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VIRTUAL REALITY
Akshay Patole
DEFINITION
What is Virtual Reality?
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.
BRIEF HISTORY
 Cinerama Widescreen film format (originally called vitarama) invented in 1939 by Fred Waller
and Ralph Walker. This system was used by The Army Air Corps during WWII for anti aircraft
training.
 In 1950s, Flight simulators were built by the US Air Force to train student pilots.
• Sesorama simulator was built by Morton Heilig in 1962. Simulation that contained
Stereoscopic images, motion chair, audio, temperature changes, odours, and blown air. One
could see, hear, feel motion and smell during the simulation.
• In 1965, Ivan Sutherland led a research program for computer graphics and developed a VR
system called “The Ultimate Display”. This was a virtual environment seen through an HMD
(head-mounted display). Users could manipulate objects in a realistic way.
 In 1988, commercial development of VR began.
• In 1991, first commercial entertainment VR system "Virtuality" was released.
• In 1992 a method of the showing and testing of scientific visualizations called the CAVE was
created.
BY VIRTUALITY
Exorex
Dactyl
Nightmare
SP
TYPES OF VR SYSTEM
Windows on World(WoW)
• Also called Desktop VR.
• Using a conventional computer monitor to display the
3D virtual world.
Immersive VR
• Completely immerse the user's personal viewpoint inside
the virtual 3D world.
• The user has no visual contact with the physical world.
• Often equipped with a Head Mounted Display (HMD).
 Telepresence
• A variation of visualizing complete computer generated worlds.
• Links remote sensors in the real world with the senses of a human
operator. The remote sensors might be located on a robot. Useful
for performing operations in dangerous environments.
 Mixed Reality(Augmented Reality)
• The seamless merging of real space and virtual space.
• Integrate the computer-generated virtual objects into the physical
world which become in a sense an equal part of our natural
environment.
 Distributed VR
• A simulated world runs on several computers which are connected
over network and the people are able to interact in real time, sharing
the same virtual world.
7
VR EXAMPLES
 Telepresence VR
8
 Distributed VR
9
 Augmented VR
TYPES OF VR TECHNOLOGY'S
Project Natal
Its a new piece of technology that is developed now
for the Xbox 360. Project Natal proposes a new way of
interacting with games, and indeed with computer
systems in general. They propose that there system
will not require any keyboards or controller. It will
function by the use of the user's voice and motions as
the method for interacting with the system.
CAVE AUTOMATIC VIRTUAL
ENVIRONMENT
• The term “CAVE" refers to any virtual reality system that
uses multiple walls with multiple projectors to immerse
users in a virtual world. The CAVE is used for visualizing
data, demonstrating 3D environments, and virtually
testing component parts of newly developed engineering
projects.
THE NINTENDO WII
• The controller is basically a simplified version of the
"virtual reality glove." Both the Wiimote and the Wii Fit
offer users another way of interacting with their virtual
environment without having to wear any bulky
equipment.
13
TECHNOLOGIES OF VR-
HARDWARE
 Head-Mounted Display (HMD)
• A Helmet or a face mask providing the visual and
auditory displays.
• Use LCD or CRT to display stereo images.
• May include built-in head-tracker and stereo
headphones.
14
TECHNOLOGIES OF VR-
HARDWARE
 Binocular Omni-Orientation Monitor (BOOM)
• Head-coupled stereoscopic display device.
• Uses CRT to provide high-resolution display.
• Convenient to use.
• Fast and accurate built-in tracking.
TECHNOLOGIES OF VR-
HARDWARE
 Cave Automatic Virtual Environment (CAVE)
• Provides the illusion of immersion by projecting stereo
images on the walls and floor of a room-sized cube.
• A head tracking system continuously adjust the stereo
projection to the current position of the leading viewer.
16
TECHNOLOGIES OF VR--
HARDWARE
 Data Glove
• Outfitted with sensors on the fingers as well as an overall
position/orientation tracking equipment.
• Enables natural interaction with virtual objects by hand
gesture recognition.
