Graphics display interfaces are a type of output devices in virtual reality, which is a growing sector now.It includes HMD's, HSD's and CAVE Simulations, that are generally used in many applications now.
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
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.
Concept of Virtual reality
Virtual Reality Components of VR System, Types of VR
System, 3D Position Trackers, Navigation and Manipulation
Interfaces
Visual computation in virtual reality
Augmented Reality
Application of VR
Seminar report on augmented and virtual realityDheeraj Chauhan
A Seminar report on VIRTUAL AND AUGMENTED REALITY which gives you a proper Understanding of these two technology .If u want to learn that how these technology work then go through it
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
This document provides an overview of virtual reality (VR) technology. It discusses the key components of a VR system, including input devices like 3D positional trackers and gesture interfaces that allow user interaction, and output devices like head-mounted displays and haptic feedback interfaces that provide visual and tactile feedback. It also describes computer architectures for VR and the modeling techniques used to create virtual environments. The document is divided into sections covering input devices, output devices, computer architectures, modeling, and VR programming.
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.
Lecture 5 in the COMP 4010 course on Augmented and Virtual Reality. This lecture talks about spatial audio and tracking systems. Delivered by Bruce Thomas and Mark Billinghurst on August 23rd 2016 at University of South Australia.
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.
Concept of Virtual reality
Virtual Reality Components of VR System, Types of VR
System, 3D Position Trackers, Navigation and Manipulation
Interfaces
Visual computation in virtual reality
Augmented Reality
Application of VR
Seminar report on augmented and virtual realityDheeraj Chauhan
A Seminar report on VIRTUAL AND AUGMENTED REALITY which gives you a proper Understanding of these two technology .If u want to learn that how these technology work then go through it
It is a seminar presentation on a technology called Virtual reality. It key features are what is virtual reality, its history and evolution, its types, devices that are used for Virtual reality and where virtual reality is applicable.
This document provides an overview of virtual reality (VR) technology. It discusses the key components of a VR system, including input devices like 3D positional trackers and gesture interfaces that allow user interaction, and output devices like head-mounted displays and haptic feedback interfaces that provide visual and tactile feedback. It also describes computer architectures for VR and the modeling techniques used to create virtual environments. The document is divided into sections covering input devices, output devices, computer architectures, modeling, and VR programming.
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.
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 is a computer-simulated environment that can recreate sensory experiences like sight, sound, and touch. The history of VR began in the 1960s and has since been used in various fields like education, medicine, business, and the military. While VR offers many applications, it also faces challenges in causing simulation sickness and disorientation when users cannot see the real world. As the technology advances, VR is expected to become more integrated into daily life and human activities.
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, 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.
1. Virtual reality is an artificial 3D environment that is created with software and presented to users in a way that makes them feel like they are experiencing a real environment.
2. Early VR systems included head mounted displays, tracking systems, and input devices. Modern VR uses these components along with powerful computers and sophisticated sensors.
3. VR has applications in many fields including gaming, product design, architecture, medicine, and more. However, challenges remain around creating realistic environments, avoiding health issues, and developing natural human interaction.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual 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
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 (VR) is a computer-generated simulation of an environment that users can interact with. The document discusses the history of VR from early prototypes in the 1950s-1960s to modern commercial applications. It describes different types of VR systems including immersive, augmented, and desktop VR. Applications of VR mentioned include business, training, engineering, medicine, and entertainment. The future of VR is predicted to involve highly powerful non-human computing by 2037.
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.
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.
Virtual reality is a medium that allows users to experience and interact with simulated environments. It uses interactive computer simulations to sense a user's position and actions, providing feedback to their senses to make them feel immersed in the virtual world. Key elements of virtual reality include a virtual world, immersion, sensory feedback, and interactivity. Virtual reality can enable collaboration by allowing multiple users to interact within a shared virtual space through avatars.
Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
Seminar Presentation on Virtual RealityAayush Goyal
This document presents an overview of virtual reality (VR), including its history, components, types, applications, and advantages/disadvantages. VR uses head-mounted displays and other input/output devices to simulate realistic environments that can be similar to the real world or completely virtual. Key components include tracking sensors and gloves for input, and stereo displays and audio for output. VR has many applications in areas like gaming, education, healthcare, and more. While it offers immersive learning and risk-free practice, VR also faces challenges related to cost, development complexity, and potential for escapism. Overall, the future of VR is promising as technologies advance and address current limitations.
