TOPIC:
Virtual Reality
PPT by Gandha Kalpesh
•What is virtual reality?The definition of
virtual is near and reality is what we
experience. So the term virtual
reality basically means near-reality.
•So Virtual reality (VR) means
experiencing things through
our computers that don't really exist.
O Believable
O Interactive
O Explorable
O immersive
O Computer-Generated
INDEX
History
01 • From past
• To Present
Type of VR
02
VR Devices
03 • Input devices
• Output Devices
Advantages & Disadvatages
04
05 Future of Virtual Reality
HISTORY
1991
1965
1993
2017
1950
•Sony reveals that it sold almost a
million
PlayStation VR headsets in their
first four
months on the market.
Sony launched new
Playstation VR
Sega announced the Sega VR headset
for the Sega Genesis console in 1993
at the Consumer Electronics Show in
1993. The wrap-around protoype
glasses had head tracking, stereo
sound and LCD screens in the visor.
SEGA announce new
VR glasses
Ivan E. Sutherland
envisioned the Ultimate
Display, a room in which a
computer can directly
control the existence of
matter. This type of
display would merge the
digital and the physical
world, dramatically
changing how people
interact with computers..
The Ultimate
display by Ivan
Sutherland
The Virtuality Group launched a range of arcade
games and machines. Players would wear a set
of VR goggles and play on gaming machines with
realtime (less than 50ms latency) immersive
stereoscopic 3D visuals.
Virtuality Group Arcade Machines
The Sensorama was a
machine that is one of
the earliest known
examples of immersive,
multi-sensory
technology. This
technology, which was
introduced in 1962 by
Morton Heilig, is
considered one of the
earliest virtual reality
systems.
Morton Heiligs
Sensorama
Types Of Virtual Reality
Non-Immersive Semi-Immersive Fully Immersive Collaborative VR
Non-Immersive Virtual Reality
Non-immersive virtual experiences are
often overlooked as a virtual reality
category because it’s already so commonly
used in everyday life. This technology
provides a computer-generated
environment, but allows the user to stay
aware of and keep control of their physical
environment. Non-immersive virtual
reality systems rely on a computer or
video game console, display, and input
devices like keyboards, mice, and
controller. A video game is a great
example of a non-immersive VR
experience.
Semi-Immersive Virtual reality
Semi-immersive virtual experiences provide
users with a partially virtual environment. It will
still give users the perception of being in a
different reality when they focus on the digital
image, but also allows users to remain connected
to their physical surroundings.
Semi-immersive technology provides realism
through through 3D graphics, a term known as
vertical reality depth. More detailed graphics
result in a more immersive feeling.
This category of VR is used often for educational
or training purposes and relies on high-
resolution displays, powerful computers,
projectors or hard simulators that partially
replicate design and functionality of functional
real-world mechanisms.
Fully-Immersive Virtual reality
Fully-immersive simulations give users the most
realistic simulation experience, complete with sight
and sound. To experience and interact with fully-
immersive virtual reality, the user needs the proper
VR glasses or a head mount display (HMD).
VR headsets provide high-resolution content with a
wide field of view. The display typically splits
between the user’s eyes, creating a stereoscopic 3D
effect, and combines with input tracking to establish
an immersive, believable experience. This type of VR
has been commonly adapted for gaming and other
entertainment purposes, but usage in other sectors,
namely education, is increasing now as well. The
possibilities for VR usage are endless.
Collaborative Virtual Reality
This is a virtual world where people from different
places can interact inside a fictional setting,
typically in the form of projected or 3D characters.
For instance, in the video game PUBG (Players
Unknown Battle-Ground), many players take on the
form of unique virtual avatars that they can
manage.
Recently, people have grown accustomed to using
virtual meeting spaces for remote business
meetings and virtual argument tournaments. Here,
people can communicate using chat, headphones,
and microphones. The fundamental objective of this
type of VR is to foster interpersonal cooperation.
VR DEVICES
-> Input Devices
-> Output Devices
INPUT DEVICES USEDD IN VR
1.Prio VR
2.
2.Razer Hydra 3.Control VR
4.
