This document discusses virtual reality (VR), including its history, technologies used, and applications. It provides definitions of VR and how it differs from augmented reality. VR uses computer technology to create simulated 3D environments that users can interact with, unlike traditional interfaces. The document outlines some of the major software development kits and hardware used to power VR experiences. It also lists several application areas of VR such as automotive, healthcare, tourism, military, and entertainment.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
Concept of Virtual reality
Virtual Reality Components of VR System, Types of VR
System, 3D Position Trackers, Navigation and Manipulation
Interfaces
Visual computation in virtual reality
Augmented Reality
Application of VR
This document provides an overview of virtual reality (VR) technology. It discusses the key components of a VR system, including input devices like 3D positional trackers and gesture interfaces that allow user interaction, and output devices like head-mounted displays and haptic feedback interfaces that provide visual and tactile feedback. It also describes computer architectures for VR and the modeling techniques used to create virtual environments. The document is divided into sections covering input devices, output devices, computer architectures, modeling, and VR programming.
what is virtual reality?
Virtual Reality:Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
In this presentation slide we are going to discuss about :
History of Virtual Reality.
Types of Virtual Reality.
Devices used in Virtual Reality.
Applications of Virtual Reality.
Conclusion.
The document provides an overview of virtual reality (VR), including its definition, history, impact, uses, and implementation challenges. It discusses how VR originated from science fiction and theater in the 1930s. Key developments in its history include head-mounted displays in the 1960s, VR arcades in the 1990s, and the commercial releases of the Oculus Rift and HTC Vive in the 2010s. The document also outlines various applications of VR such as education, gaming, fine arts, therapy, and military training.
The document provides examples of how virtual reality headsets are being used in museums to provide immersive experiences for visitors. Some examples mentioned include using VR to virtually tour a ship at the Dundee Heritage Trust, experience a 360-degree performance art piece, explore an alien city while riding a virtual bike, and sculpt virtual art using VR tools. The document discusses both permanent and temporary VR installations that have been displayed at various museums around the world.
Seminar report on augmented and virtual realityDheeraj Chauhan
A Seminar report on VIRTUAL AND AUGMENTED REALITY which gives you a proper Understanding of these two technology .If u want to learn that how these technology work then go through it
Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
Concept of Virtual reality
Virtual Reality Components of VR System, Types of VR
System, 3D Position Trackers, Navigation and Manipulation
Interfaces
Visual computation in virtual reality
Augmented Reality
Application of VR
This document provides an overview of virtual reality (VR) technology. It discusses the key components of a VR system, including input devices like 3D positional trackers and gesture interfaces that allow user interaction, and output devices like head-mounted displays and haptic feedback interfaces that provide visual and tactile feedback. It also describes computer architectures for VR and the modeling techniques used to create virtual environments. The document is divided into sections covering input devices, output devices, computer architectures, modeling, and VR programming.
what is virtual reality?
Virtual Reality:Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.
In this presentation slide we are going to discuss about :
History of Virtual Reality.
Types of Virtual Reality.
Devices used in Virtual Reality.
Applications of Virtual Reality.
Conclusion.
The document provides an overview of virtual reality (VR), including its definition, history, impact, uses, and implementation challenges. It discusses how VR originated from science fiction and theater in the 1930s. Key developments in its history include head-mounted displays in the 1960s, VR arcades in the 1990s, and the commercial releases of the Oculus Rift and HTC Vive in the 2010s. The document also outlines various applications of VR such as education, gaming, fine arts, therapy, and military training.
The document provides examples of how virtual reality headsets are being used in museums to provide immersive experiences for visitors. Some examples mentioned include using VR to virtually tour a ship at the Dundee Heritage Trust, experience a 360-degree performance art piece, explore an alien city while riding a virtual bike, and sculpt virtual art using VR tools. The document discusses both permanent and temporary VR installations that have been displayed at various museums around the world.
Seminar report on augmented and virtual realityDheeraj Chauhan
A Seminar report on VIRTUAL AND AUGMENTED REALITY which gives you a proper Understanding of these two technology .If u want to learn that how these technology work then go through it
Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
This presentation describes and defines Virtual Really.
Its also mentions some of its ongoing research for its viable usage in the field of electrical engineering.
It was done a school project.
And the information was collected sources available on the internet.
A virtual environment (VE) is a digital space in which a user’s movements are tracked and his or her surroundings rendered, or digitally composed and displayed to the senses, in accordance with those movements.
Virtual reality (VR) is an artificial computer-generated simulation that immerses the user by making them feel like they are experiencing the simulated reality firsthand. Augmented reality (AR) layers computer-generated enhancements on existing reality to make it more interactive. 360 degree videos allow viewing in any direction during playback. While VR and AR have been theorized since the 1950s, mainstream use has increased in recent years with cheaper hardware options like smartphones, along with applications in gaming, video, and e-commerce.