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, augmented, and mixed reality technologies were discussed. Virtual reality immerses users in simulated environments while augmented reality enhances the real world with computer-generated perceptions. Mixed reality merges real and virtual worlds. Augmented reality was defined and examples of marker-based and markerless augmented reality were provided. Applications of augmented reality discussed included medical, entertainment, education, and more. Both advantages such as improved learning and interaction, and disadvantages including privacy concerns were noted.
Lecture 1 of the COMP 4010 course on Augmented and Virtual Reality. Taught by Mark Billinghurst, Bruce Thomas and Gun Lee from the University of South Australia. This lecture provides an introduction to Virtual Reality. Taught on July 24th 2018.
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
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 is a computer-generated simulation of an environment that users can interact with. It tracks users in real-time to give the impression of being in the simulated world. VR has been used since the 1950s in flight simulators and has since expanded to entertainment, design, education, and more. There are several types of VR including immersive, augmented, projected, and desktop. Key VR technologies include head-mounted displays, haptic interfaces, CAVE systems, and motion tracking. VR has many applications such as rehabilitation, training, education, design, and more. Major VR software includes VRML for creating virtual worlds on the web.
Virtual reality is a computer-generated 3D environment that can be interacted with. It uses hardware like gloves, goggles, headsets, and sensors along with software to create an immersive artificial reality. There are different approaches like HMD, CAVE, and handheld displays. It has applications in education, entertainment, training, and medicine.
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 is a computer-simulated environment that can recreate sensory experiences like sight, sound, and touch. The history of VR began in the 1960s and has since been used in various fields like education, medicine, business, and the military. While VR offers many applications, it also faces challenges in causing simulation sickness and disorientation when users cannot see the real world. As the technology advances, VR is expected to become more integrated into daily life and human activities.
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, 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.
1. Virtual reality is an artificial 3D environment that is created with software and presented to users in a way that makes them feel like they are experiencing a real environment.
2. Early VR systems included head mounted displays, tracking systems, and input devices. Modern VR uses these components along with powerful computers and sophisticated sensors.
3. VR has applications in many fields including gaming, product design, architecture, medicine, and more. However, challenges remain around creating realistic environments, avoiding health issues, and developing natural human interaction.
What is Virtual Reality?
Why we need Virtual Reality?
Virtual reality systems
Virtual Reality hardware
Virtual Reality developing tools
The Future of Virtual 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
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 (VR) is a computer-generated simulation of an environment that users can interact with. The document discusses the history of VR from early prototypes in the 1950s-1960s to modern commercial applications. It describes different types of VR systems including immersive, augmented, and desktop VR. Applications of VR mentioned include business, training, engineering, medicine, and entertainment. The future of VR is predicted to involve highly powerful non-human computing by 2037.
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.
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.
Virtual reality is a medium that allows users to experience and interact with simulated environments. It uses interactive computer simulations to sense a user's position and actions, providing feedback to their senses to make them feel immersed in the virtual world. Key elements of virtual reality include a virtual world, immersion, sensory feedback, and interactivity. Virtual reality can enable collaboration by allowing multiple users to interact within a shared virtual space through avatars.
Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
Seminar Presentation on Virtual RealityAayush Goyal
This document presents an overview of virtual reality (VR), including its history, components, types, applications, and advantages/disadvantages. VR uses head-mounted displays and other input/output devices to simulate realistic environments that can be similar to the real world or completely virtual. Key components include tracking sensors and gloves for input, and stereo displays and audio for output. VR has many applications in areas like gaming, education, healthcare, and more. While it offers immersive learning and risk-free practice, VR also faces challenges related to cost, development complexity, and potential for escapism. Overall, the future of VR is promising as technologies advance and address current limitations.
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, augmented, and mixed reality technologies were discussed. Virtual reality immerses users in simulated environments while augmented reality enhances the real world with computer-generated perceptions. Mixed reality merges real and virtual worlds. Augmented reality was defined and examples of marker-based and markerless augmented reality were provided. Applications of augmented reality discussed included medical, entertainment, education, and more. Both advantages such as improved learning and interaction, and disadvantages including privacy concerns were noted.
Lecture 1 of the COMP 4010 course on Augmented and Virtual Reality. Taught by Mark Billinghurst, Bruce Thomas and Gun Lee from the University of South Australia. This lecture provides an introduction to Virtual Reality. Taught on July 24th 2018.
