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1
By
B.PRASHANTH
VIRTUAL REALITY
 Introduction
 The history of VR
 Types of VR
 Architecture of VR system
 How it works
 Technologies of VR
 Applications of VR
 Advantages
 Future scope
 Conclusion
 Reference
2
3
Virtual Reality refers to a
high-end user interface that
involves real-time simulation
and the interactions through
multiple sensorial channels.
 In 1950s, flight simulators were built by US Air
Force to train student pilots.
 In 1965, a research program for computer graphics
called “The Ultimate Display” was laid out.
 In 1988, commercial development of VR began.
 In 1991, first commercial entertainment VR system
was released.
4
 Windows on World.
 Immersive VR.
5
6
World Database
Position &
Orientation
visual, a
uditory,
hap tic,
touch
…
 The primary subject of virtual reality is simulating the visio
n Every headset aims to perfect their approach to creating an
immersive 3D environment.
 Each VR headset puts up a screen in front of eyes thus,
eliminating any interaction with the real world.
 Two autofocus lenses are generally placed between the s
creen and eyes that can adjust based on individual eye mo
vement and positioning.
 The visuals on the screen are rendered either by using a mobil
e phone or HDMI cable connected to a PC.
7
 Head-Mounted Display (HMD)
 Binocular Omni-Orientation Monitor
 Data Gloves.
 Control devices
8
Technologies of VR--Software
 Toolkits
 Authoring systems
Entertainment
 More vivid
 Move exciting
 More attractive
9
 Practice performing surgery.
 Perform surgery on a remote patient.
 Teach new skills in a safe, controlled
environment.
Manufacturing
 Easy to modify.
 Low cost.
 High efficient.
10
11
Advantages
 High-fidelity system
 Cost-saving
 Collaborative
 High-level contact between participants in
distributed VR
 Virtual reality will be integrated into
daily life and activities and will be
used in various human ways.
 The technology of virtual reality is
advancing rapidly and it won't be
long before it becomes a most
exciting source of entertainment in
our homes
12
 Though the disadvantage of virtual
reality can distrub human's
perception ability, its advantages in
different fields makes it user
friendly.
 The technology of VR is advancing
rapidly. It long before it becomes a
exciting source of entertainment.
13
14
References
 [1] What is Virtual Reality?, http://vr.isdale.com/WhatIs
VR/frames/WhatIsVR4.1.html.
 [2] Virtual Reality Applications, http://vresources.jump-ga
te.com/applications/applications.shtml.
 [3] K.-P. Bier. Virtual Reality: A short Introduction. http:/
/www-vrl.umich.edu/intro/
THANK YOU
15

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Virtual reality ppt

  • 2.  Introduction  The history of VR  Types of VR  Architecture of VR system  How it works  Technologies of VR  Applications of VR  Advantages  Future scope  Conclusion  Reference 2
  • 3. 3 Virtual Reality refers to a high-end user interface that involves real-time simulation and the interactions through multiple sensorial channels.
  • 4.  In 1950s, flight simulators were built by US Air Force to train student pilots.  In 1965, a research program for computer graphics called “The Ultimate Display” was laid out.  In 1988, commercial development of VR began.  In 1991, first commercial entertainment VR system was released. 4
  • 5.  Windows on World.  Immersive VR. 5
  • 6. 6 World Database Position & Orientation visual, a uditory, hap tic, touch …
  • 7.  The primary subject of virtual reality is simulating the visio n Every headset aims to perfect their approach to creating an immersive 3D environment.  Each VR headset puts up a screen in front of eyes thus, eliminating any interaction with the real world.  Two autofocus lenses are generally placed between the s creen and eyes that can adjust based on individual eye mo vement and positioning.  The visuals on the screen are rendered either by using a mobil e phone or HDMI cable connected to a PC. 7
  • 8.  Head-Mounted Display (HMD)  Binocular Omni-Orientation Monitor  Data Gloves.  Control devices 8 Technologies of VR--Software  Toolkits  Authoring systems
  • 9. Entertainment  More vivid  Move exciting  More attractive 9
  • 10.  Practice performing surgery.  Perform surgery on a remote patient.  Teach new skills in a safe, controlled environment. Manufacturing  Easy to modify.  Low cost.  High efficient. 10
  • 11. 11 Advantages  High-fidelity system  Cost-saving  Collaborative  High-level contact between participants in distributed VR
  • 12.  Virtual reality will be integrated into daily life and activities and will be used in various human ways.  The technology of virtual reality is advancing rapidly and it won't be long before it becomes a most exciting source of entertainment in our homes 12
  • 13.  Though the disadvantage of virtual reality can distrub human's perception ability, its advantages in different fields makes it user friendly.  The technology of VR is advancing rapidly. It long before it becomes a exciting source of entertainment. 13
  • 14. 14 References  [1] What is Virtual Reality?, http://vr.isdale.com/WhatIs VR/frames/WhatIsVR4.1.html.  [2] Virtual Reality Applications, http://vresources.jump-ga te.com/applications/applications.shtml.  [3] K.-P. Bier. Virtual Reality: A short Introduction. http:/ /www-vrl.umich.edu/intro/