The document discusses using virtual reality for engagement in human resources applications such as recruitment, onboarding, sensitivity training, and continual employee education. It provides an overview of VR technology and history. Examples are given of VR being used for safety training at Texas Mutual, crane operation training, sexual harassment prevention, and retail store training. The benefits of VR for training include creating engaging experiences, practicing dangerous scenarios safely, improved learning retention, and reducing costs.
Virtual reality (VR) describes computer-generated environments that simulate the physical presence of people and objects to generate realistic sensory experiences. While the most prevalent uses of VR thus far have been in the consumer sector, tools for creating fresh applications are becoming even easier to use and more viable in the training and education sectors. VR constructs provide contextual learning experiences that foster exploration of real world data in virtual surroundings enabling learners to construct broader understandings based on interactions with virtual objects.
In this session we will look at a bit of history of where VR started and the technologies used to create and inhabit these worlds. But more importantly we will look at examples of VR titles being used today from large companies like the NFL to smaller just in time solutions ready to modify and integrate into your learning plans.
This document discusses how virtual reality (VR) and augmented reality (AR) can transform education. It begins with an overview of VR/AR and a brief history of its development. It then explains how VR/AR can provide immersive learning experiences and improve student attention, test scores, and retention compared to traditional education. Some applications of VR/AR in education include virtual field trips, simulations, and interactive labs. The document argues that VR/AR will allow students to learn concepts more readily through hands-on practice in safe virtual environments while remaining focused without distractions.
Virtual Reality Presentation at #HybridLiveCharles Palmer
Charles Palmer discusses virtual reality and its applications in education. He is the program lead and professor of interactive media at Harrisburg University, which uses VR for student engagement. The document provides a brief history of VR, from early prototypes in the 1950s-60s to recent developments like Oculus Rift. It describes how VR works through stereoscopy and head-mounted displays. Examples of VR uses in education include anatomy simulations and safety trainings. Harrisburg University's own VR projects include games for science learning and virtual plant tours. Palmer argues VR can enhance learning through collaboration, motivation from immersive games, and new approaches to rewards.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
Business Applications of Virtual RealityApoorv Parmar
The document discusses various business applications of virtual reality (VR). It begins by defining VR and how it works by tracking physical movement and immersing users in computer-generated worlds. VR modelling language (VRML) is discussed as a standard for VR applications on the web. Examples of companies using VR like DuPont for plant engineering are provided. Several VR products for different uses and price points are outlined, including HTC Vive, Google Cardboard, Samsung Gear VR, Oculus Rift and Microsoft HoloLens. VR applications in various industries like construction, engineering, sports, education and defence are summarized.
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.
The document discusses using virtual reality for engagement in human resources applications such as recruitment, onboarding, sensitivity training, and continual employee education. It provides an overview of VR technology and history. Examples are given of VR being used for safety training at Texas Mutual, crane operation training, sexual harassment prevention, and retail store training. The benefits of VR for training include creating engaging experiences, practicing dangerous scenarios safely, improved learning retention, and reducing costs.
Virtual reality (VR) describes computer-generated environments that simulate the physical presence of people and objects to generate realistic sensory experiences. While the most prevalent uses of VR thus far have been in the consumer sector, tools for creating fresh applications are becoming even easier to use and more viable in the training and education sectors. VR constructs provide contextual learning experiences that foster exploration of real world data in virtual surroundings enabling learners to construct broader understandings based on interactions with virtual objects.
In this session we will look at a bit of history of where VR started and the technologies used to create and inhabit these worlds. But more importantly we will look at examples of VR titles being used today from large companies like the NFL to smaller just in time solutions ready to modify and integrate into your learning plans.
This document discusses how virtual reality (VR) and augmented reality (AR) can transform education. It begins with an overview of VR/AR and a brief history of its development. It then explains how VR/AR can provide immersive learning experiences and improve student attention, test scores, and retention compared to traditional education. Some applications of VR/AR in education include virtual field trips, simulations, and interactive labs. The document argues that VR/AR will allow students to learn concepts more readily through hands-on practice in safe virtual environments while remaining focused without distractions.