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
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 is a computer-generated simulation of an environment that users can interact with. It tracks users in real-time to give the impression of being in the simulated world. VR has been used since the 1950s in flight simulators and has since expanded to entertainment, design, education, and more. There are several types of VR including immersive, augmented, projected, and desktop. Key VR technologies include head-mounted displays, haptic interfaces, CAVE systems, and motion tracking. VR has many applications such as rehabilitation, training, education, design, and more. Major VR software includes VRML for creating virtual worlds on the web.
Virtual reality is a computer-generated 3D environment that can be interacted with. It uses hardware like gloves, goggles, headsets, and sensors along with software to create an immersive artificial reality. There are different approaches like HMD, CAVE, and handheld displays. It has applications in education, entertainment, training, and medicine.
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.
The document discusses the history and types of virtual reality (VR). It describes VR as a high-end user interface that involves real-time simulation and interactions through multiple senses. The main types of VR discussed are windows-on-world desktop VR, immersive VR using head-mounted displays, telepresence, augmented reality, and distributed VR across networks. The technologies that enable VR include various displays, sensors, and interaction devices. VR has applications in entertainment, medicine, education and training by creating realistic virtual environments. Current problems with VR include integration issues, cybersickness, and low fidelity. Major companies developing VR include Oculus VR, HTC Vive and Sony.
Virtual reality allows users to experience simulated, immersive environments through head-mounted displays and other sensory inputs. The document discusses different types of VR systems including non-immersive, augmented reality, and immersive systems like head-mounted displays and CAVEs. It also describes common VR hardware like data gloves, motion trackers, and the tools used to develop virtual environments and applications. The future of VR is presented as having applications in fields like healthcare, education, scientific research, and more.
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 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.
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 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.
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 uses computer technology to create simulated environments that users can interact with and immerse themselves in. There are several types of VR, including immersive VR using head mounted displays, augmented reality which blends real and virtual environments, and desktop VR. VR has applications in gaming, training, business, engineering, healthcare, education, and more. It provides advantages like interaction, improved understanding, and reduced costs. However, VR also has disadvantages like high costs, potential eye and brain health effects. The future of VR is promising as hardware improves and costs decrease.
Virtual reality helmets, also known as VR headsets, allow users to experience immersive virtual environments. They consist of displays, optics, sensors, and audio to envelop users. There are tethered, standalone, and smartphone-based headsets. VR is used for gaming, education, healthcare, tourism and more. Challenges include motion sickness, technical limitations, and cost, but advances in resolution, wireless connectivity and other areas aim to improve the experience. VR headsets represent a gateway to new interactive experiences and applications across many fields.
Virtual reality:
A virtual environment (VE) is a digital space in which a user’s movements are tracked and his or her surroundings rendered, or digitally composed and displayed to the senses, in accordance with those movements.
Virtual reality is an artificial 3D environment that is experienced through computer technology and makes the user feel fully immersed. It is experienced primarily through sight and sound. There are different levels of immersion, from non-immersive using monitors to fully immersive using head-mounted displays. Key components of VR systems include computers, headsets with sensors and screens, and input devices. Popular applications of VR include education, healthcare, military, gaming, construction and fashion.
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.
Similar to Virtual Reality: Graphics Display Interfaces (20)
ACEP Magazine edition 4th launched on 05.06.2024Rahul
This document provides information about the third edition of the magazine "Sthapatya" published by the Association of Civil Engineers (Practicing) Aurangabad. It includes messages from current and past presidents of ACEP, memories and photos from past ACEP events, information on life time achievement awards given by ACEP, and a technical article on concrete maintenance, repairs and strengthening. The document highlights activities of ACEP and provides a technical educational article for members.
DEEP LEARNING FOR SMART GRID INTRUSION DETECTION: A HYBRID CNN-LSTM-BASED MODELgerogepatton
As digital technology becomes more deeply embedded in power systems, protecting the communication
networks of Smart Grids (SG) has emerged as a critical concern. Distributed Network Protocol 3 (DNP3)
represents a multi-tiered application layer protocol extensively utilized in Supervisory Control and Data
Acquisition (SCADA)-based smart grids to facilitate real-time data gathering and control functionalities.
