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INTRODUCTION
Virtual Reality (VR) is stimulating the user’s senses in such a way
that a computer generated world is experienced as real.
A VR interface stimulates one of the human senses. This has not
necessarily got to be as complex as it sounds: a PC-monitor
stimulates the visual sense; a headphone stimulates the
auditory sense.
The hardest part of simulating the interaction between human
being and real environment is stimulating the tactile sense and
kinesthetic sense. This can be done using a so-called haptic
interface, which permits the user to “feel” it. Haptic displays
generate forces and motions, which are sensed through both
touch and kinesthesia.
CONTENT OUTLINE
• HISTORY OF VIRTUAL REALITY
• ARCHITECTURE OF VR SYSTEM
• TYPES OF VIRTUAL REALITY
• APPLICATIONS OF VIRTUAL REALITY
• SCOPE IN FUTURE
• REFERENCES
Dates and People who have made their mark on the VIRTUAL REALITY Historical
Timeline…
Year Person(s) Responsible Accomplishment Importance
1950s Morton H Eilig Sensorama Single User Console that enabled 3D TV
1961 Philco Corporation Headsight
Helmet consisting of Video Screen,
Tracking System, Closed Circuit
Camera
1965 Ivan Sutherland Ultimate Display The beginnings of VR
1966 Sutherland Head Mounted Display Display tethered to Computer System
1977 Dan Sandin, Richard Sayre and Thomas Defanti The first dataglove Interaction through body movement
1982 Bonnie MacBird (Writer) Tron The first computer- generated movie
1983 Myron Krueger Videospace First virtual environment
1984 William Gibson Neuromancer The term 'Cyberspace'
1987 Michael Piller (Writer)
Star Trek - The Next
Generation
The Holodeck, idea of immersive VR
1992 Stephen King Lawnmower Man A look at the possible negative side of VR
1995 Silicon Graphics VRML 1.0 Virtual Reality Modeling Language
1999 Larry and Andy Wachowski The Matrix
Virtual Reality movie grosses $750M
worldwide
Architecture of Virtual Reality Systems
Input Processor
Control the devices used to input information to the
computer. The object is to get the coordinate data to the
rest of the system with minimal lag time.
Keyboard, mouse, 3D position trackers, a voice recognition
system, etc.
Components in Virtual Reality Systems
 Simulation Processor
Core of a VR system.
Takes the user inputs along with any tasks programmed into
the world and determine the actions that will take place in
the virtual world.
 Rendering Processor
Create the sensations that are output to the user.
Separate rendering processes are used for visual, auditory,
haptic and other sensory systems. Each renderer take a
description of the world stat from the simulation process or
derive it directly from the World Database for each time step.
 World Database (World Description Files)
Store the objects that inhabit the world, scripts that
describe actions of those objects.
Desktop
BasedVR
Avatar Image
BasedVR
Simulation
BasedVR
Projector
BasedVR
True
ImmersiveVR
Window on
World Systems
(WoW)
Video
Mapping
Immersive
Systems
Telepresence
Mixed Reality
TYPES OF
VIRTUAL
REALITY
APPLICATIONS OF VIRTUAL REALITY
• Heritage and archaeology
• VR reconstruction
• Fiction & Motion pictures
• Fine art
• Games
• Music
• Therapeutic uses
• Training
HERITAGE AND ARCHAEOLOGY
The use of VR in heritage and
archaeology has potential in
museum and visitor centre
applications, but its use has
been tempered by the
difficulty in presenting a
"quick to learn" real time
experience to numerous
people at any given time.
Virtual reality enables heritage
sites to be recreated extremely
accurately, so that the
recreations can be published in
various media. The original sites
are often inaccessible to the
public, or may even no longer
exist.
VR RECONSTRUCTION
FICTION & MOTION PICTURES
FINE ART
GAMES
MUSIC
THERAPEUTIC USES
A very basic VR simulation with
simple sight and sound models has
been shown to be invaluable in
phobia treatment, as a step
between basic exposure therapy
such as the true exposure.
In adult rehabilitation, a variety of
virtual reality applications are
currently being evaluated within
upper and lower limb motor
rehabilitation for individuals
recovering from stroke or spinal
cord injury.
TRAINING
VR allows the recruits to train
under a controlled environment
where they are to respond to
different types of combat
situations. The setup allows the
training's reset time to be cut
down, and allows more repetition
in a shorter amount of time.
VR is also used in flight
simulation for the Air Force. The
simulator would sit on top of a
hydraulic lift system that reacts
to the user inputs and events
accordingly to provide haptic
feedback.
 The most important reasons for
using simulators over learning
with a real time are the reduction
of transference time between
land training and real flight, the
safety, economy and absence of
pollution.
Medical personnel are able to
train through VR to deal with a
wider variety of injuries.
Scope in Future
VIRTUAL REALITY THAT
HAVE LEFT THE IMPRINTS..
• AnxietyTherapy
• VRTraining Programs
• Multiplayer Online Gaming
• The Nintendo Wii
• Medical Procedures
• Project Natal
• The Cave
TECHNOLOGIES THAT
COULD NOT FIND ITS MARK..
• The Sensorama
• Giant Headsets
• NintendoVirtual Boy
• TheVirtual Reality Glove
• VRML
• OmnidirectionalTreadmills
• TheVirtusphere
• io9.com
• vr.isdale.com
• www.bilawchuk.com
• www.utwente.nl
• link.springer.com
• www.howstuffworks.com
Virtual Reality

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Virtual Reality

  • 1.