Virtual Reality Presentation at #HybridLiveCharles Palmer
Charles Palmer discusses virtual reality and its applications in education. He is the program lead and professor of interactive media at Harrisburg University, which uses VR for student engagement. The document provides a brief history of VR, from early prototypes in the 1950s-60s to recent developments like Oculus Rift. It describes how VR works through stereoscopy and head-mounted displays. Examples of VR uses in education include anatomy simulations and safety trainings. Harrisburg University's own VR projects include games for science learning and virtual plant tours. Palmer argues VR can enhance learning through collaboration, motivation from immersive games, and new approaches to rewards.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
Business Applications of Virtual RealityApoorv Parmar
The document discusses various business applications of virtual reality (VR). It begins by defining VR and how it works by tracking physical movement and immersing users in computer-generated worlds. VR modelling language (VRML) is discussed as a standard for VR applications on the web. Examples of companies using VR like DuPont for plant engineering are provided. Several VR products for different uses and price points are outlined, including HTC Vive, Google Cardboard, Samsung Gear VR, Oculus Rift and Microsoft HoloLens. VR applications in various industries like construction, engineering, sports, education and defence are summarized.
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.
Virtual reality (VR) creates computer-generated worlds that users can explore and interact with. Early examples include flight simulators in the 1920s and Morton Heilig's Sensorama machine in 1957. The term "virtual reality" was coined by Jaron Lanier in 1987. VR has applications in healthcare, military training, education, and entertainment. Issues include motion sickness, high development costs, and integrating applications. Future improvements could include photorealistic graphics, collaborative VR worlds, and affordable consumer hardware.
This document discusses the history and applications of virtual reality (VR) technology in libraries. It begins with the origins of VR dating back to 1939 and provides examples of early VR devices like the View-Master. It then explains what VR is and provides details on notable VR systems like Oculus Rift and Google Cardboard. The document proposes several ways libraries can use VR technologies, such as lending VR headsets, hosting VR programming for teaching and storytelling, and developing educational VR programs.
This document discusses virtual reality (VR), including its history, types, technologies, and applications. It describes how VR allows users to interact with computer-generated environments in a variety of ways. The types of VR discussed are immersive, window on world, telepresence, and mixed reality. The technologies covered include hardware like head-mounted displays and software like rendering and programming. Finally, applications of VR mentioned are in entertainment, training, architecture, medicine, and engineering design.
VIRTUAL REALITY SEMINAR PPT WITH AWESOME AUTOMATIC ANIMATIONS himanshubeniwal015
This document discusses the history and types of virtual reality. It describes how VR uses computer technology to simulate realistic or imaginative 3D environments and experiences. The document outlines the evolution of VR from flight simulators in the 1950s to commercial systems in the 1980s-1990s. It describes types of VR like immersive, augmented, and desktop. Technologies like head mounted displays, cave automatic virtual environments, and input devices are also summarized. Applications of VR discussed include entertainment, education, training, and medicine. Current challenges and future improvements are noted such as reducing motion sickness and lowering costs.
Final presentation of virtual reality by monilritik456
This document provides an overview of virtual reality (VR), including its definition, types, related terms, applications in different fields such as military, medicine, and entertainment. It discusses VR modeling language, devices such as head mounted displays, data gloves, and VR caves. The document also covers challenges of VR like eye strain and risks of disengagement from reality. Finally, it discusses future possibilities like using VR for games, telepresence, and recording experiences, and concludes that VR's advantages in different fields make it useful despite disadvantages that can disturb human perception.
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
It is a halfway point between the real world and Virtual Environments. In augmented reality simulations, the real world is infused with virtual objects, and provides an interactive experience. Augmented Reality in Education features aspects that enhance learning of abilities like problem solving, collaboration and creation to better prepare students for the future.
Seminar Presentation on Virtual RealityAayush Goyal
This document presents an overview of virtual reality (VR), including its history, components, types, applications, and advantages/disadvantages. VR uses head-mounted displays and other input/output devices to simulate realistic environments that can be similar to the real world or completely virtual. Key components include tracking sensors and gloves for input, and stereo displays and audio for output. VR has many applications in areas like gaming, education, healthcare, and more. While it offers immersive learning and risk-free practice, VR also faces challenges related to cost, development complexity, and potential for escapism. Overall, the future of VR is promising as technologies advance and address current limitations.
The Important Difference Between Virtual Reality, Augmented Reality and Mixed...Bernard Marr
Now that virtual reality (VR), augmented reality (AR) and mixed reality (MR) are becoming more mainstream, people outside of tech circles have more questions about how these technologies differ. Here, we outline the difference between virtual reality, augmented reality, and mixed reality.
This document provides an overview of virtual worlds, including definitions and descriptions. It discusses how virtual worlds allow multiple users to interact through avatars and explore simulated environments. The document also summarizes key aspects of virtual worlds such as economies, geography, research applications, social interactions, medical uses, commercial uses, education, and depictions in fiction.
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.
