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Department: Computer Science
Course Title: Human Computer Interaction
Course Code: COM 326
Course Lecturer: Engr. Olatunde Olajide
Seminar Presented By: Jehoshaphat I. Abu
Virtual
Reality
WHAT is Virtual
Reality?
Introduction
• Virtual Reality (VR), can be referred to as
immersive multimedia or computer-simulated
life, replicates an environment that simulates
physical presence in places in the real world or
imagined worlds.
Simulation, is the process of running a model. A
computer model is the algorithms and equations used
to capture the behaviour of the system being modelled
VR is using computer technology to
create a simulated, three-
dimensional world that a user can
manipulate and explore while
feeling as if he were in that world.
Scientists, theorists and engineers
have designed dozens of devices
and applications to achieve this
goal.
Most up to date virtual reality environments
are displayed either on a computer screen or
with special stereoscopic displays, and some
simulations include additional sensory
information and emphasise real sound
through speakers or headphones targeted
towards VR users
Stereoscopy is a technique that creates the
illusion of three-dimensional depth from
given two-dimensional images.
The simulated environment can be similar to the real world in
order to create a lifelike experience—for example, in simulations
for pilot or combat training
U.S. Navy personnel using a mock VR parachute trainer.
Virtual reality is often used to describe
a wide variety of applications
commonly associated with immersive,
highly visual, 3D environments.
The development of CAD software,
graphics hardware acceleration, head-
mounted displays, datagloves, and
miniaturization have helped
popularize the notion.
Opinions differ on what exactly constitutes
a true VR experience, but in general it
should include:
• Three-dimensional images that appear
to be life-sized from the perspective of
the user
• The ability to track a user's motions,
particularly his head and eye
movements, and correspondingly
adjust the images on the user's display
to reflect the change in perspective
In this seminar, we'll look at the
following in VR:
• Origins Of VR
• History Of VR
• Impact Of VR
• Use Of VR
• Implementation Of VR
• Concerns and challenges
• Pioneers and notables In VR
Origins Of VR
The term "artificial reality", coined by
Myron Krueger, has been in use since the
1970s; however, the origin of the term
"virtual reality" can be traced back to the
French playwright, poet, actor, and director
Antonin Artaud.
In his seminal book The Theatre and Its
Double (1938), Artaud described theatre as
"la réalité virtuelle", a virtual reality in which,
in Erik Davis's words, "characters, objects,
and images take on the phantasmagoric
force of alchemy's visionary internal dramas"
History Of
VR
Beforethe 1950’s
The first traces of virtual reality came
from the world of science fiction. Stanley
G. Weinbaum’s "Pygmalion's Spectacles"
is recognized as one of the first works of
science fiction that explores virtual
reality. The short story describes a
goggle-based virtual reality system with
holographic recording of fictional
experiences including smell and touch.
1950– 1970
• In the 1950s, Morton Heilig wrote of an
"Experience Theatre" that could encompass all
the senses in an effective manner, thus drawing
the viewer into the onscreen activity.
• In 1966, Thomas A. Furness III introduces virtual
reality technology to the Air Force in the form of a
visual flight simulator.
• In 1968, Ivan Sutherland, with the help of his
student Bob Sproull, created what is widely
considered to be the first virtual reality head-
mounted display (HMD) system.
1970 – 1990
Also notable among the earlier hypermedia and
virtual reality systems was the Aspen Movie Map,
which was created at MIT in 1977. The program was
a crude virtual simulation of Aspen, Colorado in
which users could wander the streets in one of
three modes: summer, winter, and polygons. The
first two were based on photographs—the
researchers actually photographed every possible
movement through the city's street grid in both
seasons—and the third was a basic 3-D model of
the city
1990 – 2000
In 1991 Sega announces the Sega
VR headset for arcade games and
the Mega Drive console. It used
LCD screens in the visor, stereo
headphones, and inertial sensors
that allowed the system to track
and react to the movements of
the user's head.
2000 – present day
• In 2001 SAS3 or SAS Cube has been the first PC
based cubic room, developed by Z-A Production
(Maurice Benayoun, David Nahon), Barco, Clarté,
installed in Laval France in April 2001. The SAS
library gave birth to Virtools VRPack.
• By 2007, Google introduced Street View, a service
that shows panoramic views of an increasing
number of worldwide positions such as roads,
indoor buildings and rural areas. It also features a
stereoscopic 3D mode, introduced in 2010.
• In 2013 Nintendo files a patent for the concept of
using VR technology to produce a more realistic 3D
effect on a 2D television. A camera on the TV tracks
the viewer's location relative to the TV, and if the
viewer moves, everything on the screen reorients
itself appropriately. "For example, if you were
looking at a forest, you could shift your head to the
right to discover someone standing behind a tree.
