This presentation contains a brief review of the topic VIRTUAL REALITY, its definition, features, systems, applications, concern and challenges, and example of its implementation.
(The slide have notes added to them for more information )
2. OVERVIEW
What is Virtual Reality?
Brief History.
Features of virtual reality.
Virtual Reality Systems.
Devices used in Virtual Reality.
Applications of Virtual Reality.
Concerns and Challenges.
House of VR.
3. WHAT IS VIRTUAL REALITY?
Virtual Reality(VR), also known as Immersive
Multimedia or Computer-Simulated Reality, is a
computer technology that replicates an environment, real
or imagined, and simulates a user's physical presence and
environment in a way that allows the user to interact with
it.
Virtual realities artificially create sensory experience,
which can include sight, touch, hearing, and smell.
4. BRIEF HISTORY
Sensorama
• By MORTON
HEILIG in
1950’s.
• 3-D
television
HMD
• By IVAN
SUTHERLA
ND in 1968
• Known as
“The
Sword Of
Damocles”
In 1985
commercial
development
of VR began,
by VPL
RESEARCH.
In 1991, 1st
commercial
entertainmen
t system
VIRTUALIT
Y was
released.
5. FEATURES OF VIRTUAL REALITY
Believable
Interactive
Computer-generated
Explorable
Immersive
6. VIRTUAL REALITY SYSTEMS
VR Systems can be divided into three groups:
Non-immersive systems (like workstations)
See information about the real world, presented via computer - location
based services, GIS .
Augmented reality systems (like HMD)
Stay in real world, but see simulated objects.
Immersive systems (like CAVE)
See simulated world and "be" in that simulated world.
7. NON-IMMERSIVE SYSTEM
“through the windows”
Large display, but doesn’t surround the user.
Examples:- LCD’s, Play stations, Desktops.
Fig.1
8. AUGMENTED REALITY
Augmented reality is closer to real world. It add
graphics, sounds and smell to the natural world, as it
exists.
Fig. 2
9. IMMERSIVE SYSTEM
In this system, the user get involved with the virtual
world.
Fig.3
10. HMD (Head Mounted Display)
CAVE (Cave Automatic Virtual
Environment)
DEVICES USED IN VIRTUAL REALITY
Fig.4 fig.5
11. DATA GLOVES DATA SUIT
DEVICES USED IN VIRTUAL REALITY
Fig 6 Fig.7
12. APPLICATIONS OF VIRTUAL REALITY
Business:
Virtual tours of a business environment.
Training of new employees.
A 360° view of a product.
Training
Virtual reality environments have been used for training
simulators.
Examples include flight simulators, battlefield simulators
for soldiers, paratrooping etc.
13. APPLICATIONS OF VIRTUAL REALITY
Engineering and Design:
It gives better understanding of the design and facilitates
changes wherever necessary
It helps to reduce the time and cost factor.
Examples: Building construction, car designing.
Fig. 8
14. APPLICATIONS OF VIRTUAL REALITY
Medical
Healthcare encompasses surgery simulation, phobia treatment,
robotic surgery and skills training.
Entertainment
The entertainment industry is one of the most enthusiastic
advocates of virtual reality, most noticeably in games and virtual
worlds.
Virtual Museum, e.g. interactive exhibitions.
Virtual theme parks.
15. CONCERNS AND CHALLENGES
Health and safety
Most virtual reality systems come with consumer warnings, including: seizures,
developmental issues in children, trip-and-fall and collision warnings, discomfort,
repetitive stress injury, and interference with medical devices.
Privacy
The persistent tracking required by all VR systems makes the technology particularly
useful for, and vulnerable to, mass surveillance. The expansion of VR will increase
the potential and reduce the costs for information gathering of personal actions,
movements and responses.
Conceptual and philosophical concerns
As we spend more and more time in virtual space, there could be a gradual "migration
to virtual space", resulting in important changes in economics, worldview, and
culture.
In simpler language it is an artificial environment created by a software and presented to users in such away that it seems real to them.
1950’s visionary cinematographer Morton Heilig built a single user console called Sensorama. This enabled the user watch television in three dimensional ways.
It was in 1968 Ivan Sutherland head mounted display
In 1988, commercial development of VR began. They developed data gloves the eye phone(vr headset), an the audio sphere
In 1991, first commercial entertainment VR system "Virtuality" was released.
Beleivable- You really need to feel like you're in your virtual world and to keep believing that, or the illusion of virtual reality will disappear.
Interactive- As you move around, the VR world needs to move with you . You can watch a 3D movie and be transported up to the Moon or down to the seabed—but it's not interactive in any sense.
Computer generated- Why is that important? Because only powerful machines, with realistic 3D computer graphics, are fast enough to make believable, interactive, alternative worlds that change in real-time as we move around them.
Explorable- A VR world needs to be big and detailed enough for you to explore.
Immersive- To be both believable and interactive, VR needs to engage both your body and your mind. You can play a flight simulator game on your home PC and be lost in a very realistic, interactive experience for hours but it's not like using a real flight simulator and even less like flying a plane
In this system the user is not surrounded by virtual environment but experience the virtual world with the help of large windows, head phones joystics or other controls. Since we are not totally engaged in it so it is referred as non immersive . An architect might build a detailed 3D model of a new building to show to clients that can be explored on a desktop computer by moving a mouse.
Augmented reality is all about connecting the real world we experience to the vast virtual world of information that we've collectively created on the Web
The best known eg of ar is the game pokemon go.
Here the devices like data gloves hmd data suits are used. Such equipments induces sensations of virtual environment in nervous systems directly
An eg is cave
Hmd is a display device that has small display optic in front of the eye eg google cardboard google glass oculus rift
Cave is immersive environment where projectors are directed to between three and six of the walls of a room-sized cube.
data glove is an interactive device, resembling a glove worn on the hand, which facilitates tactile sensing and fine-motion control in virtual reality Within a VR environment, a data glove can allow you to interact normally with objects turning doorknobs, for example
A garment-like device containing sensors which allow the movement of the wearer's body to be translated into movement in a virtual reality environment.
House of VR doesn’t plan to focus on games—most VR games are too solitary for a group setting. They’ll instead launch with 20 programs, including sports simulators, a journey into van Gogh paintings. They’ll also have Masterpiece and Google’s Tilt Brush, which allow users to create art in three dimensions with the waves of their hands.