The document discusses mixed reality and the Microsoft HoloLens. It defines mixed reality as a hybrid of virtual and actual reality where physical and digital objects can interact. The HoloLens allows users to see, hear, and interact with holograms overlaid on the real world. It has sensors and specialized hardware like the Holographic Processing Unit that allow it to track hand motions and blend holograms into the environment. The document outlines the HoloLens hardware components, development workflow, applications like education and marketing, and concludes that the HoloLens enables rich holographic computing experiences beyond current technologies.
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.
An introductory lecture to Virtual Reality. This version of the lecture was presented at an open lecture at Aksaray University in Turkey for computer science and engineering students.
Virtual Reality and Augmented Reality in EducationHedrick Ellis
The document discusses the possibilities of using virtual reality (VR) and augmented reality (AR) in education, including giving examples of VR/AR apps and hardware that could be used for educational purposes such as field trips, medical training, and interactive 3D modeling. It also provides definitions of VR and AR, highlighting examples like Google Cardboard, Oculus Rift, and Microsoft Hololens, and suggests these technologies can boost empathy and engagement in learning.
The presentation discussed the current state and future of virtual reality, noting that major investors, brands, and technology leaders are pouring significant capital into VR, strong consumer market signals exist like high demand for VR headsets, and River Studios creates premium VR content for clients across entertainment, sports, and other industries using techniques like computer graphics and live action.
This document provides an overview of virtual reality (VR), including its history, types, applications, advantages, disadvantages, and future. VR creates 3D, computer-generated environments that can simulate visual, auditory, and sometimes tactile experiences. The history of VR is traced back to the 1950s and 1960s with early innovators experimenting with surround sound and stereoscopic displays. Modern VR uses head-mounted displays, motion tracking, and graphics accelerators to immerse users in simulated worlds. Potential applications of VR include entertainment, medicine, manufacturing, education and training. Advantages are its ability to visualize concepts and train for dangerous situations safely, while disadvantages include high costs and lack of real-world consequences in training. Future
The document discusses the history and applications of virtual reality. It describes how virtual reality was originally envisioned in the 1950s and the early prototypes that were developed. It outlines different types of virtual reality including immersive VR, desktop VR, and enhanced reality. Common applications of VR mentioned include design/visualization, training/simulation, marketing/sales, and entertainment. The document then provides more detail on an implementation of VR at Clemson University, where multiple departments collaborated to obtain a VR system for educational uses in various fields.
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.
Virtual reality (VR) creates computer-generated worlds that users can explore and interact with. Early examples include flight simulators in the 1920s and Morton Heilig's Sensorama machine in 1957. The term "virtual reality" was coined by Jaron Lanier in 1987. VR has applications in healthcare, military training, education, and entertainment. Issues include motion sickness, high development costs, and integrating applications. Future improvements could include photorealistic graphics, collaborative VR worlds, and affordable consumer hardware.
This document discusses the history and applications of virtual reality (VR) technology in libraries. It begins with the origins of VR dating back to 1939 and provides examples of early VR devices like the View-Master. It then explains what VR is and provides details on notable VR systems like Oculus Rift and Google Cardboard. The document proposes several ways libraries can use VR technologies, such as lending VR headsets, hosting VR programming for teaching and storytelling, and developing educational VR programs.
This document discusses virtual reality (VR), including its history, types, technologies, and applications. It describes how VR allows users to interact with computer-generated environments in a variety of ways. The types of VR discussed are immersive, window on world, telepresence, and mixed reality. The technologies covered include hardware like head-mounted displays and software like rendering and programming. Finally, applications of VR mentioned are in entertainment, training, architecture, medicine, and engineering design.
VIRTUAL REALITY SEMINAR PPT WITH AWESOME AUTOMATIC ANIMATIONS himanshubeniwal015
This document discusses the history and types of virtual reality. It describes how VR uses computer technology to simulate realistic or imaginative 3D environments and experiences. The document outlines the evolution of VR from flight simulators in the 1950s to commercial systems in the 1980s-1990s. It describes types of VR like immersive, augmented, and desktop. Technologies like head mounted displays, cave automatic virtual environments, and input devices are also summarized. Applications of VR discussed include entertainment, education, training, and medicine. Current challenges and future improvements are noted such as reducing motion sickness and lowering costs.
Final presentation of virtual reality by monilritik456
This document provides an overview of virtual reality (VR), including its definition, types, related terms, applications in different fields such as military, medicine, and entertainment. It discusses VR modeling language, devices such as head mounted displays, data gloves, and VR caves. The document also covers challenges of VR like eye strain and risks of disengagement from reality. Finally, it discusses future possibilities like using VR for games, telepresence, and recording experiences, and concludes that VR's advantages in different fields make it useful despite disadvantages that can disturb human perception.