Virtual Reality (VR) - technology and product overviewKun-Da Wu
Virtual reality (VR) uses computer technology to create realistic immersive 3D environments that users can interact with. Major players in VR include HTC Vive, Oculus Rift, PlayStation VR, Samsung Gear VR, and Google Daydream. These systems range from tethered high-end PC-powered headsets to mobile headsets that utilize smartphones. They provide different levels of immersion through head-mounted displays, motion tracking, and input devices.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Augmented reality and virtual reality (1)annuyadav30
The document discusses augmented reality (AR) and virtual reality (VR). AR overlays computer information onto the real world in real-time and combines real and virtual realities, while VR immerses the viewer in computer-generated environments using headsets. Both technologies are popular in gaming. AR is used in entertainment, gaming, medicine, and military training, while VR is used for gaming, entertainment, and medical education.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
Virtual Reality 2015: A Renaissance provides an overview of virtual reality (VR) and its resurgence. The document discusses the history and definition of VR, how it will change industries like gaming, education and more. It also reviews emerging VR products in 2015/2016 like the Oculus Rift and how libraries are exploring VR.
Virtual reality creates realistic virtual environments that users can interact with via specialized equipment like headsets. Augmented reality overlays digital objects and information on the real world. Both technologies use displays, sensors, and other hardware components to blend virtual and real experiences. Common applications include education, training, gaming, and consumer/industrial design. While providing immersive experiences, these technologies also face challenges related to cost, privacy, and technical limitations that researchers continue working to overcome.
Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
NCIT 2015 - Virtual Reality Application to simulation and control walking pla...Banyapon Poolsawas
Developing Prototype of Virtual Reality Application to simulation and control walking player for People Disability with Unity 3D Game and Google Cardboard SDK.
Lalita Santiworarak and Banyapon Poolsawas (Dhurakij Pundit University, Thailand)
This document summarizes a paper presentation on virtual reality given by P. Divya and J.G.M. Jagagdeesh Kumar. It includes an abstract, introduction, background information on terminology and concepts, a timeline of VR development, impacts of VR, uses of VR in heritage and archaeology, depictions of VR in fiction, and mentions of VR in motion pictures. The document provides an overview of the history and applications of virtual reality.
Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Desi...Nancy Amoroso
Virtual reality has potential applications for education by making learning engaging through immersive lessons. VR allows for teaching 3D concepts in a 3D environment and encourages physical activity, which can enhance performance and learning. While VR is still in its early stages for education, it offers an unexplored new frontier for improving learning outcomes. Key challenges include measuring outcomes, addressing perceptions that VR is isolating, and age restrictions on current VR technology.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
Yes, I like Virtual Reality because it allows me to experience new places and perspectives without physically being there. It's fascinating what technology can do.
The document discusses virtual reality (VR), including its definition, history, technologies used, types, and applications. VR uses computer technology to create simulated environments that users can interact with, removing them from the real world. It has applications in areas like automotive, healthcare, tourism, military, and entertainment. The future of VR is promising as technology advances and more organizations invest in its development.
Virtual reality refers to interactive simulations that immerse users in virtual environments through technologies like head mounted displays. It has applications in movies, video games, and scientific visualization. Types of VR technologies include Project Natal, which uses voice and motion controls; Cave Automatic Virtual Environments, which uses multiple projectors to immerse users; and the Nintendo Wii, which uses simplified motion controls. While the future of VR is uncertain, it is evolving in entertainment through more immersive games and movies that incorporate physical user interactions. VR also has advantages for applications like product design and medical imaging, but faces challenges from usability issues, lack of standardization, and potential health effects.
This presentation describes and defines Virtual Really.
Its also mentions some of its ongoing research for its viable usage in the field of electrical engineering.
It was done a school project.
And the information was collected sources available on the internet.
A virtual environment (VE) is a digital space in which a user’s movements are tracked and his or her surroundings rendered, or digitally composed and displayed to the senses, in accordance with those movements.
Virtual reality (VR) is an artificial computer-generated simulation that immerses the user by making them feel like they are experiencing the simulated reality firsthand. Augmented reality (AR) layers computer-generated enhancements on existing reality to make it more interactive. 360 degree videos allow viewing in any direction during playback. While VR and AR have been theorized since the 1950s, mainstream use has increased in recent years with cheaper hardware options like smartphones, along with applications in gaming, video, and e-commerce.
Virtual Reality (VR) - technology and product overviewKun-Da Wu
Virtual reality (VR) uses computer technology to create realistic immersive 3D environments that users can interact with. Major players in VR include HTC Vive, Oculus Rift, PlayStation VR, Samsung Gear VR, and Google Daydream. These systems range from tethered high-end PC-powered headsets to mobile headsets that utilize smartphones. They provide different levels of immersion through head-mounted displays, motion tracking, and input devices.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
Augmented reality and virtual reality (1)annuyadav30
The document discusses augmented reality (AR) and virtual reality (VR). AR overlays computer information onto the real world in real-time and combines real and virtual realities, while VR immerses the viewer in computer-generated environments using headsets. Both technologies are popular in gaming. AR is used in entertainment, gaming, medicine, and military training, while VR is used for gaming, entertainment, and medical education.
Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.The overlaid sensory information can be constructive (i.e. additive to the natural environment) or destructive (i.e. masking of the natural environment) and is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
This document discusses virtual reality and its types and applications. It defines virtual reality as a computer-generated immersive or wide field multi-sensory information which tracks users in real time. The main types discussed are immersive virtual reality, window on world virtual reality, and telepresence virtual reality. Applications mentioned include architecture, medicine, engineering and design, entertainment, training, and manufacturing. Advantages include creating realistic worlds and enabling experimentation, while disadvantages include high equipment costs and inability to fully replicate real world movement.
Virtual Reality 2015: A Renaissance provides an overview of virtual reality (VR) and its resurgence. The document discusses the history and definition of VR, how it will change industries like gaming, education and more. It also reviews emerging VR products in 2015/2016 like the Oculus Rift and how libraries are exploring VR.
Virtual reality creates realistic virtual environments that users can interact with via specialized equipment like headsets. Augmented reality overlays digital objects and information on the real world. Both technologies use displays, sensors, and other hardware components to blend virtual and real experiences. Common applications include education, training, gaming, and consumer/industrial design. While providing immersive experiences, these technologies also face challenges related to cost, privacy, and technical limitations that researchers continue working to overcome.
Come ogni nuova convergenza tecnologica l''Augmented Reality ridefinisce l'esperienza del corpo attraverso lo spazio e lo spazio attraverso i codici. Il buzz che circonda l'AR individua oggi un punto di convergenza tra tecnologie mature, sovraccarico delle potenzialità del presente.
NCIT 2015 - Virtual Reality Application to simulation and control walking pla...Banyapon Poolsawas
Developing Prototype of Virtual Reality Application to simulation and control walking player for People Disability with Unity 3D Game and Google Cardboard SDK.
Lalita Santiworarak and Banyapon Poolsawas (Dhurakij Pundit University, Thailand)
This document summarizes a paper presentation on virtual reality given by P. Divya and J.G.M. Jagagdeesh Kumar. It includes an abstract, introduction, background information on terminology and concepts, a timeline of VR development, impacts of VR, uses of VR in heritage and archaeology, depictions of VR in fiction, and mentions of VR in motion pictures. The document provides an overview of the history and applications of virtual reality.
Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Desi...Nancy Amoroso
Virtual reality has potential applications for education by making learning engaging through immersive lessons. VR allows for teaching 3D concepts in a 3D environment and encourages physical activity, which can enhance performance and learning. While VR is still in its early stages for education, it offers an unexplored new frontier for improving learning outcomes. Key challenges include measuring outcomes, addressing perceptions that VR is isolating, and age restrictions on current VR technology.
Virtual reality is an artificial environment that is created with software and presented to the user through interactive devices. It involves immersing the senses in a 3D computer-generated world. The history of VR began in the 1950s with flight simulators for pilots. Major developments included research programs in the 1960s, commercial development in the 1980s, and the first commercial entertainment system in the early 1990s. There are different types of VR including immersive VR, augmented VR, video mapping, and desktop VR. Popular applications of VR include gaming, education, and training. The Oculus Rift is a virtual reality headset that provides an immersive stereoscopic 3D viewing experience.
Yes, I like Virtual Reality because it allows me to experience new places and perspectives without physically being there. It's fascinating what technology can do.
The document discusses virtual reality (VR), including its definition, history, technologies used, types, and applications. VR uses computer technology to create simulated environments that users can interact with, removing them from the real world. It has applications in areas like automotive, healthcare, tourism, military, and entertainment. The future of VR is promising as technology advances and more organizations invest in its development.
Virtual reality refers to interactive simulations that immerse users in virtual environments through technologies like head mounted displays. It has applications in movies, video games, and scientific visualization. Types of VR technologies include Project Natal, which uses voice and motion controls; Cave Automatic Virtual Environments, which uses multiple projectors to immerse users; and the Nintendo Wii, which uses simplified motion controls. While the future of VR is uncertain, it is evolving in entertainment through more immersive games and movies that incorporate physical user interactions. VR also has advantages for applications like product design and medical imaging, but faces challenges from usability issues, lack of standardization, and potential health effects.
This document provides a technical seminar report on virtual reality submitted by Sujeet Kumar Mehta, an ECE student at the National Institute of Technology. The 3-page report includes an acknowledgment, abstract, certificate, table of contents, and 6 chapters discussing the history of VR, types of VR, technologies used in VR like head-mounted displays and data gloves, the architecture of a VR system, and applications of VR in fields like the military, education, and healthcare. The report was supervised by Assistant Professor Dr. Preetisudha Meher.
Virtual reality (VR) is a technology that allows users to interact with computer-simulated environments, whether real or imagined. Some key developments in VR history include Morton Heilig creating a multi-sensory simulator in 1962, the first computer-generated movie in 1982, and the rise of VR gaming in the late 1990s. VR has applications in fields such as medicine, engineering, education, and entertainment. While VR offers benefits for interaction and visualization, challenges remain regarding usability, side effects, and a lack of standardization.
