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Virtual Reality
VR AS AN EMERGING TECHNOLOGY
(GROUP-10)
Surya (111710822)
S.Jashwanth
(111710937)
A.Lokesh
11171070
7
B.Advaith
(111710714)
S.Siva Sai
Krishna
(111710919)
P.Shanmukhi
(111710899)
OUR TEAM
INTRODUCTION
Virtual reality
Virtual reality (VR) is a 3D computer-generated environment
which can be a highly imaginative, or a realistic, simulation
of the actual world.
Depending on the VR environment, people can interact
through first-person (through their own eyes or the eyes of a
character) or through third person (disembodied)
perspectives, or they can switch between the two.
VR can be delivered via a desktop computer, mobile
computing device or with a head-mounted display (HMD),
which can be a headset or goggles.
Introduction to VR
Simple definition to VR
VR: A three-dimensional, computer-
generated digital world that can
be explored through the use of
headsets, sensors, and other
special equipment.
History of VR 1968: Ivan Sutherland, a Harvard professor and computer
scientist, invented the first VR / AR head-mounted display
called ‘The Sword of Damocles’.
1982: The movie Tron brought the concept of virtual reality
to the masses. Geared at gamers, the characters were
immersed in a fully virtual environment that simulated a
video game.
1986: Furness worked on his Air Force simulation project
through the 80s and in the end developed the Visually
Coupled Airborne Systems Simulator (VCASS). The system
gave pilots a virtual view that streamlined the barrage of
information they get every moment.
1991: The Virtuality Group released a series of games and
arcade machines bringing VR to the general public. Players
would wear a pair of virtual reality goggles and play
immersive games in real-time.
1999: The Matrix came to theaters and had massive buzz,
popularizing the idea of virtual realities with an even bigger
portion of the general public.
2001: SAS cube was introduced as the first PC based cubic
room. The SAS library eventually led to the Virtools
VRPack.
2007: Google, with Immersive Media, announced Street
View. The technology launched with imagery for five
mapped cities.
2016: Hundreds of companies were developing virtual
reality products. Most of the headsets had dynamic binaural
audio, but the haptic interfaces were still lacking.
2018: At the Facebook F8 Developer Conference, Oculus
revealed the Half Dome – a headset with a 140-degree field
of vision.
Virtual reality technology was invented in 1957 by Morton Heilig.
His multimedia device called the Sensorama is considered one
of the earliest VR systems. However, the term ‘virtual reality’
was coined much later in 1987 by researcher Jaron Lanier.
1957: Morton Heilig, a cinematographer, invented the
Sensorama, a theatre cabinet multimedia device that offered
viewers an interactive experience.
1961: Comeau and Bryan, two Philco Corporation engineers,
created the first head-mounted display (HMD) called the
Headsight. The display had two video screens, one for each
eye, as well as a magnetic tracking device.
1966: Thomas Furness, a military engineer, developed the first
flight simulator for the Air Force. This sparked a lot of interest in
VR technology and how it could be used for training purposes.
When was VR first invented?
Various AR devices
Dedicated Mobile
Apps
Wearable
Rise of VR
1. VR awareness is on the rise.
Four in ten respondents in our global
survey (40 percent) could name, without
prompting, at least one brand of
headset.
2. Perhaps more important, awareness
among younger age groups was even
higher, with more than half (54 percent)
of consumers under the age of 24 being
familiar with the technology and its
application.
VR AWARENESS
Significant Growth in VR
There is significant appetite for
VR.
Almost half (47 percent) of our
respondents said that they were
“very” or “extremely interested”
in using a VR headset. In
particular, consumers in emerging
markets like China and India are
especially excited about this
technology, with 66 percent and
64 percent, respectively,
expressing interest.
Contents_Here
VR IN TOURISM AND MANAGEMENT
Why is Virtual Reality Becoming
Important in the Hospitality Industry?
1. Virtual Travel Experiences
One of the most common uses of virtual reality in the hospitality
sector so far has been the creation of virtual travel experiences,
using 360 degree video technology.
Through this, users can experience a virtual recreation of
different aspects of travel, from the flight, to arrival, to some of
the key sights.
Three examples of this can be seen below. The first is a video
showing how the basic process works, and showing people
who are wearing VR headsets and experiencing a virtual tour.
Meanwhile, the second and third examples are 360 degree
videos, which can be viewed with VR glasses or a Google
Cardboard for a more immersive experience.
VR IN TOURISM AND MANAGEMENT
Why is Virtual Reality Becoming
Important in the Hospitality Industry?
2. Virtual Hotel Tours
Another common use of virtual reality technology within
the hotel industry are virtual reality hotel tours.
These tours can be made available on hotel bsites,
allowing guests or potential guests to take a look at their
hotel room, or other parts of the hotel, before they book
or before they arrive.
While these tours are best experienced with a VR
headset, they can also potentially be made available to
those without access to a headset on social media sites
like Facebook, using its 360 video technology.