• On March 25, 2014, Facebook purchased a
company that makes virtual reality headsets, Oculus
VR, for $2 billion
• Sony announces Project Morpheus, a virtual
reality headset for the PS4. Google announces
Cardboard, a do-it-yourself stereoscopic
viewer for smartphones.
• Around the same time, Google and others
invested more than $500m into Magic Leap, a
startup company that is working on head-
mounted devices which superimpose 3D
computer-generated imagery over real world
objects, by projecting a digital light field into
the user's eye.
• Since 2013, there have been several virtual
reality devices that seek to enter the market
to complement Oculus Rift to enhance the
game experience.
• One, Virtuix Omni, is based on the ability to
move in a three dimensional environment
through an omnidirectional tape. And
Gloveone, the first glove developed for
Pressive sensation to stimulate touch and
make it appear that the user has something in
his hand.
• In February/March 2015, HTC
partnered with Valve Corporation
announced their virtual reality
headset HTC Vive and controllers,
along with their tracking technology
called Lighthouse, which is indicated
on the Steam (software) platform to
have a release date of November
2015.
Another upcoming VR headset called HTC Vive,
developed in co-production between HTC and Valve
Corporation. acquired in 2014 for $2 billion
A 2013 developer version of Oculus Rift from
Oculus VR, a company Facebook acquired in 2014
for $2 billion
Impact
• Mychilo S. Cline, in his book Power, Madness, and
Immortality: The Future of Virtual Reality, argues that
virtual reality will lead to a number of important changes in
human life and activity. He argues that virtual reality will be
integrated into daily life and activity, and will be used in
various human ways.
• Another such speculation has been written up on how to
reach ultimate happiness via virtual reality. He also argues
that techniques will be developed to influence human
behavior, interpersonal communication, and cognition. As
we spend more and more time in virtual space, there
would be a gradual "migration to virtual space", resulting in
important changes in economics, worldview, and culture
Heritage and archaeology
• 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 This technology can be used
to develop virtual replicas of caves,
natural environment, old towns,
monuments, sculptures and
archaeological elements
Education
•Strides are being made in the
realm of education, although
much needs to be done. The
possibilities of VR and
education are endless and
bring many advantages to
pupils of all ages.
Fiction
• Many science fiction books and films have imagined
characters being "trapped in virtual reality.
• An anime called Sword Art Online involves the
concept of virtual reality, and the possibility of
dying in real life when a player dies in the game.
• In 1999, The Matrix and later sequels explored the
possibility that our world is actually a vast Virtual
Reality (or more precisely, simulated reality) created
by artificially intelligent machines.
• In the film Avatar (2009) the humans are hooked up
to experience what their avatars perform remotely.
Video games
• The use of graphics, sound and input
technology in video games can be
incorporated into VR.
• Sony announced their rival to the Oculus Rift
technology as the prototype Project
Morpheus at the Game Developers
Conference during March 2014.
• In 2015, Valve Corporation announced their
own VR technology, SteamVR/OpenVR,
partnering with HTC to make a headset called
HTC Vive and controllers.
Fine arts
Canadian artist Char
Davies created
immersive VR art pieces
Osmose (1995) and
Ephémère (1998)
Music
Immersive virtual musical
instruments build on the trend in
electronic musical instruments to
develop new ways to control
sound and perform music such as
evidenced by conferences like
NIME (New Interfaces for Musical
Expression)
Therapy
The primary use of VR in a
therapeutic role is its
application to various forms
of exposure therapy, ranging
from phobia treatments to
newer approaches to treating
PTSD
Training
• The usage of VR in a training
perspective is to allow professionals
to conduct training in a virtual
environment where they can improve
upon their skills without the
consequence of failing the operation.
e.g VR is also used in flight simulation
for the Air Force where people are
trained to be pilots
Marines training with the Future Immersive Training Environment (FITE)
Implementation
Manufacturing
• Virtual reality can serve to new product design,
helping as an ancillary tool for engineering in
manufacturing processes, new product prototypes,
and simulation. Among other examples, electronic
design automation, CAD, Finite Element Analysis,
and computer-aided manufacturing are widely
utilized programs
NB: Beyond modeling assembly parts, 3D computer
graphics techniques are currently used in the
research and development of medical devices for
therapies, treatments, patient monitoring and
early diagnoses of complex diseases.
Urban design
• In 2007 development began on a virtual
reality software which took design coordinate
geometry used by land surveyors and civil
engineers and incorporated precision spatial
information created automatically by the lines
and curves typically shown on subdivision
plats and land surveying plans.
• In 2010, 3D virtual reality was becoming
widely used for urban regeneration and
planning and transport projects
Concerns and challenges
• Virtual reality technology faces a number of
challenges, most of which involve motion
sickness and technical matters. Users might
become disoriented in a purely virtual
environment, causing balance issues;
• computer latency might affect the simulation,
providing a less-than-satisfactory end-user
experience;
• the complicated nature of head-mounted
displays and input systems such as specialized
gloves and boots may require specialized
training to operate,
• and navigating the non-virtual
environment (if the user is not
confined to a limited area) might
prove dangerous without external
sensory information.
