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Virtual Reality
‘virtual’ is near and reality is what we experience as
human beings.
So the term ‘virtual reality’ basically
means ‘near-reality’
History
In 1950's a science fiction writer Stanley
G.Weinbaum in his story describe it after this
visionary cimenatography morton heiling built a
single console called sensorama. this enabled
the user watch television in 3 dimensional ways.
Virtual Reality
Virtual reality is the term used to describe a
three-dimensional, computer generated
environment which can be explored and
interacted with by a person. That person
becomes part of this virtual world or is immersed
within this environment and whilst there, is able
to manipulate objects or perform a series of
actions.
How is virtual reality work?
There are a range of systems that are used for
this purpose, such as headsets, Omni-
directional treadmills and special gloves. These
are used to actually stimulate our senses
together in order to create the illusion of reality.
If an implementation of virtual reality manages
to get the combination of hardware, software
and sensory synchronicity just right it achieves
something known as a sense of presence.
Where the subject really feels like they are
present in that environment.
Why have virtual reality?
This may seems like a lot of effort, and it is! What
makes the development of virtual reality
worthwhile? The potential entertainment value
is clear. Immersive films and video games are
good examples. The entertainment industry is
after all a multi-billion dollar one and consumers
are always keen on novelty. Virtual reality has
many other, more serious, applications as well.
Types of Virtual reality
v Immersive Virtual Reality
v Non-Immersive Virtual Reality
v Semi-Immersive
v Fully Immersive
v Window on world Virtual Reality
Immersive Virtual Reality
Immersion into virtual reality is a perception of
being physically present in a non-physical
world.
Elements of virtual environments that increase
the immersiveness of the experience:
v Continuity of surroundings
v Conformance to human vision
v Freedom of movement
v Physical interaction
v Physical feedback
Non-Immersive Virtual Reality
Non-immersive systems, as the name suggests, are the
least immersive implementation of VR techniques.
Using the desktop system, the virtual environment is
viewed through a portal or window by utilising a
standard high resolution monitor. Interaction with the
virtual environment can occur by conventional means
such as keyboards, mice and trackballs or may be
enhanced by using 3D interaction devices such as a
‘SpaceBall’ or ‘Data Glove’ .
Semi-Immersive
These systems increase the feeling of immersion or
presence experienced by the user. However, the quality
of the projected image is an important consideration. It
is important to calibrate the geometry of the projected
image to the shape of the screen to prevent distortions
and the resolution will determine the quality of
textures, colours, the ability of define shapes and the
ability of the user to read text on-screen. The
resolutions of projection systems range from 1000 -
3000 lines but to achieve the highest levels it may be
necessary to use multiple projection systems which are
more expensive.
Semi-Immersive
A semi-immersive system will comprise of a relatively
high performance graphics computing system which can
be coupled with either:
v A large screen monitor
v A large screen projector system
v Multiple television projection systems
Shutter Glasses
Liquid Crystal Shutter (LCS) glasses are an important
technology when considering semi-immersive systems
and consist of a lightweight headset with a liquid crystal
lens placed over each eye. Stereopsis works on the
principle that in order to perceive depth in a scene, the
observer must see slightly different images of the scene
under regard in each eye. In the real world this occurs
because the two eyes are placed slightly apart in the
head, and so each eye views the scene from a slightly
different position.
Fully Immersive
In 1994 bolas scientist was make this instrument HMD.
The most direct experience of virtual environments is
provided by fully immersive VR systems. These systems
are probably the most widely known VR
implementation where the user either wears an HMD or
uses some form of head-coupled display such as a
Binocular Omni-Orientation Monitor or BOOM.
Head Mounted Displays
An HMD uses small monitors placed in
front of each eye which can provide
stereo, bi-ocular or monocular images.
Stereo images are provided in a similar
way to shutter glasses, in that a slightly
different image is presented to each
eye.
