The document discusses virtual reality (VR) including its history, technology, applications, impacts, and barriers. It is presented by a team including Elijah, Xiao Nan, Kexin, Qi, and Darren. Elijah discusses the history of VR from early concepts in 1935 to recent developments. Xiao Nan explains the main components of VR systems including displays, audio, input devices, motion tracking, and software. Kexin discusses applications of VR in military, education, medicine, and fashion fields. Angela covers the positive and negative impacts of VR. Darren examines barriers to the success of VR in areas like innovation, simplicity, and compatibility with existing technologies and human behaviors.
Gaya Call Girls #9907093804 Contact Number Escorts Service Gaya
Understanding VR: Its History, Components, Applications and Impacts
1.
2. T e a m x X x :
E l i j a h O g o h , X i a o Na n L i u ,
K e x i n Ly u , Q i A n , D a r r e n Q u i r i n g
What is VR?
Understanding
the VR
Impacts of
VR
Applications
of VR
Barriers of
VR
6. • Commercialized VR systems have some main component categories.
• Within each category, different systems can have different components.
Oculus Rift HTC Vive Samsung Gear VR Sony PlayStation VR
7. • Have a slot to insert a smartphone,
which uses a software app
1. Sight
(hardware)
• Display the environment from video
sent from a console or computer
Provided by a head-mounted display
(HMD). Either:
Samsung Gear VR
Oculus Rift
8. • The VR app on the phone
2. Hearing
(hardware)
• The computer or console
VR systems use physical headphones
with the headset and either:
9. • For VR systems which use
smartphones, by a touchpad beside
the headset
3. Touch
(hardware)
• For VR systems which use consoles
or PCs, by controllers or smart
gloves
Allow user to have input and interact in
the simulated environment. Provided:
10. • Bodysuits
• Wired or wireless
controllers
• Positional
tracking
systems
• Omni-directional
treadmills
Motion allows users to move their
locations in 3D space. It is tracked and
transferred in several ways:
4. Motion tracking
(hardware)
11. • VR systems which use smartphones
require no more than the previous
5. Support
(hardware
& software)
• VR systems which use consoles or
PCs require either of these devices
to operate. The devices send video
to the headset
Both types of VR systems require a
software app.
For online apps, high-speed Internet
access is required.
18. Impacts of Virtual Reality
Positive Impact:
Ø Reduces costs.
(military, education,
etc.)
Ø Convenient.
Ø Revolutionary to our
everyday life.
Ø Accessible: low cost
or even free for a
pair of headset if you
pay for the shipping.
Negative Impact:
Ø Health: Cause dizziness after wearing/
uncomfortable headset.
Ø Phycology: Too obsessed with VR.
Ø Safety: VR Hazards.
Ø Legal: Lack of regulation of VR applications.
20. 1
2
Will it be successful?
Innovation
• There are many exciting uses for virtual reality.
• Sometimes sight is more practical.
Highly generic
• We use our eyes everyday.
• Virtual reality can substitute everything we use our eyes for.
21. 3
4
Will it be successful?
Simplistic
• Virtual reality is not hard to understand.
• It is technologically complicated.
Very compatible
• Virtual reality can easily replace activities that require sight.
• Again, sight is more practical in some circumstances.