Virtual Reality is one of emerging concepts in the present tech industry. And it has that potential to shape the world in a more interactive way. (My second presentation at Arena)
This document provides a seminar report on augmented reality that was submitted by Siddhartha Chauhan. It includes an introduction to augmented reality, its history from 1901 to present day, and its goals of enhancing one's perception of reality without being able to distinguish between real and virtual elements. Applications discussed include education, military, video games, visual art, and sports/entertainment. Limitations and the conclusion are also briefly mentioned.
The document discusses virtual reality, including its history, types, technologies used like head-mounted displays and data gloves, applications in areas like the military, education, and healthcare, and the overall architecture of a virtual reality system including input, simulation, rendering processors, and a world database.
Virtual Reality is a growing technology.
VIRTUAL REALITY REFERS TO A HIGH-END USER INTERFACE THAT INVOLVES REAL-TIME SIMULATION AND INTERACTION THROUGH MULTIPLE CENSORIAL CHANNELS.
VIRTUAL REALITY IS A COMPUTER GENERATED WORLD WITH WHICH THE USER CAN INTERACT WITH THE COMPUTER GENERATED VIRTUAL WORLD.
IVAN SUTHERLAND IS THE 1ST PERSON TO DEVELOP A VIRTUAL REALITY MACHINE. THAT IS THE FIRST HEAD MOUNTED DISPLAY ( HMD ), WHICH WAS DEVELOPED IN 1968.
The document discusses the history and applications of virtual reality. It begins with defining virtual reality as a computer-generated 3D environment that can be interacted with and explored by a user. It then covers the history of VR from early flight simulators to modern consumer headsets. The main types and technologies of VR systems are described, including head-mounted displays, data gloves, cave automatic virtual environments, and software. Applications of VR discussed include military training, education, healthcare, engineering, entertainment, and communication. The architecture of a typical VR system is also outlined.
This document discusses virtual reality (VR), including its history, types, technologies, applications, advantages, and disadvantages. VR creates the illusion of being immersed in a simulated three-dimensional world. It has applications in entertainment, education, training, and more. While VR allows for experiences not possible in the real world, it also has disadvantages like high equipment costs and the inability to move naturally. Overall, the document presents an overview of VR and argues its capabilities continue to grow.
This document provides an overview of virtual reality (VR), including its history, types, technologies, architecture, applications, current problems and future work. It discusses how VR aims to simulate a user's physical presence in an artificial environment through sensory feedback. The history section outlines early flight simulators and research programs from the 1950s-1980s that laid the foundations for modern VR. It then describes the rise of VR in the 1990s with commercial head-mounted displays and continued advances driven by mobile and video game technologies. The types of VR covered are desktop, immersive, telepresence and augmented reality.
Virtual reality actually is a technology that uses virtual reality headsets, and sometimes in combination with physical spaces or multi projected environments in order to generate realistic images, sounds and sensations, with high quality virtual reality equipment the user can enjoy in an artificial environment and can look around there.
The document provides an overview of mixed reality, including definitions of virtual reality, augmented reality, and mixed reality. It discusses the history and how mixed reality works by merging the real and virtual worlds. The types of mixed reality apps are enhanced environment apps, blended environment apps, and immersive environment apps. Examples of current and future applications are given across various industries like education, medicine, games, and more. Advantages include a detailed view while disadvantages are high costs and inability to touch.
This technical seminar report summarizes Sumit Kumar Sharma's seminar on virtual reality. The report includes an abstract, table of contents, and 5 chapters covering the history, types, technologies, architecture, and applications of virtual reality. It was submitted in partial fulfillment of the requirements for a Bachelor of Technology degree from Maharishi Markandeshwar University.
This document provides an overview of augmented reality (AR), including its definition, history, differences from virtual reality, display technologies, techniques, components, and potential application domains. It defines AR as combining real and virtual objects in real time and discusses optical and video see-through displays. Example applications mentioned include medical imaging, tourism, manufacturing, and education.
1. Virtual reality is an artificial 3D environment that is created with software and presented to users in a way that makes them feel like they are experiencing a real environment.
2. Early VR systems included head mounted displays, tracking systems, and input devices. Modern VR uses these components along with powerful computers and sophisticated sensors.
3. VR has applications in many fields including gaming, product design, architecture, medicine, and more. However, challenges remain around creating realistic environments, avoiding health issues, and developing natural human interaction.
Virtual reality uses computer technology to create simulated environments. It was coined in 1987 and has seen significant research development. There are several types including desktop, immersive, and mixed reality. Virtual reality has many applications such as architecture, medicine, engineering, entertainment, training, and manufacturing. It provides advantages like creating realistic experiences and experimenting safely, but also has disadvantages like requiring expensive equipment and complex technology.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
This document discusses the history and components of virtual reality systems. It begins by defining virtual reality as an artificial 3D environment created by computer hardware and software that users can interact with and appears real. The document then summarizes the history of virtual reality from its origins in the 1980s to current applications. It describes the key components of virtual reality systems including head mounted displays, audio units, gloves, and reality engines. It also discusses types of virtual reality systems from non-immersive to fully immersive and how immersion is experienced by users. The document concludes by outlining advantages and disadvantages of virtual reality systems.
