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.
2. CONTENTS…
Virtual Reality (VR)
How it is experienced
How does it work
Applications
Augmented Reality (AR)
Differences between VR and AR
Types of Virtual Reality
History of Virtual Reality
Programming Language for VR
3. VIRTUAL REALITY (VR)
Virtual = Not physically existing Reality = Evident thing
It is an artificial computer generated environment
Created with a software
Seems like a real environment
Creates artificial sensory experience of sight and hearing
4. HOW IT IS EXPERIENCED?
VR is typically experienced through wearable hardware or headsets.
Examples are Facebook’s Oculus, The HTC Vive, Samsung Gear VR or
the Microsoft Hololens
5.
6. HOW DOES IT WORK?
Virtual reality are often referred to as Head Mounted Display (HMD).
Holding up Google Cardboard to place your Smartphone’s display in
front of your face can be enough to get you half immersed in a virtual
world.
The goal of the hardware is to create virtual environment without
the boundaries we usually associate with TV or computer screens.
So whichever way you look, the screen mounted to your face follows
you.
Video is sent from the console or computer.
7.
8. APPLICATIONS OF VR
Education and training
Retail
Media
Video games
Urban design
9. VR IN EDUCATION & TRAINING
Astronomy students can learn about the solar system and how it works
by physical engagement with the objects within. They can move
planets, see around stars and track the progress of a comet.
This is useful for students who have a particular learning style, e.g.
creative or those who find it easier to learn using symbols, colors and
textures.
One ideal learning scenario is medicine: virtual reality can be used to
develop surgery simulations three dimensional images of the human
body which the students can explore.
10.
11. Videos are commonly used as a medium to provide context and offer a
visual representation of storylines to audiences. Viewers will be drawn
deeper into the content and perhaps even experience the story from a
first-person perspective.
Paramount Pictures launched their first VR movie theatre, where
audiences with any brand of VR headset can sign up to experience
movies in 3D within a virtual movie theatre. People can virtually walk
into a movie theatre and sit among a virtual audience, which consists of
other individuals watching the movie, whom they can chat with before
the movie begins.
VR IN MEDIA
12. VR IN GAMING
A person can experience being in a three-dimensional environment and
interact with that environment during a game.
One way of detecting a person’s presence in a game is bio-sensing.
These are small sensors which are attached to a data glove, suit or even
the body and record movements made by that person in a 3D space.
Those movements are interpreted by a computer and trigger a variety
of responses within that space.
These movements are fed back to a computer which then analyses the
data and uses this to transform your actions into the appropriate
responses on the screen.
13.
14. VR GAMES AVAILABLE…
Second Life
Active Worlds
Blue Mars
Empire of Sports
NuVera Online
Onverse
PlayStation 3 Home
Red Light Center
15. AUGMENTED REALITY (AR)
Augment = Amplify/Boost Reality = Evident thing
It is a live direct or indirect view of a physical, real-world environment
whose elements are augmented by computer-generated sensory
inputs.
Inputs can be sound, video, graphics or GPS data.
Unlike virtual reality, which creates a totally artificial environment,
augmented reality uses the existing environment and overlays new
information on top of it.
18. TYPES OF VIRTUAL REALITY
Non-immersive
Fully immersive
Collaborative
Web Based
Augmented Reality
19. FULLY IMMERSIVE
For the complete VR experience, we need three things.
First, a plausible, and richly detailed virtual world to explore.
Second, a powerful computer that can detect what we're going and
adjust our experience accordingly, in real time.
Third, hardware linked to the computer that fully immerses us in the
virtual world as we roam around.
We need for the experience the VR, the head-mounted display with two
screens and stereo sound, and wear one or more sensory gloves.
20. NON-IMMERSIVE
The Example for the Non-immersive Virtual Reality,
Highly realistic Flight Simulator
Architect build a detailed 3D model of a new building
Most People are use this type of the Virtual Reality
Computer archaeologists create engaging 3D reconstructions of long-
lost settlements that you can move around and explore
21. COLLABORATIVE
Collaborative reality is usually in the form of virtual reality games and
they are not fully immersive.
This virtual reality gives the viewer an interactive experience and so one
can even share their experience with other people in the virtual world.
22. WEB BASED
Some Scientists have discovered ways to use virtual reality over the
internet using the Virtual Reality Markup Language (VRML).
This gives people an opportunity to discover new and interesting things
the internet can offer. Also, people get to interact and have real
experiences with their friends on social media.
23. HISTORY OF VIRTUAL REALITY
Sensorama
It was invented in the 1957s.
Morton Heilig invented a large booth-like machine
called the Sensorama.
Which was intended to combine multiple technologies.
Like, Fully 3D immersive world — complete with smell,
stereo sound, vibrations, and even atmospheric effects
like wind in the hair.
A few years later, in 1960, he honed a version of this idea
into a patent for the world’s first head-mounted display,
promising stereoscopic 3D images, wide vision, and true
stereo sound.
24. HISTORY OF VIRTUAL REALITY
The Sword of Damocles
The first actual VR head-mounted display (HMD) was created in 1968 by
computer scientist Ivan Sutherland.
Sutherland was one of the most important figures in the history of
computer graphics, having developed the revolutionary “Sketchpad”
software that paves the way for tools like Computer-Aided Design
(CAD).
Sutherland’s HMD was a project he described as “the ultimate display.”
It connected to a stereoscopic display from a computer program
depicting simple virtual wireframe shapes, which changed perspective
as the user moved his or her head.
25. HISTORY OF VIRTUAL REALITY
The Super Cockpit
It was invented in the 1970-80s.
