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Presenter: KhAja AsAdulLah
Virtual Reality
Virtual reality (VR) is a computer technology that uses some sort of
electronic devices, 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 VRmove around in it and interact with
virtual features or items.
History
1962
1966
1968
1977
1982
1990
1994
Morton Heilig
created the
Sensorama, a 3D
display, vibrating
seat, and scent
producer.
Ivan Sutherland
created the Sword of
Damocles,widely
considered to be the
first VR headset.
Atari Sunnyvale
Research
Laboratory, led by
Alan Kay, founded
to explore VR.
Sega
introduced the
Sega VR-1, a
head-tracking
VR device.
Thomas A. Furness
III introduced Super
Cockpit, a visual
flight simulator for
the Air Force.
Jonathan Waldern
founded Virtuality, a
company in the UK that
produced arcade
headsets.
MIT created the
Aspen Movie Map,
a hypermedia
experience that
allowed users to
take a virtual tour.
 INPUT DEVICES Tracker
Joystick
. Mouse
Wands
 Head Mounted Display
 The Immerse Desk
 The Power Wall
 TheCaveEnvironment
OUTPUT DEVICES
Wearables
DEVICES
Modern ERAof Virtual Reality
Oculu s Rift GOOGLE CARDBOARD VR
SAMSUNG GEAR VR
Sony project Morpheus
FOVE EyeTracking VR
Microsoft HoloLen s
Apple VR 3.1
Dangers ofVR
Disengagement with real world
VR replacing reality
People preferring VR to reality
Addiction
Difficulty of distinguishing
between virtual and real, ‘false
realities represented in VR
Psychological damage identity
problems
Possible impacts on real body
Positiveusesof VR
Training
Risk-free experience
Experiencing things you
wouldn’t normally be able to
experience
Entertainment; fun, artistic
expression
Telepresence applications
• VIRTUAL REALIT
• VIRTUAL REALIT
• VIRTUAL REALIT
• VIRTUAL REALIT
VR in Daily Life
OVERCOMING FEAR
THEN.NOW.
DATAVISUALIZATION
THEN.NOW.
TRAINING & SIMULATION
NOW. THEN.
NOW
REAL ESTATE
.
THEN.
NOW.
SPORTS IMPROVEMENTS
.
THEN.
NOW.
MEETINGS
THEN.
NOW.
STORYTELLING
.
THEN.
THEN.NOW.
CINEMATOGRAPHY
CONCLUSION
• VR IS GROWING INDUSTRY
• PCAND SPECIALIZED HARDWAREARE GETTING BETTER, FASTERAND CHEAPER
BECAUSEOF DEVELOPMENT INVR.
• IN THE PAST, COMPUTING POWERHAS DOUBLEDAPPROXIMATELY EVERY18
MONTHS. IF THIS ISTHE CASETHEN WESHOULD HAVE A COMPUTER POWERFUL
ENOUGH TO RUN IMMERSIVE VR PROGRAMS IN OUR OWN HOMES BYTHE YEAR
2037.
Reference
• AllThe Data Are Showed On This Presentation in Come up With
some Few Books and Internet
• Any Queries Or Question
Thank you!
Presenters: Khaja Asadullah
Mohammed Akef Ali

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Virtualreality

  • 1.
  • 3. Virtual Reality Virtual reality (VR) is a computer technology that uses some sort of electronic devices, 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 VRmove around in it and interact with virtual features or items.
  • 4. History 1962 1966 1968 1977 1982 1990 1994 Morton Heilig created the Sensorama, a 3D display, vibrating seat, and scent producer. Ivan Sutherland created the Sword of Damocles,widely considered to be the first VR headset. Atari Sunnyvale Research Laboratory, led by Alan Kay, founded to explore VR. Sega introduced the Sega VR-1, a head-tracking VR device. Thomas A. Furness III introduced Super Cockpit, a visual flight simulator for the Air Force. Jonathan Waldern founded Virtuality, a company in the UK that produced arcade headsets. MIT created the Aspen Movie Map, a hypermedia experience that allowed users to take a virtual tour.
  • 5.  INPUT DEVICES Tracker Joystick . Mouse Wands  Head Mounted Display  The Immerse Desk  The Power Wall  TheCaveEnvironment OUTPUT DEVICES Wearables DEVICES
  • 6. Modern ERAof Virtual Reality Oculu s Rift GOOGLE CARDBOARD VR SAMSUNG GEAR VR
  • 7. Sony project Morpheus FOVE EyeTracking VR Microsoft HoloLen s Apple VR 3.1
  • 8. Dangers ofVR Disengagement with real world VR replacing reality People preferring VR to reality Addiction Difficulty of distinguishing between virtual and real, ‘false realities represented in VR Psychological damage identity problems Possible impacts on real body Positiveusesof VR Training Risk-free experience Experiencing things you wouldn’t normally be able to experience Entertainment; fun, artistic expression Telepresence applications
  • 9. • VIRTUAL REALIT • VIRTUAL REALIT • VIRTUAL REALIT • VIRTUAL REALIT
  • 10.
  • 11. VR in Daily Life OVERCOMING FEAR THEN.NOW.
  • 19. CONCLUSION • VR IS GROWING INDUSTRY • PCAND SPECIALIZED HARDWAREARE GETTING BETTER, FASTERAND CHEAPER BECAUSEOF DEVELOPMENT INVR. • IN THE PAST, COMPUTING POWERHAS DOUBLEDAPPROXIMATELY EVERY18 MONTHS. IF THIS ISTHE CASETHEN WESHOULD HAVE A COMPUTER POWERFUL ENOUGH TO RUN IMMERSIVE VR PROGRAMS IN OUR OWN HOMES BYTHE YEAR 2037.
  • 20. Reference • AllThe Data Are Showed On This Presentation in Come up With some Few Books and Internet • Any Queries Or Question Thank you! Presenters: Khaja Asadullah Mohammed Akef Ali