Performance of VR systems 
Hardware Devices
Input Device
Output Device
Input Device
PrioVR Razer Hydra VR Leap Motion
Input Device
Magic Wand Control VRStem
CVR
Output Device
Headset 3d Audio
Output Device
Sensing Gloves Helsinki
Applications of Virtual Reality
Military Healthcare Education
Applications of Virtual Reality
Scientific Visualization Entertainment Automotive
Applications of Virtual Reality
Fashion Construction Programming
Applications of Virtual Reality
Social Media Sports Movies
Best VR (Virtual Reality) Headsets of 2018
Oculus Rift
●Best For ● PC Gamers
●Headset Type ● Tethered
●Connections ● USB 3.0
●Resolution ●1,080 by 1,200
●Refresh Rate (Hz) ● 90
●Sensors ●Motion, external
visual positioning
●Controls ●Oculus Touch, Xbox
One gamepad
●Hardware Platform ●PC
●Software Platform ●Oculus
Oculus Rift
Pros:
Immersive VR experience. Works with Oculus and
SteamVR platforms. Now includes both conventional
gamepad and Oculus Touch controllers.
Cons:
Requires four USB ports (three 3.0, one 2.0) to fully
function
Best VR (Virtual Reality) Headsets of 2018
Sony PlayStation VR
●Best For ●PlayStation 4 Owners
●Headset Type ●Tethered
●Connections ●HDMI, USB 2.0
●Resolution ●960 by 1,080 (per eye)
●Refresh Rate (Hz) ●120
●Sensors ●Motion, external
visual positioning
●Controls ●DualShock 4,
PlayStation Move
●Hardware Platform ●PlayStation 4
●Software Platform ●PlayStation 4
CONS
PROS
Sony PlayStation VR
Immersive VR experience. Works with non-VR apps
and games. Motion control support. Low cost of
entry compared with PC-based headsets.
Requires PlayStation Camera, which is not included.
Slightly less powerful than its main competitors.
Some motion-tracking hiccups when playing in
brightly lit rooms.
Best VR (Virtual Reality) Headsets of 2018
HTC Vive
●Best For ●PC Gamers
●Headset Type ●Tethered
●Connections ●HDMI, USB 3.0
●Resolution ●1,080 by 1,200 (per
eye)
●Refresh Rate (Hz) ●90
●Sensors ●Motion, camera,
external motion
tracking
●Controls ●HTC Vive motion
controllers
●Hardware Platform ●PC
●Software Platform ●SteamVR
CONS
PROS
HTC Vive
Immersive experience. Includes motion controllers
and external sensors for whole-room VR.
Expensive. Tethered headset makes whole-room VR
tricky.
Best VR (Virtual Reality) Headsets of 2018
Oculus Go
●Best For ●Curious VR
Neophytes
●Headset Type ●Standalone
●Connections ●None
●Resolution ●1,280 by 1,440 (per
eye)
●Refresh Rate (Hz) ●60, 72
●Sensors ●Accelerometer,
gyroscope
●Controls ●Oculus Go Controller
●Hardware Platform ●Oculus Go
●Software Platform ●Android
CONS
PROS
Oculus Go
Relatively affordable. No phone, PC, or game system
required. Cable-free. Crisp, fluid display
Doesn't track position. Just one motion controller.
Underpowered compared with tethered and flagship
smartphone-powered headsets. Limited software
library.
Best VR (Virtual Reality) Headsets of 2018
Samsung Gear VR (2017)
●Best For ●Samsung Galaxy
Phone Owners
●Headset Type ●Mobile
●Connections ●USB 2.0, USB 3.0
●Resolution ●Native to phone
●Refresh Rate (Hz) ●Native to phone
●Sensors ●Motion
●Controls ●Handheld remote,
touchpad on headset
●Hardware Platform ●Samsung Gear VR
powered by Oculus
●Software Platform ●Android
CONS
PROS
Samsung Gear VR (2017)
Includes comfortable, easy-to-use controller.