A virtual tour is a simulation of an existing
location, usually composed of a sequence of
videos, still images or 360-degree images. It
may also use other multimedia elements such
as sound effects, music, narration, text and
floor map. It is distinguished from the use of
live television to affect tele-tourism.[1]The
phrase "virtual tour" is often used to describe a
variety of videos and photographic-based
media. Panorama indicates an unbroken view,
since a panorama can be either a series of
photographs or panning video footage.
However, the phrases "panoramic tour" and
"virtual tour" have mostly been associated with
virtual tours created using still cameras. Such
virtual tours are made up of a number of shots
taken from a single vantage point. The camera
and lens are rotated around what is referred to
as a no parallax point
VR IN TOURISM AND MANAGEMENT
3. Virtual Booking Processes
Finally, one of the more interesting uses of VR
technology in recent times has been the creation of
virtual reality booking processes.
This has recently been put into action by companies
like Amadeus, allowing customers to look for flights.
compare hotel prices and book rooms through a
virtual reality headset.
The potential for this has not yet been fully explored,
but it is easy to see how this VR booking process can
allow customers to explore virtual hotel rooms,
experience local sights and book a room seamlessly.
Hotel companies have been exploring the VR
landscape for a while now. In 2015, Marriot created
the Vroom experience to let travelers check out
different corners of the globe from a hotel room. The
idea was to provide customers with something
unique to do from inside their hotel room when
outdoor adventures might not be possible.With the
help of Facebook and Oculus, Hilton hotels recently
began to invest in VR technology too. As one of the
largest hospitality companies in the world, Hilton has
more than 6,000 properties across 117 territories and
countries. It’s also recognized as the second-best
workplace in the world.
VR IN TOURISM AND MANAGEMENT
Virtual Reality Hospitality Experiences and the
Meta-verse
Virtual reality hospitality strategies can help to
improve the quality of experience provided at almost
every stage of the customer journey.
Yet, this can be taken to the next level by embracing
the Meta-verse the concept of 3D words, based on
social interactions, and powered by VR, augmented
reality, and similar .
CONCLUSION :
In the hospitality sector, empathy is the key to driving
memorable experiences. People rely on their hospitality
companies to give them comfort and support during
times when they may feel nervous or vulnerable – such
as when they’re exploring a new environment. Hilton
believes that using VR to develop empathy in employees
can help them to offer a better level of customer
service . According to Hilton, creating an experience
that increases empathy for team members is a game-
changing process for the company. If team members
can understand what guests feel, then they’ll be better
equipped to deliver the experiences that they expect.
In the same way, if executives understand the issues
that employees deal with every day, they’ll know how to
interact better with staff . If VR can effectively
develop more meaningful empathetic experiences in the
hospitality sector, who knows what else it could do to
change the way we travel?
THANK YOU

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Virtual Reality Technology.pptx

  • 1. Virtual Reality VR AS AN EMERGING TECHNOLOGY (GROUP-10)
  • 3. INTRODUCTION Virtual reality Virtual reality (VR) is a 3D computer-generated environment which can be a highly imaginative, or a realistic, simulation of the actual world. Depending on the VR environment, people can interact through first-person (through their own eyes or the eyes of a character) or through third person (disembodied) perspectives, or they can switch between the two. VR can be delivered via a desktop computer, mobile computing device or with a head-mounted display (HMD), which can be a headset or goggles.
  • 4. Introduction to VR Simple definition to VR VR: A three-dimensional, computer- generated digital world that can be explored through the use of headsets, sensors, and other special equipment.
  • 5. History of VR 1968: Ivan Sutherland, a Harvard professor and computer scientist, invented the first VR / AR head-mounted display called ‘The Sword of Damocles’. 1982: The movie Tron brought the concept of virtual reality to the masses. Geared at gamers, the characters were immersed in a fully virtual environment that simulated a video game. 1986: Furness worked on his Air Force simulation project through the 80s and in the end developed the Visually Coupled Airborne Systems Simulator (VCASS). The system gave pilots a virtual view that streamlined the barrage of information they get every moment. 1991: The Virtuality Group released a series of games and arcade machines bringing VR to the general public. Players would wear a pair of virtual reality goggles and play immersive games in real-time. 1999: The Matrix came to theaters and had massive buzz, popularizing the idea of virtual realities with an even bigger portion of the general public. 2001: SAS cube was introduced as the first PC based cubic room. The SAS library eventually led to the Virtools VRPack. 2007: Google, with Immersive Media, announced Street View. The technology launched with imagery for five mapped cities. 2016: Hundreds of companies were developing virtual reality products. Most of the headsets had dynamic binaural audio, but the haptic interfaces were still lacking. 2018: At the Facebook F8 Developer Conference, Oculus revealed the Half Dome – a headset with a 140-degree field of vision. Virtual reality technology was invented in 1957 by Morton Heilig. His multimedia device called the Sensorama is considered one of the earliest VR systems. However, the term ‘virtual reality’ was coined much later in 1987 by researcher Jaron Lanier. 1957: Morton Heilig, a cinematographer, invented the Sensorama, a theatre cabinet multimedia device that offered viewers an interactive experience. 1961: Comeau and Bryan, two Philco Corporation engineers, created the first head-mounted display (HMD) called the Headsight. The display had two video screens, one for each eye, as well as a magnetic tracking device. 1966: Thomas Furness, a military engineer, developed the first flight simulator for the Air Force. This sparked a lot of interest in VR technology and how it could be used for training purposes. When was VR first invented?
