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Virtual Reality and
Augmented Reality in
Computer Science
Introduction to
VR and AR
● Virtual Reality (VR) and Augmented Reality (AR) are immersive
technologies.
● VR creates a completely digital environment.
● AR overlays digital elements onto the real world.
● Both technologies are reshaping human-computer interaction.
● Widely used in entertainment, education, healthcare, and training.
● Rely on hardware like headsets, sensors, and cameras.
● Powered by advanced graphics, AI, and spatial computing.
● Increasingly integrated into mobile devices and wearables.
● Essential topics in modern computer science curricula.
ADYPU, Pune
History and
Evolution
● VR concepts date back to the 1960s with devices like Sensorama.
● AR was first coined in 1990 by Boeing researcher Tom Caudell.
● Early VR focused on flight simulation and military training.
● Consumer VR gained popularity with devices like Oculus Rift.
● AR applications surged with smartphones and apps like Pokémon Go.
● Technological progress driven by advances in processing power.
● Integration of AI and 3D graphics improved realism.
● Cloud computing enhanced AR/VR content delivery.
● Now used across diverse industries beyond gaming.
ADYPU, Pune
VR Technologies and Components
● Head-Mounted Displays (HMDs) for immersive visuals.
● Motion tracking sensors for positional awareness.
● Haptic feedback devices for tactile interaction.
● 3D audio systems for spatial sound effects.
● VR-ready computers or consoles for high-performance processing.
● VR content creation tools like Unity and Unreal Engine.
● Networking modules for multiplayer VR experiences.
● Eye-tracking technology for enhanced interaction.
● AI-driven environments for dynamic and responsive VR worlds.
ADYPU, Pune
AR Technologies and Components
● AR displays via smartphones, tablets, or smart glasses.
● Cameras and sensors to capture real-world environments.
● AR SDKs like ARKit and ARCore for application development.
● Depth sensors for understanding object positioning.
● Spatial mapping for integrating virtual and physical spaces.
● Real-time data processing and rendering engines.
● Image and object recognition software.
● Gesture and voice control interfaces.
● Cloud platforms for content management and delivery.
ADYPU, Pune
Applications in Computer Science
● VR used in computer graphics and 3D modeling education.
● AR aids in data visualization and interactive simulations.
● Training simulations for healthcare, aviation, and engineering.
● Collaborative VR environments for remote software development.
● AR-enhanced debugging and UI/UX testing.
● VR research in AI-driven virtual agents and NPCs.
● VR and AR tools in cybersecurity training scenarios.
● Enhanced e-learning experiences through immersive environments.
● Game development heavily relies on VR and AR innovations.
Challenges
in VR and
AR
● High hardware costs and accessibility limitations.
● Motion sickness and user discomfort in VR environments.
● Technical constraints like battery life and processing demands.
● Privacy and security concerns with always-on AR devices.
● Content development requires specialized skills and tools.
● Interoperability issues between different AR/VR platforms.
● Limited field of view and resolution in current HMDs.
● Data management challenges for large-scale environments.
● Ethical implications in immersive media experiences.
ADYPU, Pune
Future Trends and Innovations
● Lightweight, wireless VR/AR headsets for improved mobility.
● AI-powered adaptive and intelligent virtual environments.
● 5G technology enabling seamless AR/VR streaming.
● Integration with IoT for real-time, context-aware experiences.
● Cross-platform and cross-reality (XR) environments.
● Brain-computer interfaces for direct neural interaction.
● AR contact lenses and micro-displays in development.
● Expanded use in virtual tourism, therapy, and telepresence.
● Cloud-based AR/VR content marketplaces and services.
Got any questions? Feel free to call us, email us,
or hit us up on social media.
Thank you
for listening!

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Virtual Reality and Augmented Reality in Computer Science .pdf

  • 1. Virtual Reality and Augmented Reality in Computer Science
  • 2. Introduction to VR and AR ● Virtual Reality (VR) and Augmented Reality (AR) are immersive technologies. ● VR creates a completely digital environment. ● AR overlays digital elements onto the real world. ● Both technologies are reshaping human-computer interaction. ● Widely used in entertainment, education, healthcare, and training. ● Rely on hardware like headsets, sensors, and cameras. ● Powered by advanced graphics, AI, and spatial computing. ● Increasingly integrated into mobile devices and wearables. ● Essential topics in modern computer science curricula.
  • 3. ADYPU, Pune History and Evolution ● VR concepts date back to the 1960s with devices like Sensorama. ● AR was first coined in 1990 by Boeing researcher Tom Caudell. ● Early VR focused on flight simulation and military training. ● Consumer VR gained popularity with devices like Oculus Rift. ● AR applications surged with smartphones and apps like Pokémon Go. ● Technological progress driven by advances in processing power. ● Integration of AI and 3D graphics improved realism. ● Cloud computing enhanced AR/VR content delivery. ● Now used across diverse industries beyond gaming.
  • 4. ADYPU, Pune VR Technologies and Components ● Head-Mounted Displays (HMDs) for immersive visuals. ● Motion tracking sensors for positional awareness. ● Haptic feedback devices for tactile interaction. ● 3D audio systems for spatial sound effects. ● VR-ready computers or consoles for high-performance processing. ● VR content creation tools like Unity and Unreal Engine. ● Networking modules for multiplayer VR experiences. ● Eye-tracking technology for enhanced interaction. ● AI-driven environments for dynamic and responsive VR worlds.
  • 5. ADYPU, Pune AR Technologies and Components ● AR displays via smartphones, tablets, or smart glasses. ● Cameras and sensors to capture real-world environments. ● AR SDKs like ARKit and ARCore for application development. ● Depth sensors for understanding object positioning. ● Spatial mapping for integrating virtual and physical spaces. ● Real-time data processing and rendering engines. ● Image and object recognition software. ● Gesture and voice control interfaces. ● Cloud platforms for content management and delivery.
  • 6. ADYPU, Pune Applications in Computer Science ● VR used in computer graphics and 3D modeling education. ● AR aids in data visualization and interactive simulations. ● Training simulations for healthcare, aviation, and engineering. ● Collaborative VR environments for remote software development. ● AR-enhanced debugging and UI/UX testing. ● VR research in AI-driven virtual agents and NPCs. ● VR and AR tools in cybersecurity training scenarios. ● Enhanced e-learning experiences through immersive environments. ● Game development heavily relies on VR and AR innovations.
  • 7. Challenges in VR and AR ● High hardware costs and accessibility limitations. ● Motion sickness and user discomfort in VR environments. ● Technical constraints like battery life and processing demands. ● Privacy and security concerns with always-on AR devices. ● Content development requires specialized skills and tools. ● Interoperability issues between different AR/VR platforms. ● Limited field of view and resolution in current HMDs. ● Data management challenges for large-scale environments. ● Ethical implications in immersive media experiences.
  • 8. ADYPU, Pune Future Trends and Innovations ● Lightweight, wireless VR/AR headsets for improved mobility. ● AI-powered adaptive and intelligent virtual environments. ● 5G technology enabling seamless AR/VR streaming. ● Integration with IoT for real-time, context-aware experiences. ● Cross-platform and cross-reality (XR) environments. ● Brain-computer interfaces for direct neural interaction. ● AR contact lenses and micro-displays in development. ● Expanded use in virtual tourism, therapy, and telepresence. ● Cloud-based AR/VR content marketplaces and services.
  • 9. Got any questions? Feel free to call us, email us, or hit us up on social media. Thank you for listening!