Robust Intrusion Detection Systems (IDS) are necessary for early threat detection and mitigation because
of the interconnection of these networks, which makes them vulnerable to a variety of cyberattacks. To
solve this issue, this paper develops a hybrid Deep Learning (DL) model specifically designed for intrusion
detection in smart grids. The proposed approach is a combination of the Convolutional Neural Network
(CNN) and the Long-Short-Term Memory algorithms (LSTM). We employed a recent intrusion detection
dataset (DNP3), which focuses on unauthorized commands and Denial of Service (DoS) cyberattacks, to
train and test our model. The results of our experiments show that our CNN-LSTM method is much better
at finding smart grid intrusions than other deep learning algorithms used for classification. In addition,
our proposed approach improves accuracy, precision, recall, and F1 score, achieving a high detection
accuracy rate of 99.50%.
Embedded machine learning-based road conditions and driving behavior monitoringIJECEIAES
Car accident rates have increased in recent years, resulting in losses in human lives, properties, and other financial costs. An embedded machine learning-based system is developed to address this critical issue. The system can monitor road conditions, detect driving patterns, and identify aggressive driving behaviors. The system is based on neural networks trained on a comprehensive dataset of driving events, driving styles, and road conditions. The system effectively detects potential risks and helps mitigate the frequency and impact of accidents. The primary goal is to ensure the safety of drivers and vehicles. Collecting data involved gathering information on three key road events: normal street and normal drive, speed bumps, circular yellow speed bumps, and three aggressive driving actions: sudden start, sudden stop, and sudden entry. The gathered data is processed and analyzed using a machine learning system designed for limited power and memory devices. The developed system resulted in 91.9% accuracy, 93.6% precision, and 92% recall. The achieved inference time on an Arduino Nano 33 BLE Sense with a 32-bit CPU running at 64 MHz is 34 ms and requires 2.6 kB peak RAM and 139.9 kB program flash memory, making it suitable for resource-constrained embedded systems.
Using recycled concrete aggregates (RCA) for pavements is crucial to achieving sustainability. Implementing RCA for new pavement can minimize carbon footprint, conserve natural resources, reduce harmful emissions, and lower life cycle costs. Compared to natural aggregate (NA), RCA pavement has fewer comprehensive studies and sustainability assessments.
Electric vehicle and photovoltaic advanced roles in enhancing the financial p...IJECEIAES
Climate change's impact on the planet forced the United Nations and governments to promote green energies and electric transportation. The deployments of photovoltaic (PV) and electric vehicle (EV) systems gained stronger momentum due to their numerous advantages over fossil fuel types. The advantages go beyond sustainability to reach financial support and stability. The work in this paper introduces the hybrid system between PV and EV to support industrial and commercial plants. This paper covers the theoretical framework of the proposed hybrid system including the required equation to complete the cost analysis when PV and EV are present. In addition, the proposed design diagram which sets the priorities and requirements of the system is presented. The proposed approach allows setup to advance their power stability, especially during power outages. The presented information supports researchers and plant owners to complete the necessary analysis while promoting the deployment of clean energy. The result of a case study that represents a dairy milk farmer supports the theoretical works and highlights its advanced benefits to existing plants. The short return on investment of the proposed approach supports the paper's novelty approach for the sustainable electrical system. In addition, the proposed system allows for an isolated power setup without the need for a transmission line which enhances the safety of the electrical network
Optimizing Gradle Builds - Gradle DPE Tour Berlin 2024Sinan KOZAK
Sinan from the Delivery Hero mobile infrastructure engineering team shares a deep dive into performance acceleration with Gradle build cache optimizations. Sinan shares their journey into solving complex build-cache problems that affect Gradle builds. By understanding the challenges and solutions found in our journey, we aim to demonstrate the possibilities for faster builds. The case study reveals how overlapping outputs and cache misconfigurations led to significant increases in build times, especially as the project scaled up with numerous modules using Paparazzi tests. The journey from diagnosing to defeating cache issues offers invaluable lessons on maintaining cache integrity without sacrificing functionality.
CHINA’S GEO-ECONOMIC OUTREACH IN CENTRAL ASIAN COUNTRIES AND FUTURE PROSPECTjpsjournal1
The rivalry between prominent international actors for dominance over Central Asia's hydrocarbon
reserves and the ancient silk trade route, along with China's diplomatic endeavours in the area, has been
referred to as the "New Great Game." This research centres on the power struggle, considering
geopolitical, geostrategic, and geoeconomic variables. Topics including trade, political hegemony, oil
politics, and conventional and nontraditional security are all explored and explained by the researcher.
