughout the slides, I tried to portray which specific fields were focused on during the marketing era from Marketing 1.0 to the ongoing era which is Marketing 5.0.
McDonald's has grown from a small store in 1948 to worldwide dominance through innovative and aggressive business practices. It began as two brothers' restaurant in California and was transformed by Ray Kroc into a franchise business model. McDonald's now has over 35,000 restaurants globally employing millions. However, maintaining health and quality will be ongoing challenges as tastes and lifestyles change. McDonald's future relies on adapting offerings while preserving its brand promise.
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3. Vr is a technology
that use software to
generate realistic
images, sound &
other sensations
that replicate real
world environment
Virtual
Reality
(VR)
4. Educational
Organization using VR
to teach their students
and make the lecture
more student-friendly
so that they can feel
they are being
presented in their
classroom or lab
Education
Sector
VR becomes the main
fact of Video games to
make it more realistic as
well as interactive for
players so that s/he
move as per his/her will
to engage the character.
Video Games
Now-a-days Vr is used
for making movie so
that viewers can have
more realistic
experience
MOvie
Making
APPLICATIONS OF VR
VR is being used in
several countries as well
as business org. to train
their personnel along
with in Architecture
field.
Training &
Architecture
5. ADVANTAGES DISADVANTAGES
THROUGH VIRTUAL REALITY, USER CAN
EXPERIMENT WITH AN ARTIFICIAL
ENVIRONMENT
1.
2.
3.
IT ENABLES USERS TO EXPLORE PLACES
VIRTUAL REALITY CREATES A REALISTIC
WORLD.
EXPENSIVE EQUIPMENT FOR PROPER
USE OF VIRTUAL REALITY
IT CONSISTS OF COMPLEX TECHNOLOGY
IN VIRTUAL REALITY ENVIRONMENT, WE
CAN'T MOVE OF OUR OWN WILL LIKE
REAL WORLD
6. Ar is a combination
of a real scene
viewed by a user & a
virtual scene
generated by a
computer that
augments the scene
with additional
information
Augmented
Reality(AR)
7. Now-a-days in many
entertainment as well as
games sectors are using
"AR". Example: POKEMON
Entertainment
& Games
AR is being used in
several shopping sites
so that customer/buyers
can able to give a
augmented trails and
able to select best one
for his/her. Ex: Myntra,
Amazon etc.
Shopping Sites
AR is applicable in
ROBOT application
where robot will be able
to show holographic
augmented character
Robotics
AR has application in
medicals like observing
the internal body
systems of patients
Medical
APPLICATIONS OF VR
8. ADVANTAGES DISADVANTAGES
PEOPLE HAVE THE EXPERIENCE MORE
LIVELY THROUGH "AR"
1.
2.
3.
AR ENABLE REAL TIME "SHARING-
EXPERIENCE" OVER LONG DISTANCE
AR CAN INCREASE KNOWLEDGE AND
INFORMATION
LACK OF SECRECY/PRIVACY CAN CAUSE
OCCURANCE
AUGMENTED REALITY SYSTEM IS
DIFFICULT TO MAINTAIN
LOW-LEVEL PERFORMANCE ALONG WITH
EXPENSIVE PRODUCTION
9. VIRTUAL REALITY IS TOTALLY AN
IMMERSIVE ENVIRONMENT
PEOPLE CAN'T CONTROL "VR" AS
PER THEIR WILL BECAUSE IT IS
TOTALLY PROGRAMMED.
VIRTUAL SENSES PROPRIOCEPTIVE
IN SOME CASES
SYSTEM OF AUGMENTED REALITY
AUGMENTS THE REAL-WORLD
SCENE
USER ABLE TO MAINTAIN A SENSE
OF PRESENCE IN REAL-WORLD
NEEDS A MECHANISM TO COMBINE
VIRTUAL AND REAL-WROLDS