Virtual reality (VR) is a computer-generated 3D environment that users can explore and interact with through sight and sound. While using VR, users feel immersed in the virtual world. The history of VR dates back to the 1950s, with modern VR headsets like the Oculus Rift emerging in the 21st century. VR works by displaying two separate images for the left and right eyes to create a 3D effect. VR has applications in fields like healthcare, education, and engineering, but can also cause issues like addiction, communication deception, and motion sickness.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
It is a halfway point between the real world and Virtual Environments. In augmented reality simulations, the real world is infused with virtual objects, and provides an interactive experience. Augmented Reality in Education features aspects that enhance learning of abilities like problem solving, collaboration and creation to better prepare students for the future.
Seminar Presentation on Virtual RealityAayush Goyal
This document presents an overview of virtual reality (VR), including its history, components, types, applications, and advantages/disadvantages. VR uses head-mounted displays and other input/output devices to simulate realistic environments that can be similar to the real world or completely virtual. Key components include tracking sensors and gloves for input, and stereo displays and audio for output. VR has many applications in areas like gaming, education, healthcare, and more. While it offers immersive learning and risk-free practice, VR also faces challenges related to cost, development complexity, and potential for escapism. Overall, the future of VR is promising as technologies advance and address current limitations.
The Important Difference Between Virtual Reality, Augmented Reality and Mixed...Bernard Marr
Now that virtual reality (VR), augmented reality (AR) and mixed reality (MR) are becoming more mainstream, people outside of tech circles have more questions about how these technologies differ. Here, we outline the difference between virtual reality, augmented reality, and mixed reality.
This document provides an overview of virtual worlds, including definitions and descriptions. It discusses how virtual worlds allow multiple users to interact through avatars and explore simulated environments. The document also summarizes key aspects of virtual worlds such as economies, geography, research applications, social interactions, medical uses, commercial uses, education, and depictions in fiction.
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.
The document discusses mixed reality and the Microsoft HoloLens. It defines mixed reality as a hybrid of virtual and actual reality where physical and digital objects can interact. The HoloLens allows users to see, hear, and interact with holograms overlaid on the real world. It has sensors and specialized hardware like the Holographic Processing Unit that allow it to track hand motions and blend holograms into the environment. The document outlines the HoloLens hardware components, development workflow, applications like education and marketing, and concludes that the HoloLens enables rich holographic computing experiences beyond current technologies.
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.
An introductory lecture to Virtual Reality. This version of the lecture was presented at an open lecture at Aksaray University in Turkey for computer science and engineering students.
Virtual Reality and Augmented Reality in EducationHedrick Ellis
The document discusses the possibilities of using virtual reality (VR) and augmented reality (AR) in education, including giving examples of VR/AR apps and hardware that could be used for educational purposes such as field trips, medical training, and interactive 3D modeling. It also provides definitions of VR and AR, highlighting examples like Google Cardboard, Oculus Rift, and Microsoft Hololens, and suggests these technologies can boost empathy and engagement in learning.
The presentation discussed the current state and future of virtual reality, noting that major investors, brands, and technology leaders are pouring significant capital into VR, strong consumer market signals exist like high demand for VR headsets, and River Studios creates premium VR content for clients across entertainment, sports, and other industries using techniques like computer graphics and live action.
This document provides an overview of virtual reality (VR), including its history, types, applications, advantages, disadvantages, and future. VR creates 3D, computer-generated environments that can simulate visual, auditory, and sometimes tactile experiences. The history of VR is traced back to the 1950s and 1960s with early innovators experimenting with surround sound and stereoscopic displays. Modern VR uses head-mounted displays, motion tracking, and graphics accelerators to immerse users in simulated worlds. Potential applications of VR include entertainment, medicine, manufacturing, education and training. Advantages are its ability to visualize concepts and train for dangerous situations safely, while disadvantages include high costs and lack of real-world consequences in training. Future
The document discusses the history and applications of virtual reality. It describes how virtual reality was originally envisioned in the 1950s and the early prototypes that were developed. It outlines different types of virtual reality including immersive VR, desktop VR, and enhanced reality. Common applications of VR mentioned include design/visualization, training/simulation, marketing/sales, and entertainment. The document then provides more detail on an implementation of VR at Clemson University, where multiple departments collaborated to obtain a VR system for educational uses in various fields.
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.