Compatible with Galaxy S6, S7, S8, and Note 5.
Inexpensive for VR.
Some older software isn't compatible. Non-game
content is stale. Few apps officially support
controller.
Best VR (Virtual Reality) Headsets of 2018
HTC Vive Pro
●Best For ●Big-Budget PC
Gamers
●Headset Type ●Tethered
●Connections ●DisplayPort, USB 3.0
●Resolution ●1,440 by 1,600 (per
eye)
●Refresh Rate (Hz) ●90
●Sensors ●Motion, camera,
external motion
tracking
●Controls ●HTC Vive motion
controllers
●Hardware Platform ●PC
●Software Platform ●SteamVR
CONS
PROS
HTC Vive Pro
Crisp, high-resolution graphics. Good sound. Solid,
comfortable build.
Expensive. Doesn't include the base stations or
motion controllers it requires to function.
DisplayPort only.
Best VR (Virtual Reality) Headsets of 2018
Lenovo Mirage Solo With Daydream
●Best For ●Curious VR
Neophytes
●Headset Type ●Standalone
●Connections ●None
●Resolution ●1280 x 1440
●Refresh Rate (Hz) ●75
●Sensors ●Gyroscope,
accelerometer,
magnetometer, dual
tracking cameras
●Controls ●Daydream Controller
●Hardware Platform ●Android
●Software Platform ●Google Daydream
CONS
PROS
Lenovo Mirage Solo With Daydream
Comfortable. Doesn't require a smartphone, game
console, or computer.
Expensive for the performance. LCD, graphics, and
single motion controller pale when compared with
tethered VR headsets.
Unit shipments of virtual reality (VR) devices
worldwide from 2017 to 2018
Advantages
ü Virtual Reality Creates a realistic world.
ü It Enables user to explore places.
ü Through Virtual Reality user can experiment with
an artificial environment.
ü Virtual Reality make the education more easily
and comfort.
Disadvantages
ü The equipment's used in virtual reality are very
expensive.
ü it consists of complex technology.
ü In virtual reality environment we can't move by
our own like in the real world

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Virtual reality and its Types

  • 2. Virtual Reality ‘virtual’ is near and reality is what we experience as human beings. So the term ‘virtual reality’ basically means ‘near-reality’
  • 3. History In 1950's a science fiction writer Stanley G.Weinbaum in his story describe it after this visionary cimenatography morton heiling built a single console called sensorama. this enabled the user watch television in 3 dimensional ways.
  • 4. Virtual Reality Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions.
  • 5. How is virtual reality work? There are a range of systems that are used for this purpose, such as headsets, Omni- directional treadmills and special gloves. These are used to actually stimulate our senses together in order to create the illusion of reality. If an implementation of virtual reality manages to get the combination of hardware, software and sensory synchronicity just right it achieves something known as a sense of presence. Where the subject really feels like they are present in that environment.
  • 6. Why have virtual reality? This may seems like a lot of effort, and it is! What makes the development of virtual reality worthwhile? The potential entertainment value is clear. Immersive films and video games are good examples. The entertainment industry is after all a multi-billion dollar one and consumers are always keen on novelty. Virtual reality has many other, more serious, applications as well.
  • 7. Types of Virtual reality v Immersive Virtual Reality v Non-Immersive Virtual Reality v Semi-Immersive v Fully Immersive v Window on world Virtual Reality
  • 8. Immersive Virtual Reality Immersion into virtual reality is a perception of being physically present in a non-physical world. Elements of virtual environments that increase the immersiveness of the experience: v Continuity of surroundings v Conformance to human vision v Freedom of movement v Physical interaction v Physical feedback
  • 9. Non-Immersive Virtual Reality Non-immersive systems, as the name suggests, are the least immersive implementation of VR techniques. Using the desktop system, the virtual environment is viewed through a portal or window by utilising a standard high resolution monitor. Interaction with the virtual environment can occur by conventional means such as keyboards, mice and trackballs or may be enhanced by using 3D interaction devices such as a ‘SpaceBall’ or ‘Data Glove’ .