17
TECHNOLOGIES OF VR--
HARDWARE
 Control Devices
• Control virtual objects in 3 dimensions.
18
TECHNOLOGIES OF VR-
SOFTWARE
 Toolkits
• Programming libraries.
• Provide function libraries (C & C++).
 Authoring systems
• Complete programs with graphical interfaces for creating
worlds without resorting to detailed programming.
19
TECHNOLOGIES OF VR-
SOFTWARE
 Software packages available in market
• Multiverse (Freeware)
• Virtual Reality Studio ($100)
• Sense8 World Tool Kit (WTK) (over $1000)
• Autodesk Cyberspace Development kit (over $1000)
20
TECHNOLOGIES OF VR-
SOFTWARE
 VRML(Virtual Reality Modeling Language)
• Standard language for interactive simulation within the
World Wide Web.
• Allows to create "virtual worlds" networked via the Internet
and hyperlinked with the World Wide Web.
• Aspects of virtual world display, interaction and internet
working can be specified using VRML without being
dependent on special gear like HMD.
• VR models can be viewed by Netscape or IE with a browser
plug-in.
APPLICATIONS
• Movies - Virtual reality is applied in 3-D movies to try and
immerse the viewer into the movie and/or virtual setting and
environments.
• Video Games - Virtual reality is evident in video games. Now you
can physically interact with a game by using your body and
motions to control characters and other elements of the game
that years ago people would only imagine.
• Education and training – Training and education is done through
virtual reality because it can prepare you for many dangerous
jobs and put the worker in real scenarios without the risk of them
being hurt. Doing this enables them to fully train and educate
themselves in almost any situation possible so that they’re ready
and well equipped for the job. Virtual reality can give them the
experience they need without actually putting them or others in
danger.
APPLICATIONS
• Education & Training
• Driving simulator
• Flight simulator
• Ship simulator
• Shooting simulator
23
APPLICATIONS
 Entertainment
• More vivid
• Move exciting
• More attractive
24
APPLICATIONS
 Medicine
• Practice performing surgery.
• Perform surgery on a remote patient.
• Teach new skills in a safe, controlled environment.
25
APPLICATIONS
 Manufacturing
• Easy to modify
• Low cost
• High efficient
26
APPLICATIONS
 Education & Training
• Driving simulators.
• Flight simulators.
• Ship simulators.
• Tank simulators.
VIRTUAL REALITY EXPERIENCE
IN ROME
• http://www.youtube.com/watch?v=A9B7MOOf2XU
POKEMON GO
• https://www.youtube.com/watch?v=SWtDeeXtMZM
• https://www.youtube.com/watch?v=2sj2iQyBTQs
SUMMARY
• Virtual reality is the creation of a virtual environment
presented to our senses in such a way that we experience it
as if we were really there. It uses a host of technologies to
achieve this goal and is a technically complex feat that has to
account for our perception and cognition. It has both
entertainment and serious uses. The technology is becoming
cheaper and more widespread. We can expect to see many
more innovative uses for the technology in the future and
perhaps a fundamental way in which we communicate and
work thanks to the possibilities of virtual reality.
FUTURE OF VIRTUAL REALITY
CONCLUSION
• The future of virtual reality is hard to predict but one thing’s
for sure the world of entertainment is going to see a lot
more of it. Virtual reality is starting to evolve into video
games and movies. The Nintendo Wii and Project Natal are
great examples because the user is performing physical
movements to interact with the game. Also many more 3-D
movies are being made and maybe in the near future they
will all become more immersive than the “Experience in
Rome” movie. Only time will tell.
OCULUS VR, LLC
• Oculus VR, LLC, or simply known as Oculus, is an
American virtual reality technology company founded
by Palmer Luckey and Brendan Iribe, founded in June 2012
at Irvine, California.
31
REFERENCE
• What is Virtual Reality?,
http://vr.isdale.com/WhatIsVR/frames/WhatIsVR4.1.html
www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html
• Augmented and Mixed Reality,
http://www.mic.atr.co.jp/~poup/research/ar/.
• Virtual Reality Applications, http://vresources.jump-
gate.com/applications/applications.shtml.