Virtual reality (VR) is a 3D computer-generated environment that can simulate realistic or imaginative worlds. VR immerses users in virtual environments through specialized headsets or mobile devices. The technology was first invented in the 1960s but has seen recent growth in applications like gaming, education, and tourism. In the hospitality industry specifically, VR allows users to take virtual tours of hotels and destinations or book travel arrangements without leaving home. It also has potential benefits for employee training by developing empathy for customer and staff experiences.
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.
This document discusses augmented reality (AR), which enhances real-world environments by superimposing computer-generated images onto the real world. It defines AR and differentiates it from virtual reality. The document then covers the history and key developments of AR, different types of AR technologies, examples of AR in movies and popular apps, hardware components, potential applications, and limitations. In conclusion, AR is poised to significantly impact how people interact with and perceive the real world by overlaying digital information.
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 (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.
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.
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 uses headsets to generate realistic images and sounds to immerse users in simulated or imaginary environments. Early versions from the 1950s-1970s were bulky and had simple graphics. In the 1990s, VR started being used commercially for gaming and other industries. Today, many major tech companies are developing VR products and the technology is being used for training, education, healthcare, and entertainment. While VR offers advantages like new experiences and long-distance connections, challenges remain around cost, lack of realism compared to real-world training, and lack of regulations regarding online behavior.
A short presentation for a seminar that covers the history, types, uses and disadvantages of Virtual Reality (VR)
It will have to be updated with the introduction of tech like the Oculus and Vive.
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 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)
Virtual reality (VR) uses electronic devices to generate realistic images and sounds that simulate a user's physical presence in virtual environments. VR equipment allows users to look around and interact with virtual worlds.
The history of VR began in the 1960s with early prototypes, and modern VR is dominated by headsets from Oculus, Samsung, Sony, and others. VR has applications in training, data visualization, simulation, communication, pre-planning, and storytelling. Potential dangers include disengagement from reality and addiction, while benefits include risk-free experiences and entertainment. The conclusion is that VR and augmented reality are growing industries that will continue improving as computing power increases.
Virtual reality (VR) uses electronic devices and software to generate realistic images, sounds, and sensations that simulate a user's physical presence in an imaginary environment. VR has its origins in the 1960s and has primarily been used for gaming, entertainment and simulation. Modern VR is advancing rapidly with headsets from Oculus, HTC, Sony, and others, but it also presents some dangers like psychological impacts or difficulty distinguishing virtual from real. However, VR also has many positive uses like training, education, overcoming fears, and more immersive storytelling or meetings. As technology continues to advance, VR is expected to become more powerful and ubiquitous in everyday life over the next 20 years.
Virtual reality is a computer-generated simulation of an environment that users can interact with. It has evolved from early prototypes in the 1950s-1980s to include various types today like immersive VR used with head mounted displays. VR has many applications in fields like education, medicine, engineering, entertainment and more. The future of VR is promising as technology advances to create more realistic and immersive virtual environments.
The document discusses virtual reality (VR), including its history, types, devices, applications, and conclusion. It provides an overview of VR as an artificial computer-generated environment that users can interact with via specialized equipment like headsets and gloves. The document outlines non-immersive and immersive VR types and discusses the evolution of VR technologies from the 1980s to present day applications in fields like military training, medicine, education, and gaming. Key VR devices covered are head-mounted displays, gloves, and CAVE environments. The conclusion discusses VR's potential for realistic and engaging experiences.
This document provides an overview of virtual reality (VR), including its history, definitions, types, applications, and future. Some key points include:
- VR is a computer-generated world that can be interacted with and involves multi-sensory experiences. It has been used in fields like education, medicine, engineering, and entertainment.
- Types of VR include immersive VR, which aims to fully immerse users, and non-immersive forms like augmented and text-based VR. Devices like head-mounted displays (HMDs) help deliver immersive experiences.
- VR has seen increasing applications in areas like architecture, medicine, training, and more. The military has used it
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 various game engines and modding tools, including Unreal Engine 4, Source Engine, CryEngine, Creation Kit, Doom Builder, and other development tools. Unreal Engine 4 integrates with middleware technologies and focuses on optimizations, tool pipelines, and multi-processor performance. Source Engine renders computationally intensive environments quickly using advanced shaders and processors. CryEngine is a highly advanced solution for creating blockbuster games, movies, and simulations across multiple platforms.