OUTPUT DEVICES
1.VR HeadSet 2.Sensing Gloves 3.Helsinki 4.3D Audio
Advantages Of VR
It can be used in medical studies to
enable students to know the
human body structure.
Medical Knowledge
4.
Virtual reality helps in
exploring places
without actually being
there
Exploration of Different
Places
5.
Easy to change
colors, photos
and Text.
Easy to change
colors, photos
an Text.
1.
2.
3.
It can be used for entertainments
like in games and movies to make
the gaming experience more real
and to allow individual to
experience adventures under
extreme conditions.
Entertainment
It can be used in military
training for the soldiers to
get familiar with different
areas in the battlefield.
Helps in Training
It can be used in scientific
research laboratories so that
scientist can easily research on
a specific topic.
Helpful in Research
Disadvantages of VR
The technology and equipment used in
Virtual Reality are costly and therefore
only a few could afford such technology.
Implementation is expensive
Virtual Reality technology has to be learned to
gain skills and it is not easy for everyone to
understand the technology for how to use
therefore training is required to learn the
Technology is complex:
Many people using Virtual
Reality have many physical
problems like eye strain,
dizziness, and nausea issues. This
is because of the illusion made by
Virtual Reality.
Impact on the real human body
As people become addicted to Virtual Reality
they don’t want to engage themselves with
the real world. The virtual world becomes
their actual world and they don’t want to
deal with the real world
Not engaged in the real world
Many a time it has been seen
that teenagers and a few
adults become addicted to
Virtual Reality and get
affected physiologically.
Addiction to Virtual Reality
Metaverse
According to research by the
International Data Corporation (IDC) researc
h
, VR and AR market will reach 15.5 billion
euros by 2022.
According to reports it has already reach
more than 16 billion euros. AR and VR
spending would reach $18.8 billion in 2020,
an increase of 78.5% over the $10.5 billion,
achieving a five-year annual growth rate
Future of Virtual
Technology
Virtual Reality (VR) and Augmented Reality (AR), both of which already exist in some form
today, very likely will mark the next big step forward in the world of gaming technologies
They've already begun to impact commerce, business, design, entertainment and so muc
more.
According to different market studies, Virtual Reality is projected to
grow exponentially in coming years.
THANK YOU

Virtual Reality.pptx VR PPT 123456789098

  • 1.
  • 2.
    •What is virtualreality?The definition of virtual is near and reality is what we experience. So the term virtual reality basically means near-reality. •So Virtual reality (VR) means experiencing things through our computers that don't really exist. O Believable O Interactive O Explorable O immersive O Computer-Generated
  • 3.
    INDEX History 01 • Frompast • To Present Type of VR 02 VR Devices 03 • Input devices • Output Devices Advantages & Disadvatages 04 05 Future of Virtual Reality
  • 4.
    HISTORY 1991 1965 1993 2017 1950 •Sony reveals thatit sold almost a million PlayStation VR headsets in their first four months on the market. Sony launched new Playstation VR Sega announced the Sega VR headset for the Sega Genesis console in 1993 at the Consumer Electronics Show in 1993. The wrap-around protoype glasses had head tracking, stereo sound and LCD screens in the visor. SEGA announce new VR glasses Ivan E. Sutherland envisioned the Ultimate Display, a room in which a computer can directly control the existence of matter. This type of display would merge the digital and the physical world, dramatically changing how people interact with computers.. The Ultimate display by Ivan Sutherland The Virtuality Group launched a range of arcade games and machines. Players would wear a set of VR goggles and play on gaming machines with realtime (less than 50ms latency) immersive stereoscopic 3D visuals. Virtuality Group Arcade Machines The Sensorama was a machine that is one of the earliest known examples of immersive, multi-sensory technology. This technology, which was introduced in 1962 by Morton Heilig, is considered one of the earliest virtual reality systems. Morton Heiligs Sensorama
  • 5.
    Types Of VirtualReality Non-Immersive Semi-Immersive Fully Immersive Collaborative VR
  • 6.
    Non-Immersive Virtual Reality Non-immersivevirtual experiences are often overlooked as a virtual reality category because it’s already so commonly used in everyday life. This technology provides a computer-generated environment, but allows the user to stay aware of and keep control of their physical environment. Non-immersive virtual reality systems rely on a computer or video game console, display, and input devices like keyboards, mice, and controller. A video game is a great example of a non-immersive VR experience.
