Virtual reality (VR) uses electronic devices and software to generate realistic images, sounds, and sensations that simulate a user's physical presence in an imaginary environment. VR has its origins in the 1960s and has primarily been used for gaming, entertainment and simulation. Modern VR is advancing rapidly with headsets from Oculus, HTC, Sony, and others, but it also presents some dangers like psychological impacts or difficulty distinguishing virtual from real. However, VR also has many positive uses like training, education, overcoming fears, and more immersive storytelling or meetings. As technology continues to advance, VR is expected to become more powerful and ubiquitous in everyday life over the next 20 years.
3. Virtual Reality
Virtual reality (VR) is a computer technology that uses some sort of
electronic devices, sometimes in combination with physical spaces
or multi-projected environments, to generate realistic images,
sounds and other sensations that simulate a user's physical
presence in a virtual or imaginary environment. A person using
virtual reality equipment is able to "look around" the artificial
world, and with high quality VRmove around in it and interact with
virtual features or items.
4. History
1962
1966
1968
1977
1982
1990
1994
Morton Heilig
created the
Sensorama, a 3D
display, vibrating
seat, and scent
producer.
Ivan Sutherland
created the Sword of
Damocles,widely
considered to be the
first VR headset.
Atari Sunnyvale
Research
Laboratory, led by
Alan Kay, founded
to explore VR.
Sega
introduced the
Sega VR-1, a
head-tracking
VR device.
Thomas A. Furness
III introduced Super
Cockpit, a visual
flight simulator for
the Air Force.
Jonathan Waldern
founded Virtuality, a
company in the UK that
produced arcade
headsets.
MIT created the
Aspen Movie Map,
a hypermedia
experience that
allowed users to
take a virtual tour.
5. INPUT DEVICES Tracker
Joystick
. Mouse
Wands
Head Mounted Display
The Immerse Desk
The Power Wall
TheCaveEnvironment
OUTPUT DEVICES
Wearables
DEVICES
8. Dangers ofVR
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
Psychological damage identity
problems
Possible impacts on real body
Positiveusesof VR
Training
Risk-free experience
Experiencing things you
wouldn’t normally be able to
experience
Entertainment; fun, artistic
expression
Telepresence applications
19. CONCLUSION
• VR IS GROWING INDUSTRY
• PCAND SPECIALIZED HARDWAREARE GETTING BETTER, FASTERAND CHEAPER
BECAUSEOF DEVELOPMENT INVR.
• IN THE PAST, COMPUTING POWERHAS DOUBLEDAPPROXIMATELY EVERY18
MONTHS. IF THIS ISTHE CASETHEN WESHOULD HAVE A COMPUTER POWERFUL
ENOUGH TO RUN IMMERSIVE VR PROGRAMS IN OUR OWN HOMES BYTHE YEAR
2037.
20. Reference
• AllThe Data Are Showed On This Presentation in Come up With
some Few Books and Internet
• Any Queries Or Question
Thank you!
Presenters: Khaja Asadullah
Mohammed Akef Ali