This document provides an overview of an introductory course on game modding. The goals of the course are to understand game production processes, development practices, multimedia aspects like graphics and sound, user experience evaluation, and applying modding techniques to design game levels. The course units cover the history of modding, planning, tools, storycrafting, level design, implementation, testing, and a final presentation. Early examples of mods discussed are Ms. Pacman and Castle Wolfenstein. Students will complete assignments playing and reviewing Skyrim and participating in a video and survey.
This document discusses the importance of pre-planning and documentation for game modding projects. It provides examples of why people create mods, including as a way to get involved in game development. Modding allows users to access and modify levels, assets, scripting, and more. The document outlines key aspects of development documentation, including official documents, deliverables, functional documents, and administrative records. It also discusses asset creation pipelines, quest and mission design, and provides instructions for an assignment involving documenting side quest ideas for games like Skyrim and Far Cry.
The document discusses using games and gamification in the workplace. It provides examples of educational games, serious games, and alternate reality games. Gamification is defined as applying game design thinking to non-game applications to make them more fun and engaging. Examples are given of successful gamification implementations in businesses. Considerations for effective gamification include understanding what constitutes success, designing for human emotions, making interactions fun, and knowing your audience. Games can be used to change behaviors, increase engagement, and help people succeed beyond their skill level.
The document summarizes an interactive storytelling workshop presented by Charles Palmer. The workshop includes an overview of interactive storytelling, examples of interactive stories, building interactive stories using Twine, and producing a short interactive story in groups. Attendees will learn about defining, designing, developing, and deploying interactive stories, with a focus on using Twine to create choose-your-own-adventure style stories for educational purposes.
From the April 21st Webinar on “Robots are eating the Building: Narrative for Increased Engagement”
Andy Petroski & Charles Palmer
Stories in TV and movies are mainly meant to entertain. A story for learning should be entertaining, but also needs to be functional. The story needs to draw the players into the experience and create a bridge between characters, media elements, digital activities, and the interactive elements. A story is not only important for immediate motivation, engagement, and purpose. It’s also important for long-term learning and behavior change. Stories connect with our emotions, something that is usually lacking from traditional training, performance change, or employee engagement initiatives. Emotional experiences are memorable experiences.
Join this session to explore stories for learning within the context of Alternate Reality Games (ARGs). ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.
This document discusses level design for game modding. It defines level design as the creation of video game levels or locales using a level editor. Level design involves establishing maps, environmental conditions, gameplay areas, static and dynamic elements, and aesthetic details. The document provides instructions for a class exercise where students design a sketch and map for a game mod idea, including world boundaries, player paths, locations, and environmental details. It also outlines requirements for a level design assignment, specifying that students' maps must include features, environments, interactive elements, spawn points, and aesthetic descriptions.
This document discusses storycrafting for a game modding project. It provides guidance on integrating a mod's story elements with the original game's world. Common story devices for a game world include characters, items, events, timelines, mythology and locations. When building a mod's story, the player experience is enhanced if the mod shares these story elements with the original game. The document then discusses using the hero's journey monomyth structure to outline the player's goals and actions in a mod. Students are assigned to identify the hero's journey steps that guide progression in their mod concept using a template document.
This document discusses the Game Concept Document (GCD), a tool used to structure game ideas. It explains that the GCD is used to "sell" or "pitch" ideas to potential funders or team members. The document outlines the key sections of a GCD, including an introduction, background, description, key features, genre, and intended audience. Students are then assigned to create GCDs for two of their game idea concepts.
The document discusses the game development process. It explains that many teams use a development process adapted from other industries like software, film, and storytelling to manage production. The three most common models are waterfall, prototype, and spiral. The game development process has three main phases - preproduction, production, and post-production - and grew out of the film industry. Each phase contains hundreds or thousands of subtasks and deliverables. The document concludes with tips for completing mods, such as offering something new, setting realistic goals, and finishing projects.
Charles Palmer gave a presentation on gamification for business, training, and education. He discussed how applying game design elements like goals, rewards, and motivation can make non-game applications more fun and engaging. Examples included using points, levels, and leaderboards in education and using challenges and status in customer loyalty programs. Palmer also highlighted the importance of understanding different player types and ensuring proper game balance to influence desired behaviors.
Charles Palmer gave a presentation on gamification to the PA Association of Medical Suppliers in 2015. He discussed how gamification can be used to motivate employees and customers through competition, rewards, and engagement. Examples included education platforms like Khan Academy that use points and badges to encourage learning, and retailers that implement social elements to increase customer loyalty and time on their websites. Palmer also covered different types of players and how to properly design gamification elements and challenges.