  • 10. Semi-Immersive These systems increase the feeling of immersion or presence experienced by the user. However, the quality of the projected image is an important consideration. It is important to calibrate the geometry of the projected image to the shape of the screen to prevent distortions and the resolution will determine the quality of textures, colours, the ability of define shapes and the ability of the user to read text on-screen. The resolutions of projection systems range from 1000 - 3000 lines but to achieve the highest levels it may be necessary to use multiple projection systems which are more expensive.
  • 11. Semi-Immersive A semi-immersive system will comprise of a relatively high performance graphics computing system which can be coupled with either: v A large screen monitor v A large screen projector system v Multiple television projection systems
  • 12. Shutter Glasses Liquid Crystal Shutter (LCS) glasses are an important technology when considering semi-immersive systems and consist of a lightweight headset with a liquid crystal lens placed over each eye. Stereopsis works on the principle that in order to perceive depth in a scene, the observer must see slightly different images of the scene under regard in each eye. In the real world this occurs because the two eyes are placed slightly apart in the head, and so each eye views the scene from a slightly different position.
  • 13. Fully Immersive In 1994 bolas scientist was make this instrument HMD. The most direct experience of virtual environments is provided by fully immersive VR systems. These systems are probably the most widely known VR implementation where the user either wears an HMD or uses some form of head-coupled display such as a Binocular Omni-Orientation Monitor or BOOM.
  • 14. Head Mounted Displays An HMD uses small monitors placed in front of each eye which can provide stereo, bi-ocular or monocular images. Stereo images are provided in a similar way to shutter glasses, in that a slightly different image is presented to each eye.
  • 15. Performance of VR systems 
  • 17. Input Device PrioVR Razer Hydra VR Leap Motion
  • 18.
  • 19. Input Device Magic Wand Control VRStem
  • 20. CVR
  • 23. Applications of Virtual Reality Military Healthcare Education
  • 24. Applications of Virtual Reality Scientific Visualization Entertainment Automotive
  • 25. Applications of Virtual Reality Fashion Construction Programming
  • 26. Applications of Virtual Reality Social Media Sports Movies
  • 27. Best VR (Virtual Reality) Headsets of 2018 Oculus Rift ●Best For ● PC Gamers ●Headset Type ● Tethered ●Connections ● USB 3.0 ●Resolution ●1,080 by 1,200 ●Refresh Rate (Hz) ● 90 ●Sensors ●Motion, external visual positioning ●Controls ●Oculus Touch, Xbox One gamepad ●Hardware Platform ●PC ●Software Platform ●Oculus
  • 28. Oculus Rift Pros: Immersive VR experience. Works with Oculus and SteamVR platforms. Now includes both conventional gamepad and Oculus Touch controllers. Cons: Requires four USB ports (three 3.0, one 2.0) to fully function
  • 29. Best VR (Virtual Reality) Headsets of 2018 Sony PlayStation VR ●Best For ●PlayStation 4 Owners ●Headset Type ●Tethered ●Connections ●HDMI, USB 2.0 ●Resolution ●960 by 1,080 (per eye) ●Refresh Rate (Hz) ●120 ●Sensors ●Motion, external visual positioning ●Controls ●DualShock 4, PlayStation Move ●Hardware Platform ●PlayStation 4 ●Software Platform ●PlayStation 4
  • 30. CONS PROS Sony PlayStation VR Immersive VR experience. Works with non-VR apps and games. Motion control support. Low cost of entry compared with PC-based headsets. Requires PlayStation Camera, which is not included. Slightly less powerful than its main competitors. Some motion-tracking hiccups when playing in brightly lit rooms.
