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VIRTUAL REALITY SEMINAR PPT WITH AWESOME AUTOMATIC ANIMATIONS

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VIRTUAL REALITY SEMINAR PPT WITH AWESOME AUTOMATIC ANIMATIONS

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  2. 2.  Introduction  History  Types of VIRTUAL REALITY  Technologies of VIRTUAL REALITY  Architecture  Applications  Current Problems and Future Work  Conclusion  References 2 Contents
  3. 3. 3 Virtual Reality (VR) is the illusion of a Three-Dimensional, Interactive, Computer-Generated Reality, where Sight, Sound, and sometimes even Touch are simulated to create Pictures, Sounds, and Objects that actually seem real. Introduction
  4. 4. 4 VR is able to immerse you in a Computer-Generated World of your own making: Room, City, The interior of Human body. With VR, you can explore any Uncharted Territory of the Human Imagination. Introduction
  5. 5. 5 History of VR :- In 1950s, flight simulators were built by US Air Force to train student pilots. 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.
  6. 6. 6 Types of Virtual Reality  Immersive VR :- Completely immerse the user's personal viewpoint inside the Virtual 3D- World. The user has No Visual Contact with the physical world. Often equipped with a Head Mounted Display (HMD).
  7. 7. 7  Window on World (WOW):-  Also known as Desktop VR.  Use of a Monitor to display the visual world.  Does Not require Special Hardware.  Low Cost , Low Performance, Less Immersion. Types of Virtual Reality
  8. 8. 8 Types of Virtual Reality  Telepresence :- Real-time Telepresence- Interaction are Reflected to some real World objects. Delayed Telepresence Interactions are Recorded, and later Operations are applied to the real-world object.
  9. 9. 9 Types of Virtual Reality  Augmented Reality :-  The seamless merging of Real space and Virtual space.  Integrating the Computer-Generated Virtual objects into the Physical world which become in a sense an equal part of our natural environment.
  10. 10. 10  Binocular Omni-Orientation Monitor (BOOM) :- Technologies of Virtual Reality  3-D Display device suspended from a weighted boom that can move freely.  Head-coupled stereoscopic display device.  Convenient to use.  Fast and accurate built-in tracking.
  11. 11. 11 Technologies of Virtual Reality  Head Mounted Display(HMD) :-  A Helmet or a Face mask providing the visual and auditory displays.  Use LCD to display stereo images.  May include built-in Head-tracker and Stereo headphones.
  12. 12. 12 Technologies of Virtual Reality  Cave Automatic Virtual Environment (CAVE) :-  Provides the illusion of Immersion by projecting Stereo images on the walls and floor of a room-sized cube.  A Head tracking system continuously adjust the stereo projection to the current position of the Leading Viewer.
  13. 13. 13 Technologies of Virtual Reality Vizard Virtual Reality Virtual Reality Studio Sense8 World Tool Kit Multiverse  Software's :-
  14. 14. 14 Input Processor Rendering Processor Simulation Processor visual, auditory, haptic, touch… Position & Orientation Architecture of Virtual Reality Position and angle is Integrated with Virtual world by Computer Software
  15. 15. 15Applications :-  Entertainment and Movies :-  360-Degree cameras or VR cameras, that have the ability to record in all directions.  VR cameras are used to create images and videos that can be viewed in VR.  The experience allows users to interact with the characters and worlds.
  16. 16. 16 Applications :-  Biological :-  Practice performing surgery.  Perform surgery on a remote patient.  Teach new skills in a safe, controlled environment
  17. 17. 17Applications :-  GAMES :-  The use of graphics, sound and input technology in Video games can be incorporated into VR.  The VR Technology gives feedback through visual, auditory, haptic and other sensory systems.
  18. 18. 18 Applications :-  Education and Training :-  Provide learners with a Virtual Environment where they can develop their skills without the real- world consequences of failing.  The fully Immersive training environment allows to train through a wide variety of Terrains, situations and scenarios..
  19. 19. 19 Current Problems and Future Work :-  Motion sickness / Simulator sickness  Low-Accuracy  Expensive  Bit lack of integration between application packages.  Cost-saving  High-level contact between participants in VR.  High-Accuracy system
  20. 20. 20 Conclusion :-  Visualization of complicated, large data is helpful for understanding and analysis.  VR offers us a new way to interact with computer and real life.  VR enables us to experience the virtual world that is impossible in real world.  VR is changing our life, eventually VR will increasingly become a part of our life.  The Best of VR is Yet to Come . . .
  21. 21. 21 References :-  What is VR? - ( https://en.wikipedia.org/wiki/Virtual_reality )  Virtual Reality GIF’s - ( http://giphy.com/search/virtual-reality )  VR News - ( http://www.roadtovr.com/ )  Type of VR - ( https://en.wikipedia.org/wiki/Types_of_VR )
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