3D printing allows for more authentic exploration of objects in educational settings. The document discusses the history and process of 3D printing, provides examples of its use in different subjects like biology, chemistry, and architecture, and addresses common questions and concerns about introducing 3D printing into classrooms. Educators are encouraged to experiment with different 3D modeling and printing options and share their designs online to expand possibilities for hands-on learning activities.
This document summarizes a presentation about using mobile apps to achieve a better work-life balance. The presentation discusses how mobile apps can help with work and career, finances, productivity, social connections, health and fitness, relaxation, mental well-being, and other areas of life. It provides examples of specific apps for each category and recommends building a network of sources to learn about new apps, trying out free apps, and asking others like children for app recommendations. The overall goal is to uncover useful mobile apps and provide insights for improving the digital aspects of life.
This document summarizes a presentation about improving work-life balance through the use of mobile apps. The presentation discusses how mobile apps can help in areas like work and career, finances, productivity, social networking, health and fitness, relaxation, mental well-being, and other categories. Specific apps are recommended for tasks like job searching, personal finance management, file sharing, social media, exercise tracking, meditation, and more. The presentation encourages attendees to try out different free apps, get recommendations from friends and family, and regularly check various sources for new app suggestions.
This lecture discusses testing game mods during the implementation process. It emphasizes the importance of testing early and often to identify bugs and issues. Different types of testing are described, including functionality, compliance, compatibility, localization, soak, beta, regression, load, and multiplayer testing. The assignment is to build out a section of the student's Skyrim mod by adding a location, enemies, loot, dialogue, and a trap. Students are then instructed to conduct playtesting with 5 players and document any issues or feedback in a testing log to submit. The goal of playtesting is to improve the mod, not just show it off.
This document summarizes Lecture 10 of the CISC 105: Intro to Game Modding course. It outlines the implementation milestones students need to complete to build out a section of their Skyrim mod for a grade. This includes building a location on the world map, placing enemy units and loot drops and at least one trap, and adding NPC dialogue. It also discusses checking in on student progress and getting help, and assigns continuing work on the mod by adding NPC dialogue through the Creation Kit and uploading screenshots for review.
This document provides an overview of Lecture 8 for the course CISC 105: Intro to Game Modding. It outlines the implementation portion of the class which involves building a section of a Skyrim mod over several milestones, including adding a location, enemy units, loot drops, traps, and NPC dialogue. It also discusses navmeshes, which are used to determine navigation paths for characters, and provides an example video to illustrate the concept. As an assignment, students are asked to continue building their mod with the Creation Kit by adding an encounter, traps, and a navmesh, and submitting screenshots of their work.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
2. Introduction
Charles Palmer
Harrisburg University
Program lead and Professor of Interactive Media
Executive Director, Center for Advanced
Entertainment and Learning Technologies
Gamification and VR author
Serious Games developer
Motion graphics designer
Budding data scientist
Social
@charlespalmer (Twitter)
http://www.slideshare.net/charlespalmerhu
https://www.linkedin.com/in/charleslpalmer
3. Overview
What is VR?
A little bit of history
Current technology
Assorted Examples
Hands-on Demos
6. What is virtual reality
Virtual Reality is the use of computer
technology to create a simulated
environment. Unlike traditional user
interfaces where the user views a
screen, these systems immerse the user
inside of 3D worlds creating a richer,
fuller interactive experience.
7.
8. Hugo Gernsback
(August 16, 1884 – August 19, 1967)
Born Hugo Gernsbacher, was a
Luxembourgish-American inventor,
writer, editor, and magazine publisher,
best known for publications including
first science fiction magazine. His
contributions to the genre as publisher
were so significant that, along with the
novelists H. G. Wells and Jules Verne, he
is sometimes called "The Father of
Science Fiction”. In his honor, annual
awards presented at the World Science
Fiction Convention are named the
“Hugo”.
10. Timeline
Morton Heilig
Sensorama – 1956-1962
The Sensorama was able to display
stereoscopic 3-D images in a wide-angle
view, provide body tilting, supply stereo
sound, and also had tracks for wind and
aromas to be triggered during the film.
11. Timeline
Ivan Sutherland
Head Mounted Display
The Sword of Damocles is widely
considered to be the first virtual reality
(VR) and augmented reality (AR) head-
mounted display (HMD) system. It was
created in 1968 by computer scientist
Ivan Sutherland with the help of his
student Bob Sproull. Before he began
working toward what he termed "the
ultimate display", Ivan Sutherland was
already well respected for his
accomplishments in computer graphics.