Using Mackinder's Heartland, Spykman Rimland, and Hegemonic Stability theories, examines China's role
in Central Asia. This study adheres to the empirical epistemological method and has taken care of
objectivity. This study analyze primary and secondary research documents critically to elaborate role of
china’s geo economic outreach in central Asian countries and its future prospect. China is thriving in trade,
pipeline politics, and winning states, according to this study, thanks to important instruments like the
Shanghai Cooperation Organisation and the Belt and Road Economic Initiative. According to this study,
China is seeing significant success in commerce, pipeline politics, and gaining influence on other
governments. This success may be attributed to the effective utilisation of key tools such as the Shanghai
Cooperation Organisation and the Belt and Road Economic Initiative.
Batteries -Introduction – Types of Batteries – discharging and charging of battery - characteristics of battery –battery rating- various tests on battery- – Primary battery: silver button cell- Secondary battery :Ni-Cd battery-modern battery: lithium ion battery-maintenance of batteries-choices of batteries for electric vehicle applications.
Fuel Cells: Introduction- importance and classification of fuel cells - description, principle, components, applications of fuel cells: H2-O2 fuel cell, alkaline fuel cell, molten carbonate fuel cell and direct methanol fuel cells.
Understanding Inductive Bias in Machine LearningSUTEJAS
This presentation explores the concept of inductive bias in machine learning. It explains how algorithms come with built-in assumptions and preferences that guide the learning process. You'll learn about the different types of inductive bias and how they can impact the performance and generalizability of machine learning models.
The presentation also covers the positive and negative aspects of inductive bias, along with strategies for mitigating potential drawbacks. We'll explore examples of how bias manifests in algorithms like neural networks and decision trees.
By understanding inductive bias, you can gain valuable insights into how machine learning models work and make informed decisions when building and deploying them.
Redefining brain tumor segmentation: a cutting-edge convolutional neural netw...IJECEIAES
Medical image analysis has witnessed significant advancements with deep learning techniques. In the domain of brain tumor segmentation, the ability to
precisely delineate tumor boundaries from magnetic resonance imaging (MRI)
scans holds profound implications for diagnosis. This study presents an ensemble convolutional neural network (CNN) with transfer learning, integrating
the state-of-the-art Deeplabv3+ architecture with the ResNet18 backbone. The
model is rigorously trained and evaluated, exhibiting remarkable performance
metrics, including an impressive global accuracy of 99.286%, a high-class accuracy of 82.191%, a mean intersection over union (IoU) of 79.900%, a weighted
IoU of 98.620%, and a Boundary F1 (BF) score of 83.303%. Notably, a detailed comparative analysis with existing methods showcases the superiority of
our proposed model. These findings underscore the model’s competence in precise brain tumor localization, underscoring its potential to revolutionize medical
image analysis and enhance healthcare outcomes. This research paves the way
for future exploration and optimization of advanced CNN models in medical
imaging, emphasizing addressing false positives and resource efficiency.
Comparative analysis between traditional aquaponics and reconstructed aquapon...bijceesjournal
The aquaponic system of planting is a method that does not require soil usage. It is a method that only needs water, fish, lava rocks (a substitute for soil), and plants. Aquaponic systems are sustainable and environmentally friendly. Its use not only helps to plant in small spaces but also helps reduce artificial chemical use and minimizes excess water use, as aquaponics consumes 90% less water than soil-based gardening. The study applied a descriptive and experimental design to assess and compare conventional and reconstructed aquaponic methods for reproducing tomatoes. The researchers created an observation checklist to determine the significant factors of the study. The study aims to determine the significant difference between traditional aquaponics and reconstructed aquaponics systems propagating tomatoes in terms of height, weight, girth, and number of fruits. The reconstructed aquaponics system’s higher growth yield results in a much more nourished crop than the traditional aquaponics system. It is superior in its number of fruits, height, weight, and girth measurement. Moreover, the reconstructed aquaponics system is proven to eliminate all the hindrances present in the traditional aquaponics system, which are overcrowding of fish, algae growth, pest problems, contaminated water, and dead fish.
3. Graphics Display Interfaces
Graphics Display is a computer interface that is
designed to present synthetic world images to the
users interacting with the virtual environment.