The document is a certificate for a seminar report on augmented reality submitted by Satyendra Gupta at Babu Banarasi Das Northern India Institute of Technology, Lucknow in partial fulfillment of the requirements for a Bachelor of Technology degree. It includes signatures from the seminar coordinator, department head, and assisting professor to verify completion of the seminar report. The report itself contains an introduction to augmented reality, an overview of the technology, comparisons to virtual reality, descriptions of displays and techniques, applications, and challenges.
[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This PowerPoint compilation offers a comprehensive overview of 20 leading innovation management frameworks and methodologies, selected for their broad applicability across various industries and organizational contexts. These frameworks are valuable resources for a wide range of users, including business professionals, educators, and consultants.
Each framework is presented with visually engaging diagrams and templates, ensuring the content is both informative and appealing. While this compilation is thorough, please note that the slides are intended as supplementary resources and may not be sufficient for standalone instructional purposes.
This compilation is ideal for anyone looking to enhance their understanding of innovation management and drive meaningful change within their organization. Whether you aim to improve product development processes, enhance customer experiences, or drive digital transformation, these frameworks offer valuable insights and tools to help you achieve your goals.
INCLUDED FRAMEWORKS/MODELS:
1. Stanford’s Design Thinking
2. IDEO’s Human-Centered Design
3. Strategyzer’s Business Model Innovation
4. Lean Startup Methodology
5. Agile Innovation Framework
6. Doblin’s Ten Types of Innovation
7. McKinsey’s Three Horizons of Growth
8. Customer Journey Map
9. Christensen’s Disruptive Innovation Theory
10. Blue Ocean Strategy
11. Strategyn’s Jobs-To-Be-Done (JTBD) Framework with Job Map
12. Design Sprint Framework
13. The Double Diamond
14. Lean Six Sigma DMAIC
15. TRIZ Problem-Solving Framework
16. Edward de Bono’s Six Thinking Hats
17. Stage-Gate Model
18. Toyota’s Six Steps of Kaizen
19. Microsoft’s Digital Transformation Framework
20. Design for Six Sigma (DFSS)
To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations
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The APCO Geopolitical Radar - Q3 2024 The Global Operating Environment for Bu...APCO
The Radar reflects input from APCO’s teams located around the world. It distils a host of interconnected events and trends into insights to inform operational and strategic decisions. Issues covered in this edition include:
[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This presentation is a curated compilation of PowerPoint diagrams and templates designed to illustrate 20 different digital transformation frameworks and models. These frameworks are based on recent industry trends and best practices, ensuring that the content remains relevant and up-to-date.
Key highlights include Microsoft's Digital Transformation Framework, which focuses on driving innovation and efficiency, and McKinsey's Ten Guiding Principles, which provide strategic insights for successful digital transformation. Additionally, Forrester's framework emphasizes enhancing customer experiences and modernizing IT infrastructure, while IDC's MaturityScape helps assess and develop organizational digital maturity. MIT's framework explores cutting-edge strategies for achieving digital success.
These materials are perfect for enhancing your business or classroom presentations, offering visual aids to supplement your insights. Please note that while comprehensive, these slides are intended as supplementary resources and may not be complete for standalone instructional purposes.
Frameworks/Models included:
Microsoft’s Digital Transformation Framework
McKinsey’s Ten Guiding Principles of Digital Transformation
Forrester’s Digital Transformation Framework
IDC’s Digital Transformation MaturityScape
MIT’s Digital Transformation Framework
Gartner’s Digital Transformation Framework
Accenture’s Digital Strategy & Enterprise Frameworks
Deloitte’s Digital Industrial Transformation Framework
Capgemini’s Digital Transformation Framework
PwC’s Digital Transformation Framework
Cisco’s Digital Transformation Framework
Cognizant’s Digital Transformation Framework
DXC Technology’s Digital Transformation Framework
The BCG Strategy Palette
McKinsey’s Digital Transformation Framework
Digital Transformation Compass
Four Levels of Digital Maturity
Design Thinking Framework
Business Model Canvas
Customer Journey Map
Part 2 Deep Dive: Navigating the 2024 Slowdownjeffkluth1
Introduction
The global retail industry has weathered numerous storms, with the financial crisis of 2008 serving as a poignant reminder of the sector's resilience and adaptability. However, as we navigate the complex landscape of 2024, retailers face a unique set of challenges that demand innovative strategies and a fundamental shift in mindset. This white paper contrasts the impact of the 2008 recession on the retail sector with the current headwinds retailers are grappling with, while offering a comprehensive roadmap for success in this new paradigm.