  • 7.
    Semi-Immersive Virtual reality Semi-immersivevirtual experiences provide users with a partially virtual environment. It will still give users the perception of being in a different reality when they focus on the digital image, but also allows users to remain connected to their physical surroundings. Semi-immersive technology provides realism through through 3D graphics, a term known as vertical reality depth. More detailed graphics result in a more immersive feeling. This category of VR is used often for educational or training purposes and relies on high- resolution displays, powerful computers, projectors or hard simulators that partially replicate design and functionality of functional real-world mechanisms.
  • 8.
    Fully-Immersive Virtual reality Fully-immersivesimulations give users the most realistic simulation experience, complete with sight and sound. To experience and interact with fully- immersive virtual reality, the user needs the proper VR glasses or a head mount display (HMD). VR headsets provide high-resolution content with a wide field of view. The display typically splits between the user’s eyes, creating a stereoscopic 3D effect, and combines with input tracking to establish an immersive, believable experience. This type of VR has been commonly adapted for gaming and other entertainment purposes, but usage in other sectors, namely education, is increasing now as well. The possibilities for VR usage are endless.
  • 9.
    Collaborative Virtual Reality Thisis a virtual world where people from different places can interact inside a fictional setting, typically in the form of projected or 3D characters. For instance, in the video game PUBG (Players Unknown Battle-Ground), many players take on the form of unique virtual avatars that they can manage. Recently, people have grown accustomed to using virtual meeting spaces for remote business meetings and virtual argument tournaments. Here, people can communicate using chat, headphones, and microphones. The fundamental objective of this type of VR is to foster interpersonal cooperation.
  • 10.
    VR DEVICES -> InputDevices -> Output Devices
  • 11.
    INPUT DEVICES USEDDIN VR 1.Prio VR 2. 2.Razer Hydra 3.Control VR 4.
  • 12.
    OUTPUT DEVICES 1.VR HeadSet2.Sensing Gloves 3.Helsinki 4.3D Audio
  • 13.
    Advantages Of VR Itcan be used in medical studies to enable students to know the human body structure. Medical Knowledge 4. Virtual reality helps in exploring places without actually being there Exploration of Different Places 5. Easy to change colors, photos and Text. Easy to change colors, photos an Text. 1. 2. 3. It can be used for entertainments like in games and movies to make the gaming experience more real and to allow individual to experience adventures under extreme conditions. Entertainment It can be used in military training for the soldiers to get familiar with different areas in the battlefield. Helps in Training It can be used in scientific research laboratories so that scientist can easily research on a specific topic. Helpful in Research
  • 14.
    Disadvantages of VR Thetechnology and equipment used in Virtual Reality are costly and therefore only a few could afford such technology. Implementation is expensive Virtual Reality technology has to be learned to gain skills and it is not easy for everyone to understand the technology for how to use therefore training is required to learn the Technology is complex: Many people using Virtual Reality have many physical problems like eye strain, dizziness, and nausea issues. This is because of the illusion made by Virtual Reality. Impact on the real human body As people become addicted to Virtual Reality they don’t want to engage themselves with the real world. The virtual world becomes their actual world and they don’t want to deal with the real world Not engaged in the real world Many a time it has been seen that teenagers and a few adults become addicted to Virtual Reality and get affected physiologically. Addiction to Virtual Reality Metaverse
  • 15.
    According to researchby the International Data Corporation (IDC) researc h , VR and AR market will reach 15.5 billion euros by 2022. According to reports it has already reach more than 16 billion euros. AR and VR spending would reach $18.8 billion in 2020, an increase of 78.5% over the $10.5 billion, achieving a five-year annual growth rate Future of Virtual Technology Virtual Reality (VR) and Augmented Reality (AR), both of which already exist in some form today, very likely will mark the next big step forward in the world of gaming technologies They've already begun to impact commerce, business, design, entertainment and so muc more. According to different market studies, Virtual Reality is projected to grow exponentially in coming years.
  • 16.