24

Virtual Reality

Embed Size (px)

Citation preview

VIRTUAL REALITY

CR E AT ING A SE NSO R IA L T E CHNOLO GY

Content • Introduction

• History

• Types

• Devices

• Applications

• Pros And Con

• Conclusion

INTRODUCTION

• VIRTUAL=FAKE,REALITY=REAL

IS VIRTUAL REALITY A FAKE REALITY?

• THIS GIVES US OXYMORON DEFINITION

• VIRTUAL REALITY IS TO GIVE THE EFFECT OF EXISTENCE WITHOUT ACTUALLY EXISTING

• IT GIVES US AN EFFECT NOT AN ILLUSION

• WORKS WITH THINGS INSTEAD OF PICTURES OF THINGS

HISTORY

• 1860s : Virtual reality can trace its roots to the 1860s with 360-degree art through panoramic murals

• 1962:Morton heilig creates sensorama a prototype vr,which reportedly works to this day

• 1966: Thomas A. FurnessIII introduces a visual flight stimulator for the air force.

• 1968: Ivan sutherland, with the help of his student bob sproull, created what is widely considered to be the first virtual reality and augmented reality (ar) head-mounted display (hmd) system then dubbed as sword of Damocles.

• 1980s : The term "virtual reality" was popularized by jaron lanier, one of the modern pioneers of the field.

• 2014 : Facebook purchases a company that makes virtual reality headsets, oculus vr, for $2 billion.

TYPES

• User experiences “immersion” with the created reality

• “interaction” is made possible

• The culmination of immersion and interactivity

gives “telepresence”

IMMERSIVE VR

TYPES

IMMERSIVE VR

NON IMMERSIVE VRText-based VR: when a reader of a certain text form a mental model of this virtual world in their head from the description of people , places and things.

Augmented VR: the idea of taking what is real and adding to it in some way so that user obtains more information from their environment

DEVICES

Software Requirements:

•Virtual reality modelling language (VRML) -The earliest three -dimensional modelling language for the web.

•3dml - A three-dimensional modelling language where a user can visit a spot (or web site).

•X3d - The language that replaced VRML as the standard for creating virtual environments in the internet.

•Collaborative design activity (Collada ) - A format used to allow fi le interchanges within three -dimensional programs.

Platforms :Bryce,Extreme3D,trueSpace

Head mounted displays (HMD):•It was the first device providing its wearer•with an immersive experience.•Consists of two miniature display screens that produces the stereo scopic images and an optical position tracking system •It tracks the orientation of the humans head in the Virtual world

Hand Glove: It has sensors attached to the joints of each finger and the knuckles and also on back of hand.

Hardware Requirements

Binocular Omni-Orientation Monitor (BOOM)

A BOOM Display used by NASA to emulate space

•Screens and stereo scopic image generating apparatus are fixed in a box, which is attached to a multi link arm.

• The user peeps into the Virtual world through two holes, and controls his motions with the arms.

Cave Automatic Virtual Environment (CAVE)

• A room with projections on all walls, floor and ceiling

• The users wear shutter glasses to get a 3D view of the world.

• The users are able to move and control the environment with some kind of input mechanism

• Camera

• Device in hand

APPLICATIONS

HERITAGE AND ARCHAEOLOGY

• Gives invaluable information about sites which cannot be accessed and lost artifacts can be presented

• But it is always in a pre rendered format for a large number of people, so the full potential of vr is not used.

ENTERTAINMENT

• GAMES:WII AND XBOX 360, AND MORE COMMON EXAMPLES• MOVIES:INCEPTION,TRON LEGACY,MATRIX,AVATAR• MUSIC AND FINE ARTS: APPRECIATION FACTOR IS IMPROVED

• Primarily used for exposure therapy ranging from simple phobias such as acrophobia, zoophobia to treating PTSD(Post Traumatic Stress Disorder)

• In ADULT REHABILITAION Improving upper and lower limb motor Movements for individuals recovering from stroke or spinal cord injury

• To promote movement abilities, navigational abilities, or social skills in children with cerebral palsy, acquired brain injury IN Pediatrics

THERAUPTIC USES

• MILITARY AND AIR FORCE: The fully immersive training environment allows the soldiers to train through a wide variety of terrains, situations and scenarios, The flight simulator can range from a fully enclosed module to a series of computer monitors providing the pilot's point of view.

TRAINING

MANUFACTURING

• As an ancillary tool for engineering in manufacturing processes, new product prototypes, and simulation

• Stereolithography and 3D printing shows how computer graphic modeling can be applied to create physical parts of real objects used in naval, aerospace, and automotive industries

• Electronic design automation, CAD, Finite Element Analysis, and computer-aided manufacturing are widely utilized programs

• Design principles are made simpler using an item list made my cross referring coordinate geometry, spatial precision data, materials and textures.

• Walk through to help clients and designers test a project before its actually implemented

ARCHITECTURE AND DESIGN

POSITIVES DANGERS

• Training

• Risk-free experience

• Experiencing things you wouldn’t normally be able to experience

• Entertainment; fun, artistic expression

• Telepresence applications

• Disengagement with real world

• VR replacing reality

• People preferring VR to reality

• Addiction

• Difficulty of distinguishing between virtual and real, ‘false realities represented in VR

• Use of VR for deception and control.

19

•Science fiction literature and film have explored a range of futuristic VR

technologies and the experiential opportunities they may offer.

• Virtual experience and virtual identities via memory implants .

• Recording and sharing experiences.

• Games scenarios.

•Virtual reality has been heavily criticized for being an inefficient method

for navigating Non-geographical information.

•Another obstacle is the headaches due to eye strain.

CHALLENGES

FUTURE POSSIBILITIES

20

CONCLUSION

• Though the disadvantages of Virtual reality can disturb the human’sperception ability, it’s advantages in different fields makes it user friendly.

• The sole objective of virtual reality is to give the user an environment as realistic as possible and a thrilling sensory experience.

• The technology of virtual reality is advancing rapidly and it won't be long before it becomes a most exciting source of entertainment in our homes.

• The Real World and the Virtual World together will help in Revolutionary Inventions in the Future .

21

QUERIES PLEASE…