A military engineer named Thomas Furness was busy developing an
ambitious flight simulator project which eventually grows into
something called the “Super Cockpit.”
Super cockpit able to project computer-generated 3D maps, infrared
and radar imagery, as well as avionics data into a real-time 3D space.
the Super Cockpit allows a trainee pilot to control an aircraft using
gestures, speech, and even eye movements.
26.
27. HISTORY OF VIRTUAL REALITY
The Aspen Movie Map
Developed by Massachusetts Institute of Technology in 1978, with a
helping hand from Defense Advanced Research Projects Agency, the
Aspen Movie Map was basically a virtual reality take on Google Street
View.
Instead of the basic 3D graphics, it used photographs taken from a car
driving through Aspen, giving the user an interactive first-person
journey around the city.
Running it required several Laserdisc players, a computer, and a touch
screen display..
28. HISTORY OF VIRTUAL REALITY
Sega VR
One of the first companies to attempt to launch a VR headset was
Sega.
With development starting in 1991 and continuing for a couple years
after, Sega VR was an attempt to squeeze more life out of the
company’s 16-bit games console.
“Sega VR will create the impression that you are exploring an alternate
reality,” a press release stated. “As your eyes shift focus from one
object to the next, the binocular parallax constantly changes to give
you the impression of a three-dimensional world.”
But Sega VR are never released.
29. HISTORY OF VIRTUAL REALITY
Enter the Oculus
In 2010, 18-year-old entrepreneur Palmer Luckey created the first
prototype of the Oculus Rift.
Boasting a 90-degree field of view that hadn’t been seen previously in
a consumer device
30. HISTORY OF VIRTUAL REALITY
Hitting the mainstream
Here in 2017, hundreds of companies are working on
their own VR headsets. These include market leaders
such as HTC, but also Google (with its enormously
popular Google Cardboard), Apple, Amazon, Sony,
Samsung, and others.
31. VR INPUT DEVICES
Physical devices that convey information into the application and
support the interaction in the Virtual World.
33. INPUT DEVICE CHARACTERISTICS
Size and shape, encumbrance
Degrees of Freedom
Integrated (mouse) vs. separable (Etch-a-sketch)
Direct vs. indirect manipulation
Relative vs. Absolute input
Relative: measure difference between current and last input (mouse)
Absolute: measure input relative to a constant point of reference (tablet)
Rate control vs. position control
Isometric vs. Isotonic
Isometric: measure pressure or force with no actual movement
Isotonic: measure deflection from a center point (e.g. mouse)
34. HAND INPUT DEVICES
Devices that integrate hand input into VR
World-Grounded input devices
Devices fixed in real world (e.g. joystick)
Non-Tracked handheld controllers
Devices held in hand, but not tracked in 3D (e.g. xbox controller)
Tracked handheld controllers
Physical device with 6 DOF tracking inside (e.g. Vive controllers)
Hand-Worn Devices
Gloves, EMG bands, rings, or devices worn on hand/arm
Bare Hand Input
Using technology to recognize natural hand input
35. PROGRAMMING LANGUAGE
C++ Unreal Engine 4
JAVA JAVA 3D Application
Python Blender
JavaScript WebVR Content
C# Unity 3D
36. VARIOUS SOFTWARE FOR VR
Unreal Engine 4
Unity 3D
Blender
Open GL
Lumberyard
Iris VR
Hyperlink Infosystem
Cubicle Ninjas
App Real-VR
VR Scape
37. UNREAL ENGINE 4
Full Editor in VR Mode
Full C++ Source Code Included
Blueprints: Create without Coding
VFX & Particle Systems
Film-Quality Post-Process Effects
Built for VR, AR and XR
Advanced AI
Extensive Animation Toolset
38. UNITY 3D
Rich & Extensible Editor
All-in-one editor
2D & 3D
AI pathfinding tools
VR & AR
tool for the majority of XR creators
Graphics Rendering
Real-time rendering engine
Native Graphics APIs
40. SOFTWARE FOR AUGMENTED REALITY
A Frame
A Framework that adds HTML tags for most of the functionality in three.js and other JavaScript
features as a superset of this lower level underlying 3-D framework.
Apertus VR
It is an embeddable, open-source (MIT), framework-independent, platform-independent,
network-topology-independent, distributed AR / VR / MR engine; written in C++; with JavaScript
and HTTP Rest API (in Node.js).
AR Tool Kit
an open source C-library to create augmented reality applications; was ported to many different
languages and platforms like Android, Flash or Silverlight; very widely used in augmented reality
related projects.
JAVACV
A Java and Android interface to OpenCV.
Goblin XNA
a platform for researching 3D user interfaces, including mobile augmented reality and
virtual reality, emphasizing games
Atomic Authoring tool
41. DISPLAY
Head Mounted Display
Device paired to a headset such as a harness or helmet.
Eye Glasses
Eye wear that employs cameras to intercept the real world
view and re-display it's augmented view through the eye
pieces 10.
Contact Lances
Contain the elements for display embedded into the lens
including integrated circuitry, LEDs and an antenna for
wireless communication.
Under development
42. DISPLAY
Virtual Retina Display
a personal display device under development
a display is scanned directly onto the retina of a viewer's eye.
Handheld
a small display that fits in a user's hand
Portable
Ubiquitous
Physical constraints of the user having to hold the device
Distorting effect
43. DISPLAY
Spatial
makes use of digital projectors to display graphical information.
user is not required to carry equipment or wear the display over their eyes.
can be used by multiple people at the same time without each having to
wear a head-mounted display.