4. Personal Graphics Display
A graphics display that outputs a virtual scene destined to be viewed by a
single user is called a personal graphics display.
Image produced may be :-
- Monocular (for a single eye).
- Binocular (displayed on both eye).
5. Head Mounted Display
HMD can focus at short distances.
It is a device worn on head or can be integrated as a part of the helmet ,with a small
display optic in front of the eye.
It can either be monocular or binocular.
HMD’s are designed to ensure that no matter in what direction a user might look ,the
monitor stays in front of the eyes.
The HMD screen can be either LCD or CRT ,LCD-HMD’s are used for consumer grade
devices ,CRT based displays are used in more expensive professional based devices for
VR interaction.
6. Contd..
Although CRT displays are bulky and heavier ,they offer better screen resolution and
brightness for HMD.
HMD mostly consist of a tracking device in the so that the point of view displayed in the
monitors changes as the user moves his head.
Google glasses are also an example of HMD’s.
Google glass is an optical HMD ,shaped like a pair of eye glasses which allows the user to
access information in the internet through voice commands, and display such
information in a corner of the glass.
HMDs are not only used in virtual reality gaming, they’ve also been utilized in military,
medical and engineering contexts to name a few.
Eg: Virtual library, Virtual training sessions, etc.
8. HAND SUPPORTED DISPLAYS
Here ,the user can hold the device in one or both hands in
order to periodically view a synthetic scene.
This allows user to go in and out of the simulation
environment as demanded by the application.
HSD’s have additional feature namely push buttons that can
be used to interact with the
virtual scene.
Click for video:
9. Contd…
A virtual binocular measures the user’s viewing
direction.
It allows variable distance focusing as well as
zooming on the scene.
It is connected to a computer running on a serial line.
Virtual binoculars can be used by the soldiers
to see wheather any movement Is there in
enemy camps, specially borders.
10. Floor Supported Displays
These are alternatives to HMD’s and HSD’s in which an
articulated mechanical arm is available to offload the weight
of the graphics display from the user.
Donot require use of special glasses,can be viewed with
unaided eye.
Has 2 types:
Passive autostereoscopic displays- donot track user’s
head ,this restricting user’s position.
Active autostereoscpic displays –tracks user’s head and gives t
he user more freedom of motion.
12. Desk supported Displays
It overcomes the problems faced by users due to the
excessive display weights in HMD’s and HSD’s.
Floor supported display also suffer from problem of
oscillation due to excessive weight, Desk supported
displays overcome these drawbacks.
These are fixed and designed to be used for viewing
with user in sitting position.
14. Large Volume Displays
Large volume displays are used in VR environment
that allow more than one user located in close
proximity.
These allow the user with larger work envelope ,thus
improving upon user’s freedom of motion and ability
of natural interaction compared to personal displays.
16. Monitor-based Large Volume Display
This display relies on use of active glasses coupled
with stereo-ready monitor.
The user of the system looks at the monitor through
a set of shutter glasses.
The stereo ready monitor are capable of refreshing
the screen at double of the normal scan rate.
The shutter glasses and the monitors are
synchronized with each other.
17. The active glasses are connected to an IR emitter located on
top of the CRT display (connection is wireless).
The IR controller controls and signals liquid crystal shutters to
close and occlude the eyes alternately.
The brain registers this rapid sequence of right and left eye
images and fuses them to give the feeling of 3D.
Overview of the Shutter glasses here:-
18. PROJECTOR-BASED DISPLAYS
Projector based displays have advantage of allowing group of closely
located users to participate in a VR Simulation,on contrary to personal
graphics displays.
20. A CAVE is a projection-based VR display that uses tracked stereo
glasses to feel the environment.
CAVE is basically a small room or cubicle where atleast the 3
walls,sometimes the floor and the ceiling act as giant monitors.
The display gives the users a wide field of view ,something that most
HMD’s cannot do.
User’s can also move around in the CAVE system.
Wearing tracked stereo glasses is a must
21. Tracking devices attached to the glasses tell the computer how
to adjust the projected images as we walk around the
environment.
24. The sense of touch is also incorporated in the CAVE’s by using
sensory gloves and other haptic devices. Some haptic devices
also allow users to exert a touch or grasp or replace a virtual
object.
The sound interacts with the brain three dimensionally
enhancing the realism of the virtual environment experience.
Click to see the video on Large volume Displays: