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VIRTUAL REALITY Prepared By: Wan Muhammad Akhyar b Hj Ab Shatar 11BI03020 [SMUM 4] 4 th February 2013

Virtual Reality

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Introduction to 3D

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  • 1. VIRTUAL REALITYPrepared By:Wan Muhammad Akhyar b Hj Ab Shatar11BI03020 [SMUM 4] 4th February 2013

2. What is Virtual Reality? A computer-simulated environment. VR try to stimulate physical presence in places in real world, as well as inimaginary world. Covers remote communication environment. Often used to describe a wide variety of apps commonly associated withimmersive, high visual 3D environment. Simulated environment can be similar to real world (lifelike experience). Difficult to create high-fidelity VR experience due to lack of resources(technical limitation, image resolution, bandwidth limitation, cost etc.) 3. Basic Part of Virtual Reality 4. Brief History of Virtual Reality 5. Output Devices for Virtual Reality 3D Glasses Surround Display Binocular Omni Oriented Monitors (BOOM) Head Mounted (coupled) Display (HMD) Haptic/Force Feedback 6. 3D Glasses Simplest VR system. Use only a single monitor to present the scene to the user. Usually created from LCD shutter glasses (using sequential stereo). Apply polarization of light concept to extract images to each eyes. Movement can be added to increase the realism of presented images. 7. Surround Display Alternative to standard desktop monitor and large projection screen. Offer better image quality and wider field of view (full 360). CAVE like display, which is user surrounded by multiple large screen or onedomed screen. Advantages of surround display: gigantic, expensive, fragile, static, requireprecise hardware setup. 8. Binocular Omni Oriented Monitors (BOOM) Support both mechanical tracking and stereoscoping display. Two visual display are placed in a box mounted to a mechanical arm. Mechanical construction support usually counter balance Use CRT monitor for better resolution. 9. Head Mounted Display Headset incorporating two small monitors placed in front of users eyes. Images that presented measured by a tracker. Lightweight, comfortable, easy to carry on. Divided in 2 principle: Opaque & See-Through. 10. Haptic / Force Feedback Divided in 2: kinesthetic & tactile Kinesthetic: sensed by muscle, joints and tendons, Tactile: feedbackthrough skin (sense of touch, temperature, texture etc.) Apply see and feel it for yourself. 11. Examples of Virtual Reality 12. Impact (Pros) of Virtual Reality VR is imaginably more personal than electronic mail or instant messaging,or even a letter or a telephone call. VR is a great social leveler, it may find a common ground acrossdifferences in age, culture, and linguistic orientation (Biocca and Levy1995.) People will be drawn together by similar interests instead of purely bygeographic location (Biocca and Levy 1995.) communication will be both challenging and rewarding, more effectiveand productive, and thus more enjoyable (Biocca and Levy 1995.) after using a medium that provides total freedom of expression face-to-facecommunication may be found to be too confining (Cartwright 1994.) 13. Impact (Cons) of Virtual Reality An inescapable aspect of social life is the formation and maintenance ofinterpersonal relationships (Biocca and Levy 1995.) Interaction ought not be substituted for community (Mayer 1999.) VR will provide a communication environment in which the dangers ofdeception and the benefits of creativity are amplified beyond the levelsthat humans currently experience in their interpersonal interactions. (Bioccaand Levy 1995.) Could lead to low self-esteem, feelings of worthlessness and insignificance,even self-destructive acts (Cartwright 1994.) 14. Q & A Session 15. Thank You