Virtual reality uses head-mounted displays and sensors to immerse users in artificial 3D environments by feeding them updated images as they move their heads. It has various applications in gaming, education, healthcare and military training by allowing interactive experiences without physical risks. However, VR also has drawbacks like high costs, potential for motion sickness, and issues with isolating users from reality. As VR technologies improve and costs decrease, the market is expected to grow significantly with widespread impacts on many industries.
2. Virtual Reality- Notable quotes
“Virtual reality is the first step in a grand -
adventure into the landscape of the imagination”
-FRANK BIOCCA, TAEYONG KIM, & MARK R. LEVY
“The good news is that virtual reality is here. The
bad news is that something is still missing”
-MYCHILO STEPHENSON CLINE
3. What is Virtual reality ?
• VR is an artificial environment in which the user is suspended and
believes it to be real!
• VR can have sensory experiences for sight, hearing, touch, smell and
taste.
• 3D image is the simplest form of virtual reality
• Head mounted display’s(HMD) or glasses are used to create the 3D
experience.
Essentially, Virtual Reality is:
Believable, Interactive, Computer-generated ,Explorable and Immersive.
"hack on the human sensory system"
4. How does it work?
• Humans have stereoscopic vision, i.e. we perceive depth by noting
subtle differences between images of both eyes. A VR system has a
tiny screen for each eye.
• Images are fed carefully such that the users believe that they are
looking at a 3D world instead of flat images.
• VR devices are fitted with small sensors – accelerometers,
gyroscopes, cameras- they track the movements of the wearer, with
every movement screen gets updated.
Cameras Sensors
5. How does it work?(contd.)
• Sensors update themselves dozens of times in a second and errors get
accumulated very quickly.
• Images on the screen get updated very quickly with a speed of 90
frames per second. Most TVs, Cameras and Video games have a
refresh rate of 30 fps.
• Headsets are also equipped with LEDs, they allow cameras elsewhere
in the room to keep track of the user and correct errors in the sensors
as they get accumulated.
• Hand held controls give users a pair of virtual arms helping them
move in the virtual world.
6. They can be of following types
• Windows on World(WoW) - Conventional computer monitors the
virtual world.
• Immersive VR- user is completely immersed with the personal
viewpoint inside in virtual world and user has no visual contact with
physical world.
• Telepresence- visualizing the complete computer generated world
and linking all the remote senses to the human operator. The remote
sensors can be on a robot.
7. Augmented reality VS Virtual reality
• AR is live direct or indirect view of the physical world, view here is
supplemented by a computer using sensory inputs. It is a form of
mediated reality where reality is modified. Here information about
the surrounding world becomes user interactive and digitally
changeable.
• VR on other hand replaces the physical world with the virtual world.
8. Pros of Virtual reality
• Games: They are high on graphics, animations and also allow users to
talk with characters. Xbox360, PS3, Mac, PC all have virtual games.
• Healthcare: It allows professionals to learn new skills in a safe
environment without causing danger to patients.
• Education: Students located at remote locations can interact with
each other in the 3D environment, making it easy to learn.
• Military: For training soldiers in the combat environment, level of
situations can also be varied. This can be done without risking life.
9. Cons of Virtual reality
• Cost: VR hardware is expensive to manufacture
• VR Sickness: Humans are extremely sensitive to visual inconsistencies.
Even a small snag can cause “VR Sickness”.
• Most virtual reality systems are not interchangeable, thus decreasing
the long term value of the system.
• Physical interaction has the potential to create incorrect associations
that are not a part of reality. This can cause isolation, depression etc.
• VR can make it difficult to comprehend the effects or consequences
of some actions when they are performed in the real world.
10. Economies of Virtual reality
• Oculus Rift: US$ 2.5 million was its development cost, it is the first
professional PC based VR headset. Full HD 1080 screen resolution, 90
Hz refresh rate, it has 6 degrees of freedom for rotation and
positioning. Will be released in 2016. Is expected to cost around
₹20,000.
• Samsung Gear VR: Note 4 device is used as the screen and the driving
computer is mounted inside the gear. It costs ₹13,000. Experience is
of low quality .
• Google Cardboard : Low cost VR gear- costs ₹900. It was designed to
increase interest in VR. Made of cardboard, phone is to be mounted
inside the gear.
11. Economies of Virtual reality
• Sony Morpheus: Device is designed for gamers, is
expected to cost around ₹20,000. Device has Full-HD
display with refresh rate of 120 fps with features like
6DOF head tracking, stereoscopic 3D.
• HTC Vive: Uses more than 70 sensors including
gyroscope, accelerometer and photo sensors. Has two
screens with 1080p resolution and refresh rate of 90fps.
Expected to cost around ₹20,000.
12. Impact of Virtual reality
VR introduction to consumers will drive more people in making
technology cheaper. Devices will be comfortable and more
convenient.
• Industry will get transformed allowing massive economies of scale
savings
• It will create a new market segment for virtual goods and services, and
result in a demand for high tech developers and graphic engineers.
• VR has been gaining strength recently. Oculus Rift raised $2.4 million
and sold 60,000 kits. Facebook took over the company for $2billion.
• Pollution & Emission will be cut, students will study from home,
Organizations will save millions as employees will be at remote
locations, thus saving travel expense.