NIMA2024 | De toegevoegde waarde van DEI en ESG in campagnes | Nathalie Lam |...BBPMedia1
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1. TITTLE: VIRTUAL REALITY(VR)
Group Members ID
Bereket Tamirat----------------------NSR/9114/11
Beka Tegene----------------------------NSR/5320/11
Biruk Tamiru--------------------------NSR/3227/11
Gemechis Tadese----------------------NSR/7600/11
Kirubel Mulugeta----------------------NSR/9507/11
Tihitina Elias-----------------------------NSR/8745/11
Summited to instructor Meseret T
Submission date: - Des 15,2021
COLLAGE OF NATURAL AND COMPUTATIONAL SCIENCE
SCHOOL OF INFORMATION SCIENCE
DEPARTMENT OF INFORMATION SYSTEMS
Course: Human Computer Interaction
Group assignment
2. Contents
ABSTRACT............................................................................................................................................1
INTRODUCTION ..................................................................................................................................1
HISTORY OF VIRTUAL REALITY.....................................................................................................1
AUGMENTED REALITY VS VIRTUAL REALITY...........................................................................2
WORK TOGETHER? ........................................................................................................................2
TECHNOLOGIES USED IN VIRTUAL REALITY.............................................................................3
VR SOFTWARE ................................................................................................................................3
SOFTWARE DEVELOPMENT KITS (SDKS).............................................................................3
GAME DEVELOPMENT ENGINES ............................................................................................4
CONTENT CREATION.................................................................................................................4
VR HARDWARE...............................................................................................................................4
INPUT DEVICES...........................................................................................................................4
OUTPUT DEVICE .........................................................................................................................5
Head-Mounted Display...........................................................................................................5
HOW DOES VIRTUAL REALITY WORK?.......................................................................................5
TYPE OF VIRTUAL REALITY............................................................................................................6
Fully-immersive simulations.......................................................................................................6
Semi-immersive simulations.......................................................................................................6
Non-immersive simulations........................................................................................................6
APPLICATION AREA OF VIRTUAL REALITY................................................................................6
Automotive industry ...................................................................................................................6
HEALTHCARE..........................................................................................................................6
TOURISM...................................................................................................................................7
MILITARY.................................................................................................................................7
ENTERTAINMENT...................................................................................................................7
FUTURE OF VIRTUAL REALITY ......................................................................................................7
Conclusion ..............................................................................................................................................7
References...............................................................................................................................................8
3. 1 | P a g e
ABSTRACT
When we talk about Virtual Reality (VR), many of us think of science fiction films like
'Minority Report'. However, the truth is that nowadays, this technology completely blends in
with our daily lives in money areas such as Video games, medicine, education... Virtual
Reality is here to stay. In this document we will discuss what exactly the VR is, its
application area, hardware and software component, type of VR and what will be the future
of this technology have a nice reading.
INTRODUCTION
We start our documentation by defining what virtual reality is and what makes it different
from augmented reality (AR). Let us start
Virtual Reality (VR)
The meaning of virtual reality comes from the both ‘virtual’ and ‘reality’. The virtual means
is near and the reality means what we experience as a human being. So basically the meaning
of virtual reality means ‘near-reality’.
It is the use of computer technology to create a simulated environment. Unlike
traditional user interfaces, VR places the user inside an experience. Instead of
viewing a screen in front of them, users are immersed and able to interact with 3D
worlds. By simulating as many senses as possible, such as vision, hearing, touch,
even smell, the computer is transformed into a gatekeeper to this artificial world.
In short it is a technological device that enables people to feel stay in some
surrounding virtually without appeared physically it actually a technology which
places you within a 360-degree environment that your senses tell you is real. [1]
HISTORY OF VIRTUAL REALITY
The concept of virtual reality, while seemingly so entrenched in the 21st century, actually
spans several decades beginning in the 1930s. The evolution from science fiction fantasy to,
well, a reality, is fascinating.
The concept of virtual reality dates back to the 1930s when “Pygmalion’s Spectacles,”
a story written by science fiction writer Stanley G. Weinbaum, presented the idea of a
pair of goggles that let the wearer experience a fictional world through holographics –
three-dimensional images created with photographic projection, taste, smell and
touch.
4. 2 | P a g e
In the mid-1950s, cinematographer Morton Heilig developed the Sensorama, which
was one of the earliest-known examples of immersive, multi-sensory (now known as
multimodal) technology. It was a mechanical device that featured stereo speakers, a
stereoscopic display, fans, smell generators and a vibrating chair.
In 1960, Heilig’s Telesphere Mask became the first VR head-mounted display
(HMD), providing stereoscopic 3D and wide vision with stereo sound. In 1961, two
Philco Corporation engineers (Comeau and Bryan) developed Headsight, a television
surveillance system incorporated with magnetic motion tracking connected to a
closed-circuit camera and a video screen. Then virtual reality advanced in technology
and used for many applications and also many giant companies involved in this
technology like Microsoft and Facebook. [2]
If we describe what is virtual reality technology is and see its brief history there is also other
technology which raised mostly with VR which is Augmented reality let us say something
about their difference.
AUGMENTED REALITY VS VIRTUAL REALITY
The terms Augmented reality and virtual reality are two confusing terminologies because
they share several similarities, but also differ in one way or another.