• K.-P. Beier. Virtual Reality: A short Introduction. http://www-
vrl.umich.edu/intro/
• Franchi,J. Vertual Reality: An Overview. ERIC Digest, June 1995
THANK YOU!
QUESTIONS?

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Virtual Reality

  • 2. DEFINITION What is Virtual Reality? 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.
  • 3. BRIEF HISTORY  Cinerama Widescreen film format (originally called vitarama) invented in 1939 by Fred Waller and Ralph Walker. This system was used by The Army Air Corps during WWII for anti aircraft training.  In 1950s, Flight simulators were built by the US Air Force to train student pilots. • Sesorama simulator was built by Morton Heilig in 1962. Simulation that contained Stereoscopic images, motion chair, audio, temperature changes, odours, and blown air. One could see, hear, feel motion and smell during the simulation. • In 1965, Ivan Sutherland led a research program for computer graphics and developed a VR system called “The Ultimate Display”. This was a virtual environment seen through an HMD (head-mounted display). Users could manipulate objects in a realistic way.  In 1988, commercial development of VR began. • In 1991, first commercial entertainment VR system "Virtuality" was released. • In 1992 a method of the showing and testing of scientific visualizations called the CAVE was created.
  • 5. TYPES OF VR SYSTEM Windows on World(WoW) • Also called Desktop VR. • Using a conventional computer monitor to display the 3D virtual world. Immersive VR • Completely immerse the user's personal viewpoint inside the virtual 3D world. • The user has no visual contact with the physical world. • Often equipped with a Head Mounted Display (HMD).
  • 6.  Telepresence • A variation of visualizing complete computer generated worlds. • Links remote sensors in the real world with the senses of a human operator. The remote sensors might be located on a robot. Useful for performing operations in dangerous environments.  Mixed Reality(Augmented Reality) • The seamless merging of real space and virtual space. • Integrate the computer-generated virtual objects into the physical world which become in a sense an equal part of our natural environment.  Distributed VR • A simulated world runs on several computers which are connected over network and the people are able to interact in real time, sharing the same virtual world.
  • 10. TYPES OF VR TECHNOLOGY'S Project Natal Its a new piece of technology that is developed now for the Xbox 360. Project Natal proposes a new way of interacting with games, and indeed with computer systems in general. They propose that there system will not require any keyboards or controller. It will function by the use of the user's voice and motions as the method for interacting with the system.
  • 11. CAVE AUTOMATIC VIRTUAL ENVIRONMENT • The term “CAVE" refers to any virtual reality system that uses multiple walls with multiple projectors to immerse users in a virtual world. The CAVE is used for visualizing data, demonstrating 3D environments, and virtually testing component parts of newly developed engineering projects.
  • 12. THE NINTENDO WII • The controller is basically a simplified version of the "virtual reality glove." Both the Wiimote and the Wii Fit offer users another way of interacting with their virtual environment without having to wear any bulky equipment.
  • 13. 13 TECHNOLOGIES OF VR- HARDWARE  Head-Mounted Display (HMD) • A Helmet or a face mask providing the visual and auditory displays. • Use LCD or CRT to display stereo images. • May include built-in head-tracker and stereo headphones.
  • 14. 14 TECHNOLOGIES OF VR- HARDWARE  Binocular Omni-Orientation Monitor (BOOM) • Head-coupled stereoscopic display device. • Uses CRT to provide high-resolution display. • Convenient to use. • Fast and accurate built-in tracking.
  • 15. TECHNOLOGIES OF VR- HARDWARE  Cave Automatic Virtual Environment (CAVE) • Provides the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube. • A head tracking system continuously adjust the stereo projection to the current position of the leading viewer.
  • 16. 16 TECHNOLOGIES OF VR-- HARDWARE  Data Glove • Outfitted with sensors on the fingers as well as an overall position/orientation tracking equipment. • Enables natural interaction with virtual objects by hand gesture recognition.
  • 17. 17 TECHNOLOGIES OF VR-- HARDWARE  Control Devices • Control virtual objects in 3 dimensions.
  • 18. 18 TECHNOLOGIES OF VR- SOFTWARE  Toolkits • Programming libraries. • Provide function libraries (C & C++).  Authoring systems • Complete programs with graphical interfaces for creating worlds without resorting to detailed programming.
  • 19. 19 TECHNOLOGIES OF VR- SOFTWARE  Software packages available in market • Multiverse (Freeware) • Virtual Reality Studio ($100) • Sense8 World Tool Kit (WTK) (over $1000) • Autodesk Cyberspace Development kit (over $1000)
  • 20. 20 TECHNOLOGIES OF VR- SOFTWARE  VRML(Virtual Reality Modeling Language) • Standard language for interactive simulation within the World Wide Web. • Allows to create "virtual worlds" networked via the Internet and hyperlinked with the World Wide Web. • Aspects of virtual world display, interaction and internet working can be specified using VRML without being dependent on special gear like HMD. • VR models can be viewed by Netscape or IE with a browser plug-in.
  • 21. APPLICATIONS • Movies - Virtual reality is applied in 3-D movies to try and immerse the viewer into the movie and/or virtual setting and environments. • Video Games - Virtual reality is evident in video games. Now you can physically interact with a game by using your body and motions to control characters and other elements of the game that years ago people would only imagine. • Education and training – Training and education is done through virtual reality because it can prepare you for many dangerous jobs and put the worker in real scenarios without the risk of them being hurt. Doing this enables them to fully train and educate themselves in almost any situation possible so that they’re ready and well equipped for the job. Virtual reality can give them the experience they need without actually putting them or others in danger.
  • 22. APPLICATIONS • Education & Training • Driving simulator • Flight simulator • Ship simulator • Shooting simulator
  • 23. 23 APPLICATIONS  Entertainment • More vivid • Move exciting • More attractive
  • 24. 24 APPLICATIONS  Medicine • Practice performing surgery. • Perform surgery on a remote patient. • Teach new skills in a safe, controlled environment.
  • 25. 25 APPLICATIONS  Manufacturing • Easy to modify • Low cost • High efficient
  • 26. 26 APPLICATIONS  Education & Training • Driving simulators. • Flight simulators. • Ship simulators. • Tank simulators.
  • 27. VIRTUAL REALITY EXPERIENCE IN ROME • http://www.youtube.com/watch?v=A9B7MOOf2XU POKEMON GO • https://www.youtube.com/watch?v=SWtDeeXtMZM • https://www.youtube.com/watch?v=2sj2iQyBTQs
  • 28. SUMMARY • Virtual reality is the creation of a virtual environment presented to our senses in such a way that we experience it as if we were really there. It uses a host of technologies to achieve this goal and is a technically complex feat that has to account for our perception and cognition. It has both entertainment and serious uses. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and perhaps a fundamental way in which we communicate and work thanks to the possibilities of virtual reality.
  • 29. FUTURE OF VIRTUAL REALITY CONCLUSION • The future of virtual reality is hard to predict but one thing’s for sure the world of entertainment is going to see a lot more of it. Virtual reality is starting to evolve into video games and movies. The Nintendo Wii and Project Natal are great examples because the user is performing physical movements to interact with the game. Also many more 3-D movies are being made and maybe in the near future they will all become more immersive than the “Experience in Rome” movie. Only time will tell.
  • 30. OCULUS VR, LLC • Oculus VR, LLC, or simply known as Oculus, is an American virtual reality technology company founded by Palmer Luckey and Brendan Iribe, founded in June 2012 at Irvine, California.
  • 31. 31 REFERENCE • What is Virtual Reality?, http://vr.isdale.com/WhatIsVR/frames/WhatIsVR4.1.html www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html • Augmented and Mixed Reality, http://www.mic.atr.co.jp/~poup/research/ar/. • Virtual Reality Applications, http://vresources.jump- gate.com/applications/applications.shtml. • K.-P. Beier. Virtual Reality: A short Introduction. http://www- vrl.umich.edu/intro/ • Franchi,J. Vertual Reality: An Overview. ERIC Digest, June 1995