12. Timeline
DataGlove
Thomas G. Zimmerman
US Patent 4542291
Various sensor technologies are used to capture
physical data such as bending of fingers. Often
a motion tracker, such as a magnetic tracking
device or inertial tracking device, is attached to
capture the global position/rotation data of the
glove. These movements are then interpreted
by the software that accompanies the glove, so
any one movement can mean any number of
things.
13. VPL, Inc.
One of the first companies that
developed and sold virtual
reality products. It was founded by VR
pioneer Jaron Lanier in 1984. VPL started
in the corner of Lanier's cottage in the
San Francisco Bay Area. "VPL" stood for
"Visual Programming Languages", and
Lanier said that the goal of the company
was to create a visual programming
language to bring programming to a
mass audience.
Timeline
14. Timeline
USAF Super Cockpit Program
1986-1989
Dr. Thomas Furness is a pioneer in the
development of interfaces between
humans and complex machines. Most of
his work has centered on the concept of
virtual interface technologies which
prove a circumambience of three
dimensional spatial information to the
human using the visual, auditory and
tactile sensory modalities.
15. Timeline
PC Power VR
1998-2000
The first personal computers capable of
running virtual reality came onto the
market in the late 90s. But the head-
mounted displays were cumbersome
and of lower resolution.
16. Timeline
Oculus Rift
August 2012
In just 30 days, the Oculus Rift
Kickstarter campaign raised $2,437,429,
a mere 947% over their intended goal. It
was a testament that the average tech
consumer was ready for a VR device.
17. Timeline
Facebook Buys Oculus
April 2014
The $2 billion acquisition deal of the
virtual reality pioneer becomes official.
The exact price of the acquisition came
out to $2,001,985,000. The VR startup
will operate somewhat independently
and maintain its main offices in the Irvine
and Los Angeles areas.
18. Timeline
Major Players enter the VR
Market
Aside from Facebook, 10 other
companies were added to the VR
Watchlist: Amazon, Google, Virtuix,
AMD, Qualcomm, Samsung, Nvidia,
Microsoft, Sony, and Valve.
25. Advantages of VR Training:
Little/no risk
Overcome geography, time and safety
Realistic scenarios, embedded with random
events
Improves retention and recall
Suitable for different learning styles
Innovative and enjoyable
26. Advantages of VR Training:
Augments classroom training
Simplifies complex problems/situations
Suitable for solo or collaborative activities
Save time/cost by reducing travel
Scalable for various budgets
Not the same type of VR, but I couldn’t resist including this image
39. STRVR Labs – Black Friday VR Training
http://bit.ly/2vBZrRg
40. VR & AR @ HU
Plasma Racer
Interactive game for anatomy
and physiology students
Race against time through the
circulatory system
Title
Description
Goal
41. VR & AR @ HU
Plant Safety
Training simulation for industrial
plant employees
Complete a series of orientation
“shifts” to illustrate facility
knowledge and organization
competencies.
Title
Description
Goal
42. VR & AR @ HU
AR Exploration
Explore usages of AR
technologies in STEM education
Work with zSpace and Aayuna to
develop the next generation of
AR applications and
technologies.
Title
Description
Goal
45. Thank you
Thanks for your time
Contact me via
Twitter @charlespalmer
LinkedIn https://www.linkedin.com/in/charleslpalmer
Download this presentation from
http://www.slideshare.net/charlespalmerhu
Editor's Notes
hold questions until the end
have you experienced VR?
This is what we’re trying to avoid
Virtual reality is the concept of creating a synthetic environment navigable by a user. This usually consists of being able to look around the environment by moving your head. But some systems use additional devices to let you interact in other ways.
Hugo Gernsback
besides being a sleazeball and having utter disregard for the financial rights of authors
inventor, wireless pioneer (radio), and one of the authors responsible for modern science fictionTelevision Googles
1963
recreate an emotional experience
skill transfer
skill transfer
mention VR headset, with gloves cost about $750,000.
skill transfer
expensive
within about 20 years, the computing power for vr was available in consumer computers
but cumbersome
induced nausea
and had poor graphic capabilities
skill transfer
skill transfer
skill transfer
the technologies used in VR became accessible
because of this VR was brought from the research lab, to our pockets
he had an emotional and physical reaction to the experience
we won't spend a lot of time on these because I don't want any of you getting sick. I suffer from motion sickness, which makes grading student work pretty difficult.
scalability related to fidelity
IS LEARNING VR BETTER?
we won't spend a lot of time on these because I don't want any of you getting sick. I suffer from motion sickness, which makes grading student work pretty difficult.
Military/Law enforcement – conflict between police and mentally ill aggressors
Expeditions, Career shadows
VIP Seats, player training