Augmented reality is the result of using technology to superimpose information —
sounds, images and text — on the world we see to providing a composite view. for
example, Picture the "Minority Report" or "Iron Man" style of interactivity (the user
is always aware of their presence in the real environment).
But VR, on the other hand, removes the user from that real-world experience,
replacing it with a completely simulated one to do some interesting thing in VR
(The visual senses are controlled by the system in virtual reality).
WORK TOGETHER?
Yes, they mostly blended together to generate an improved engaging experience when these
technologies are merged together to transport the user to the fictitious world by giving a new
dimension of interaction between the real and virtual world. [3]
5. 3 | P a g e
TECHNOLOGIES USED IN VIRTUAL REALITY
Processing of virtual reality is a combination of both hardware and software. The
hardware part is used for viewing purposes, while the software can help create the
environment.
VR SOFTWARE
VR software works together with VR hardware to immerse the user into the virtual world.
Developers also have to create interactive components within the environments that look and
even feel like the real deal. Virtual reality software development tools can make that happen.
SOFTWARE DEVELOPMENT KITS (SDKS)
A software development kit (SDK) includes a set of software tools and programs
used for specific platforms. It can include libraries, samples, process, guides,
tutorials, blueprints and more.
HTC Vive
OpenVR SDK is an open VR software development kit (SDK) and API that supports
HTC Vive and other VR headset related devices. SteamVR SDK and VRTK (Virtual
Reality Tool Kit) are also used for HTC Vive. These offer additional benefits like
access to controllers, chaperoning, models, and preview in Unity play mode.
SONY PLAYSTATION
To develop for the Sony PlayStationVR, you need to have PSVR Dev Kit and to
become a registered developer. Features of this VR SDK include 360-degree vision,
incredible visuals/audio, and enhanced tracking.
OCULUS/SAMSUNG
Considered the best SDK for Oculus Rift, Oculus SDK comes with game engine
specific kits. It also includes sample assets, audio packages, and more. There are also
supporting SDKs for Windows and Oculus Mobile. The Oculus Mobile SDK has been
used for the Samsung GearVR and includes tools and libraries for C/C++.
6. 4 | P a g e
GAME DEVELOPMENT ENGINES
Game engines are vital for VR software development. Using a game engine allows you to
bring all your assets together and gives you a powerful editor for 3D elements. They integrate
with artist and designer tools, as well as CAD software, to help you build realistic visuals and
experiences.Unreal Engine 4 ,Unity ,CRYENGINE.
CONTENT CREATION
3D modeling and rendering software — like 3ds Max and Maya — are essential for design
visualization and interactive creation. Teams can use these tools to create 3D animations
textures, and effects.. It is used for 3D rendering, 3D modeling (data or visual), and 3D
shading. [4]
VR HARDWARE
VR hardware is used in conjunction with the software to provide the illusion of being in a 3-
D environment. Common hardware includes VR glasses, gloves, and other accessories to
simulate other senses like touch. [5]
INPUT DEVICES
They supply users with an additional natural thanks to navigate and move inside a video
game setting Some of the more common input devices of virtual reality systems are: Joystick,
Force balls/Tracking balls, On device control buttons, Data Gloves, Motion Platforms
DATA GLOVES
It is an input device that is essentially a glove worn on the hand that contains various
electronic sensors that monitor the hand's movements and transform them into a form
of input for applications such as virtual reality and robotics.
MOTION PLATFORM
It is developed to provide the body movements and directions such as walking,
running, jumping, bending/leaning over, etc. to be transferred to the software based
simulative environments
7. 5 | P a g e
OUTPUT DEVICE
The output devices get feedback from the VR engine and pass it on to the users
through the corresponding output devices to stimulate the senses. The possible
classifications of output devices based on the senses are: graphics (visual), audio
(aural), haptic (contact or force), smell and taste. Of these, the first 3 are frequently
used in VR systems, while smell and taste are still uncommon.
Head-Mounted Display
A head-mounted show (also known as HMD, Headset, or Goggles) may be a style of device
that contains a show mounted ahead of a user’s eyes. This show typically covers the user’s full
field of read and displays computer game content. Some computer game head mounted displays
utilize smartphone displays, as well as the Google Cardboard and Samsung Gear VR. Head-
mounted displays area unit usually additionally attended with a telephone receiver to produce
for audio stimulation.
Audio or sound is an important channel in VR; its importance is only surpassed by
that of visual. 3D sound can be used in producing different sounds from different
location to make the VR application more realistic.
Haptic is used to allow the user feel virtual objects. This can be achieved through
electronic signals or mechanical devices. [6]
HOW DOES VIRTUAL REALITY WORK?
After this component is designed and produced available for user. Then The user
needs to put a VR headset screen in front of his/her eyes. Therefore, eliminating any
interaction with the real world. In VR, two lenses are placed between the screen. The
user needs to adjust eyes based on the individual movement of the eye and its
positioning. The visuals on the screen can be rendered by using an HDMI cable
connected to a PC or mobile phone.
