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WELCOME
TO
OUR PRESENTATON
REALITY
TOPICS OF PRESENTATION:-
“ What is Virtual Reality?
 History of Virtual Reality
 Types of Virtual Reality
 Uses of Virtual Reality
 Negative influence of Virtual Reality
 Future of Virtual Reality
• Virtual reality is a computer generated environment that lets you
experience a different reality.
• It is a computer generated, multi-sensory information program which
tracks a user in real time
 What is Virtual Reality ?
• Virtual reality could recreate sensory
experiences, including virtual taste, sight,
smell, sound, touch, etc.
• Actually 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.
 History of Virtual Reality
• In 1950s, flight simulators were
built by US Air Force to train
student pilot.
• 1950’s visionary cinematographer Morton Heilig built a single user
console called Sensorama. This enabled the user to watch television in
three dimensional ways.
• In 1961, Philco Corporation’s
engineers developed the first HMD
known as the Headsight.
• In 1965, a research program for
computer graphics called “The
Ultimate Display” was laid out.
• 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.
 Types of Virtual Reality
 Immersive Virtual Reality
 Augmented Virtual Reality
 Desktop Virtual Reality
 Quick Time Virtual Reality
There are many types of Virtual Reality, including the following:
Immersive Virtual Reality
Augmented Virtual Reality
• Immersion into virtual reality is a
perception of being physically present in a
non-physical world.
• The perception is created by surrounding
the user of the VR system in images, sound
or other stimuli that provide an engrossing
total environment.
• Augmented reality does not create a
simulation of reality. Instead, it takes a
real object as the foundation and
incorporates technologies that deepen a
person’s understanding of the subject.
Desktop Virtual Reality
• Desktop-based virtual reality involves
displaying a 3-dimensional virtual world on a
regular desktop display without use of any
specialized movement-tracking equipment.
• It is cost-effective when compared to the
immersive VR.
Quick Time Virtual Reality
• Quick Time Virtual Reality allows the
creation of applications without coding.
• It is a photography based VR, an
"immersive" technology with easy to use
software.
 Uses of Virtual Reality
In Business :
• Virtual tours of a business environment.
• Training of new employee.
In Training :
• VR is used to provide learners with a
virtual environment where they can
develop their skills without the real-world
consequences of failing.
• Examples include flight simulators,
battlefield simulators, driving simulators.
In Medical :
• Virtual reality is used in surgery
simulation, phobia treatment, robotic
surgery and skills training.
• VR finds its application in nursing,
dentistry, health issues for the disabled.
In Gaming:
• Obviously, video games are one of the
main applications for virtual reality as
of today.
In Entertainment :
• Virtual reality is applied in 3D
movies.
• VR will change how we view live
music by allowing us to attend
virtual concerts.
• VR is widely used in engineering and
designing process.
• It gives better understanding of the
design and facilitates changes wherever
necessary.
In Engineering :
 Negative influence of Virtual Reality
• Virtual reality can lead to physical,
emotional, and social problems for the user.
• Games, such as Second Life, can be fun
escapes from the world we live in. However,
if abused they can literally become a second
life. The user then cuts his or herself off
from the world socially.
• Tests have been done that show virtual reality
can cause physical harm to senses such as
sight.
 Future of Virtual Reality
• 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
of that.
• Also many more 3-D movies are being made and maybe in the
near future they will all become more immersive. Only time
will tell.
Thanks To All

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Virtual reality

  • 3. “ What is Virtual Reality?  History of Virtual Reality  Types of Virtual Reality  Uses of Virtual Reality  Negative influence of Virtual Reality  Future of Virtual Reality
  • 4. • Virtual reality is a computer generated environment that lets you experience a different reality. • It is a computer generated, multi-sensory information program which tracks a user in real time  What is Virtual Reality ?
  • 5. • Virtual reality could recreate sensory experiences, including virtual taste, sight, smell, sound, touch, etc. • Actually 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.
  • 6.  History of Virtual Reality • In 1950s, flight simulators were built by US Air Force to train student pilot. • 1950’s visionary cinematographer Morton Heilig built a single user console called Sensorama. This enabled the user to watch television in three dimensional ways.
  • 7. • In 1961, Philco Corporation’s engineers developed the first HMD known as the Headsight. • In 1965, a research program for computer graphics called “The Ultimate Display” was laid out.
  • 8. • 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.
  • 9.  Types of Virtual Reality  Immersive Virtual Reality  Augmented Virtual Reality  Desktop Virtual Reality  Quick Time Virtual Reality There are many types of Virtual Reality, including the following:
  • 10. Immersive Virtual Reality Augmented Virtual Reality • Immersion into virtual reality is a perception of being physically present in a non-physical world. • The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. • Augmented reality does not create a simulation of reality. Instead, it takes a real object as the foundation and incorporates technologies that deepen a person’s understanding of the subject.
  • 11. Desktop Virtual Reality • Desktop-based virtual reality involves displaying a 3-dimensional virtual world on a regular desktop display without use of any specialized movement-tracking equipment. • It is cost-effective when compared to the immersive VR. Quick Time Virtual Reality • Quick Time Virtual Reality allows the creation of applications without coding. • It is a photography based VR, an "immersive" technology with easy to use software.
  • 12.  Uses of Virtual Reality In Business : • Virtual tours of a business environment. • Training of new employee. In Training : • VR is used to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing. • Examples include flight simulators, battlefield simulators, driving simulators.
  • 13. In Medical : • Virtual reality is used in surgery simulation, phobia treatment, robotic surgery and skills training. • VR finds its application in nursing, dentistry, health issues for the disabled. In Gaming: • Obviously, video games are one of the main applications for virtual reality as of today.
  • 14. In Entertainment : • Virtual reality is applied in 3D movies. • VR will change how we view live music by allowing us to attend virtual concerts. • VR is widely used in engineering and designing process. • It gives better understanding of the design and facilitates changes wherever necessary. In Engineering :
  • 15.  Negative influence of Virtual Reality • Virtual reality can lead to physical, emotional, and social problems for the user. • Games, such as Second Life, can be fun escapes from the world we live in. However, if abused they can literally become a second life. The user then cuts his or herself off from the world socially. • Tests have been done that show virtual reality can cause physical harm to senses such as sight.
  • 16.  Future of Virtual Reality • 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 of that.
  • 17. • Also many more 3-D movies are being made and maybe in the near future they will all become more immersive. Only time will tell.