  • 6.
  • 7. Various AR devices Dedicated Mobile Apps Wearable
  • 8. Rise of VR 1. VR awareness is on the rise. Four in ten respondents in our global survey (40 percent) could name, without prompting, at least one brand of headset. 2. Perhaps more important, awareness among younger age groups was even higher, with more than half (54 percent) of consumers under the age of 24 being familiar with the technology and its application.
  • 10. Significant Growth in VR There is significant appetite for VR. Almost half (47 percent) of our respondents said that they were “very” or “extremely interested” in using a VR headset. In particular, consumers in emerging markets like China and India are especially excited about this technology, with 66 percent and 64 percent, respectively, expressing interest. Contents_Here
  • 11.
  • 12. VR IN TOURISM AND MANAGEMENT Why is Virtual Reality Becoming Important in the Hospitality Industry? 1. Virtual Travel Experiences One of the most common uses of virtual reality in the hospitality sector so far has been the creation of virtual travel experiences, using 360 degree video technology. Through this, users can experience a virtual recreation of different aspects of travel, from the flight, to arrival, to some of the key sights. Three examples of this can be seen below. The first is a video showing how the basic process works, and showing people who are wearing VR headsets and experiencing a virtual tour. Meanwhile, the second and third examples are 360 degree videos, which can be viewed with VR glasses or a Google Cardboard for a more immersive experience.
  • 13. VR IN TOURISM AND MANAGEMENT Why is Virtual Reality Becoming Important in the Hospitality Industry? 2. Virtual Hotel Tours Another common use of virtual reality technology within the hotel industry are virtual reality hotel tours. These tours can be made available on hotel bsites, allowing guests or potential guests to take a look at their hotel room, or other parts of the hotel, before they book or before they arrive. While these tours are best experienced with a VR headset, they can also potentially be made available to those without access to a headset on social media sites like Facebook, using its 360 video technology.
  • 14. A virtual tour is a simulation of an existing location, usually composed of a sequence of videos, still images or 360-degree images. It may also use other multimedia elements such as sound effects, music, narration, text and floor map. It is distinguished from the use of live television to affect tele-tourism.[1]The phrase "virtual tour" is often used to describe a variety of videos and photographic-based media. Panorama indicates an unbroken view, since a panorama can be either a series of photographs or panning video footage. However, the phrases "panoramic tour" and "virtual tour" have mostly been associated with virtual tours created using still cameras. Such virtual tours are made up of a number of shots taken from a single vantage point. The camera and lens are rotated around what is referred to as a no parallax point
  • 15. VR IN TOURISM AND MANAGEMENT 3. Virtual Booking Processes Finally, one of the more interesting uses of VR technology in recent times has been the creation of virtual reality booking processes. This has recently been put into action by companies like Amadeus, allowing customers to look for flights. compare hotel prices and book rooms through a virtual reality headset. The potential for this has not yet been fully explored, but it is easy to see how this VR booking process can allow customers to explore virtual hotel rooms, experience local sights and book a room seamlessly.
  • 16. Hotel companies have been exploring the VR landscape for a while now. In 2015, Marriot created the Vroom experience to let travelers check out different corners of the globe from a hotel room. The idea was to provide customers with something unique to do from inside their hotel room when outdoor adventures might not be possible.With the help of Facebook and Oculus, Hilton hotels recently began to invest in VR technology too. As one of the largest hospitality companies in the world, Hilton has more than 6,000 properties across 117 territories and countries. It’s also recognized as the second-best workplace in the world.
  • 17. VR IN TOURISM AND MANAGEMENT Virtual Reality Hospitality Experiences and the Meta-verse Virtual reality hospitality strategies can help to improve the quality of experience provided at almost every stage of the customer journey. Yet, this can be taken to the next level by embracing the Meta-verse the concept of 3D words, based on social interactions, and powered by VR, augmented reality, and similar .
  • 18. CONCLUSION : In the hospitality sector, empathy is the key to driving memorable experiences. People rely on their hospitality companies to give them comfort and support during times when they may feel nervous or vulnerable – such as when they’re exploring a new environment. Hilton believes that using VR to develop empathy in employees can help them to offer a better level of customer service . According to Hilton, creating an experience that increases empathy for team members is a game- changing process for the company. If team members can understand what guests feel, then they’ll be better equipped to deliver the experiences that they expect. In the same way, if executives understand the issues that employees deal with every day, they’ll know how to interact better with staff . If VR can effectively develop more meaningful empathetic experiences in the hospitality sector, who knows what else it could do to change the way we travel?