Uses goggles, speakers, and sometimes handheld wearables to simulate a real-world
experience. In virtual reality, you can also employ visual, auditory, and haptic (touch)
stimulation, so the constructed reality is immersive. There are three main types of
virtual reality used today to transform the world around us, including non-immersive,
semi-immersive, and fully-immersive simulations. [7]
8. 6 | P a g e
TYPE OF VIRTUAL REALITY
Fully-immersive simulations
Fully-immersive simulations give users the most realistic experience possible,
complete with sight and sound. The VR headsets provide high-resolution content with
a wide field of view. Whether you’re flying or fighting the bad guys, you’ll feel like
you’re really there.
Semi-immersive simulations
Semi-immersive experiences provide users with a partially virtual environment to
interact with. This type of VR is mainly used for educational and training purposes
and the experience is made possible with graphical computing and large projector
systems.
Non-immersive simulations
Non-immersive simulations are often forgotten as an actual type of VR, honestly
because it’s very common in our everyday lives. [8]
APPLICATION AREA OF VIRTUAL REALITY
Automotive industry
VR allows engineers and designers to experiment easily with the look and build of a vehicle
before commissioning expensive prototypes. Brands such as BMW and Jaguar Land Rover
already use VR to hold early design and engineering reviews to check the visual design and object
obscuration of the vehicle - all before any money has been spent on physically manufacturing the
parts.
HEALTHCARE
Healthcare in an important application where VR can have a significant impact. Healthcare
professionals now use virtual models to prepare themselves for working on real bodies and VR has
even been used as pain relief for burn injuries.VR can also be used as a treatment for mental health
9. 7 | P a g e
issues, with Virtual Reality Exposure Therapy thought to be particularly effective in the treatment
of PTSD and anxiety.
TOURISM
VR provides guided tours of every place in the world including museum exhibition. Tourists
can experience and explore the grounds before buying destinations.Hospitality firms are
recreating accommodation experiences using true stimulants like aromas, wind etc
MILITARY
One of the fields wherever video game has been adopted is within the military. It’s been
adopted by all the 3 military services – air force, navy and military. VR is being place to
completely different uses within the military. Its accustomed train troopers in a much simulated
piece of ground. This offers troopers the chance to be told while not the chance of being killed
or abraded.
ENTERTAINMENT
Virtual reality has long been used to enthral users looking for entertainment beyond the real
world. It is allowing people to see virtual and interactive exhibitions without them actually
being present, get involved with performances at the theatre with interactive performances and
even get on hair raising rides without the ride being present, built or to enhance the experience.
FUTURE OF VIRTUAL REALITY
Virtual Reality was a science fiction fantasy. Today it is a research topic in laboratories and
amusement parks. In the future it will certainly replace our televisions and computers. There
are already a lot of organizations deemed towards the development of the Virtual Reality
including Facebook, Microsoft. Many researches are being done to find more and more
applications of Virtual Reality.
Conclusion
In this paper, we have seen what Virtual reality is, it’s difference with augmented reality and
if they can work together or not. We have also tried to see the different components that make
up virtual reality and how it works. We have also seen the types of virtual reality and how
virtual reality is being applied in the real world and its effects.
10. 8 | P a g e
References
[1] J. Bardi, "What is virual reality?," 21 09 2020. [Online]. Available:
https://www.marxentlabs.com/what-is-virtual-reality/. [Accessed 21 11 2021].
[2] BCC Research Editorial, “The History and Evolution of Virtual Reality Technology,” 23 Jul
2018. [Online]. Available: https://blog.bccresearch.com/the-history-and-evolution-of-virtual-
reality-technology. [Accessed 22 November 2021].
[3] softwaretestinghelp, "Difference Between Augmented Vs Virtual Reality," 1 November 2021.
[Online]. Available: https://www.softwaretestinghelp.com/ar-vs-vr-comparison/. [Accessed 18
November 2021].
[4] R. L'Italien, "What You Need for Virtual Reality Software Development," Perforce, 28 October
2020. [Online]. Available: https://www.perforce.com/blog/vcs/virtual-reality-software-
development. [Accessed 19 November 2021].
[5] B. Poetker, "What is Virtual reality?," Learn Hub, 6 September 2019. [Online]. Available:
https://learn.g2.com/virtual-reality. [Accessed 20 November 2021].
[6] Survin IT Solution, “Virtual Reality Introduction: Components, Types and Applications,”
[Online]. Available: https://survinitsolutions.com/blog-post/virtual-reality-components-
applications/. [Accessed 20 November 2021].
[7] M. Martin, “Difference between Augmented reality & Virtual reality,” Guru99, 2 November
2021. [Online]. Available: https://www.guru99.com/difference-between-ar-vr.html. [Acessed 20
November 2021].
[8] Heizenrader, "The 3 type of virtual reality," 11 September 2019. [Online]. Available:
https://heizenrader.com/the-3-types-of-virtual-reality/. [Accessed 21 November 2021].
[9] “Application Of Virtual Reality,” 2017. [Online]. Available: https://www.vrs.org.uk/virtual-
reality-applications/. [Accessed 22 November 2021].