  • 31. Best VR (Virtual Reality) Headsets of 2018 HTC Vive ●Best For ●PC Gamers ●Headset Type ●Tethered ●Connections ●HDMI, USB 3.0 ●Resolution ●1,080 by 1,200 (per eye) ●Refresh Rate (Hz) ●90 ●Sensors ●Motion, camera, external motion tracking ●Controls ●HTC Vive motion controllers ●Hardware Platform ●PC ●Software Platform ●SteamVR
  • 32. CONS PROS HTC Vive Immersive experience. Includes motion controllers and external sensors for whole-room VR. Expensive. Tethered headset makes whole-room VR tricky.
  • 33. Best VR (Virtual Reality) Headsets of 2018 Oculus Go ●Best For ●Curious VR Neophytes ●Headset Type ●Standalone ●Connections ●None ●Resolution ●1,280 by 1,440 (per eye) ●Refresh Rate (Hz) ●60, 72 ●Sensors ●Accelerometer, gyroscope ●Controls ●Oculus Go Controller ●Hardware Platform ●Oculus Go ●Software Platform ●Android
  • 34. CONS PROS Oculus Go Relatively affordable. No phone, PC, or game system required. Cable-free. Crisp, fluid display Doesn't track position. Just one motion controller. Underpowered compared with tethered and flagship smartphone-powered headsets. Limited software library.
  • 35. Best VR (Virtual Reality) Headsets of 2018 Samsung Gear VR (2017) ●Best For ●Samsung Galaxy Phone Owners ●Headset Type ●Mobile ●Connections ●USB 2.0, USB 3.0 ●Resolution ●Native to phone ●Refresh Rate (Hz) ●Native to phone ●Sensors ●Motion ●Controls ●Handheld remote, touchpad on headset ●Hardware Platform ●Samsung Gear VR powered by Oculus ●Software Platform ●Android
  • 36. CONS PROS Samsung Gear VR (2017) Includes comfortable, easy-to-use controller. Compatible with Galaxy S6, S7, S8, and Note 5. Inexpensive for VR. Some older software isn't compatible. Non-game content is stale. Few apps officially support controller.
  • 37. Best VR (Virtual Reality) Headsets of 2018 HTC Vive Pro ●Best For ●Big-Budget PC Gamers ●Headset Type ●Tethered ●Connections ●DisplayPort, USB 3.0 ●Resolution ●1,440 by 1,600 (per eye) ●Refresh Rate (Hz) ●90 ●Sensors ●Motion, camera, external motion tracking ●Controls ●HTC Vive motion controllers ●Hardware Platform ●PC ●Software Platform ●SteamVR
  • 38. CONS PROS HTC Vive Pro Crisp, high-resolution graphics. Good sound. Solid, comfortable build. Expensive. Doesn't include the base stations or motion controllers it requires to function. DisplayPort only.
  • 39. Best VR (Virtual Reality) Headsets of 2018 Lenovo Mirage Solo With Daydream ●Best For ●Curious VR Neophytes ●Headset Type ●Standalone ●Connections ●None ●Resolution ●1280 x 1440 ●Refresh Rate (Hz) ●75 ●Sensors ●Gyroscope, accelerometer, magnetometer, dual tracking cameras ●Controls ●Daydream Controller ●Hardware Platform ●Android ●Software Platform ●Google Daydream
  • 40. CONS PROS Lenovo Mirage Solo With Daydream Comfortable. Doesn't require a smartphone, game console, or computer. Expensive for the performance. LCD, graphics, and single motion controller pale when compared with tethered VR headsets.
  • 41. Unit shipments of virtual reality (VR) devices worldwide from 2017 to 2018
  • 42. Advantages ü Virtual Reality Creates a realistic world. ü It Enables user to explore places. ü Through Virtual Reality user can experiment with an artificial environment. ü Virtual Reality make the education more easily and comfort.
  • 43. Disadvantages ü The equipment's used in virtual reality are very expensive. ü it consists of complex technology. ü In virtual reality environment we can't move by our own like in the real world