  • 2. INTRODUCTION Virtual Reality (VR) is stimulating the user’s senses in such a way that a computer generated world is experienced as real. A VR interface stimulates one of the human senses. This has not necessarily got to be as complex as it sounds: a PC-monitor stimulates the visual sense; a headphone stimulates the auditory sense. The hardest part of simulating the interaction between human being and real environment is stimulating the tactile sense and kinesthetic sense. This can be done using a so-called haptic interface, which permits the user to “feel” it. Haptic displays generate forces and motions, which are sensed through both touch and kinesthesia.
  • 3. CONTENT OUTLINE • HISTORY OF VIRTUAL REALITY • ARCHITECTURE OF VR SYSTEM • TYPES OF VIRTUAL REALITY • APPLICATIONS OF VIRTUAL REALITY • SCOPE IN FUTURE • REFERENCES
  • 4.
  • 5. Dates and People who have made their mark on the VIRTUAL REALITY Historical Timeline… Year Person(s) Responsible Accomplishment Importance 1950s Morton H Eilig Sensorama Single User Console that enabled 3D TV 1961 Philco Corporation Headsight Helmet consisting of Video Screen, Tracking System, Closed Circuit Camera 1965 Ivan Sutherland Ultimate Display The beginnings of VR 1966 Sutherland Head Mounted Display Display tethered to Computer System 1977 Dan Sandin, Richard Sayre and Thomas Defanti The first dataglove Interaction through body movement 1982 Bonnie MacBird (Writer) Tron The first computer- generated movie 1983 Myron Krueger Videospace First virtual environment 1984 William Gibson Neuromancer The term 'Cyberspace' 1987 Michael Piller (Writer) Star Trek - The Next Generation The Holodeck, idea of immersive VR 1992 Stephen King Lawnmower Man A look at the possible negative side of VR 1995 Silicon Graphics VRML 1.0 Virtual Reality Modeling Language 1999 Larry and Andy Wachowski The Matrix Virtual Reality movie grosses $750M worldwide
  • 6.
  • 7. Architecture of Virtual Reality Systems
  • 8. Input Processor Control the devices used to input information to the computer. The object is to get the coordinate data to the rest of the system with minimal lag time. Keyboard, mouse, 3D position trackers, a voice recognition system, etc. Components in Virtual Reality Systems  Simulation Processor Core of a VR system. Takes the user inputs along with any tasks programmed into the world and determine the actions that will take place in the virtual world.  Rendering Processor Create the sensations that are output to the user. Separate rendering processes are used for visual, auditory, haptic and other sensory systems. Each renderer take a description of the world stat from the simulation process or derive it directly from the World Database for each time step.  World Database (World Description Files) Store the objects that inhabit the world, scripts that describe actions of those objects.
  • 9.
  • 10. Desktop BasedVR Avatar Image BasedVR Simulation BasedVR Projector BasedVR True ImmersiveVR Window on World Systems (WoW) Video Mapping Immersive Systems Telepresence Mixed Reality TYPES OF VIRTUAL REALITY
  • 11.
  • 12. APPLICATIONS OF VIRTUAL REALITY • Heritage and archaeology • VR reconstruction • Fiction & Motion pictures • Fine art • Games • Music • Therapeutic uses • Training
  • 13. HERITAGE AND ARCHAEOLOGY The use of VR in heritage and archaeology has potential in museum and visitor centre applications, but its use has been tempered by the difficulty in presenting a "quick to learn" real time experience to numerous people at any given time.
  • 14. Virtual reality enables heritage sites to be recreated extremely accurately, so that the recreations can be published in various media. The original sites are often inaccessible to the public, or may even no longer exist. VR RECONSTRUCTION
  • 15. FICTION & MOTION PICTURES
  • 17. GAMES
  • 18. MUSIC
  • 19. THERAPEUTIC USES A very basic VR simulation with simple sight and sound models has been shown to be invaluable in phobia treatment, as a step between basic exposure therapy such as the true exposure. In adult rehabilitation, a variety of virtual reality applications are currently being evaluated within upper and lower limb motor rehabilitation for individuals recovering from stroke or spinal cord injury.
  • 20. TRAINING VR allows the recruits to train under a controlled environment where they are to respond to different types of combat situations. The setup allows the training's reset time to be cut down, and allows more repetition in a shorter amount of time. VR is also used in flight simulation for the Air Force. The simulator would sit on top of a hydraulic lift system that reacts to the user inputs and events accordingly to provide haptic feedback.  The most important reasons for using simulators over learning with a real time are the reduction of transference time between land training and real flight, the safety, economy and absence of pollution. Medical personnel are able to train through VR to deal with a wider variety of injuries.
  • 21.
  • 22. Scope in Future VIRTUAL REALITY THAT HAVE LEFT THE IMPRINTS.. • AnxietyTherapy • VRTraining Programs • Multiplayer Online Gaming • The Nintendo Wii • Medical Procedures • Project Natal • The Cave TECHNOLOGIES THAT COULD NOT FIND ITS MARK.. • The Sensorama • Giant Headsets • NintendoVirtual Boy • TheVirtual Reality Glove • VRML • OmnidirectionalTreadmills • TheVirtusphere
  • 23. • io9.com • vr.isdale.com • www.bilawchuk.com • www.utwente.nl • link.springer.com • www.howstuffworks.com