• Recently, there are rising concerns that
with the advent of virtual reality, that
some users may experience Virtual
Reality Addiction.
Pioneers
and
notables
In VR
Frederick PhillipsBrooks, Jr.
(born April 19, 1931) is an American
computer architect, software engineer,
and computer scientist, best known for
managing the development of IBM's
System/360 family of computers and the
OS/360 software support package, then
later writing candidly about the process
in his seminal book The Mythical Man-
Month. Brooks has received many
awards, including the National Medal of
Technology in 1985 and the Turing Award
in 1999.
MauriceBenayoun
(born 29 March 1957 in Mascara,
Algeria) is a French pioneer new-
media artist and theorist based
in Paris and Hong Kong. His work
employs various media, including
(and often combining) video,
immersive virtual reality, the
Web, wireless technology,
performance, large-scale urban
art installations and interactive
exhibitions.
James Henry Clark
(born March 23, 1944) is an
American entrepreneur and
computer scientist. He founded
several notable Silicon Valley
technology companies, including
Silicon Graphics, Inc., Netscape
Communications Corporation,
myCFO and Healtheon. His research
work in computer graphics led to the
development of systems for the fast
rendering of three-dimensional
computer images.
Industry use
The companies working in the virtual
reality sector fall broadly into three
categories of involvement: hardware (that
is, making headsets and input devices
specific to VR), software (that is, producing
software for interfacing with the hardware
or for delivering content to users) and
content creation (that is, producing
content, whether interactive or passive, for
consumption with VR hardware.
Headsets: (Hardwares)
• Carl Zeiss (Carl Zeiss Cinemizer)
• Facebook (Oculus Rift)
• HTC (HTC Vive)
• Razer (OSVR)
• Google (Google Cardboard)
• Samsung (Samsung Gear VR)
• Sony Computer Entertainment (Project
Morpheus)
• Microsoft (Microsoft HoloLens)
• Homido
Software:
•VREAM
Content:
•Framestore
•Innversion
•Moving Picture Company
•Reel FX
•xRes
Thank You

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Virtual reality

  • 1. Department: Computer Science Course Title: Human Computer Interaction Course Code: COM 326 Course Lecturer: Engr. Olatunde Olajide Seminar Presented By: Jehoshaphat I. Abu
  • 4. Introduction • Virtual Reality (VR), can be referred to as immersive multimedia or computer-simulated life, replicates an environment that simulates physical presence in places in the real world or imagined worlds. Simulation, is the process of running a model. A computer model is the algorithms and equations used to capture the behaviour of the system being modelled
  • 5. VR is using computer technology to create a simulated, three- dimensional world that a user can manipulate and explore while feeling as if he were in that world. Scientists, theorists and engineers have designed dozens of devices and applications to achieve this goal.
  • 6. Most up to date virtual reality environments are displayed either on a computer screen or with special stereoscopic displays, and some simulations include additional sensory information and emphasise real sound through speakers or headphones targeted towards VR users Stereoscopy is a technique that creates the illusion of three-dimensional depth from given two-dimensional images.
  • 7. The simulated environment can be similar to the real world in order to create a lifelike experience—for example, in simulations for pilot or combat training U.S. Navy personnel using a mock VR parachute trainer.
  • 8. Virtual reality is often used to describe a wide variety of applications commonly associated with immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head- mounted displays, datagloves, and miniaturization have helped popularize the notion.
  • 9. Opinions differ on what exactly constitutes a true VR experience, but in general it should include: • Three-dimensional images that appear to be life-sized from the perspective of the user • The ability to track a user's motions, particularly his head and eye movements, and correspondingly adjust the images on the user's display to reflect the change in perspective
  • 10. In this seminar, we'll look at the following in VR: • Origins Of VR • History Of VR • Impact Of VR • Use Of VR • Implementation Of VR • Concerns and challenges • Pioneers and notables In VR
  • 11. Origins Of VR The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s; however, the origin of the term "virtual reality" can be traced back to the French playwright, poet, actor, and director Antonin Artaud. In his seminal book The Theatre and Its Double (1938), Artaud described theatre as "la réalité virtuelle", a virtual reality in which, in Erik Davis's words, "characters, objects, and images take on the phantasmagoric force of alchemy's visionary internal dramas"
  • 13. Beforethe 1950’s The first traces of virtual reality came from the world of science fiction. Stanley G. Weinbaum’s "Pygmalion's Spectacles" is recognized as one of the first works of science fiction that explores virtual reality. The short story describes a goggle-based virtual reality system with holographic recording of fictional experiences including smell and touch.
  • 14. 1950– 1970 • In the 1950s, Morton Heilig wrote of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. • In 1966, Thomas A. Furness III introduces virtual reality technology to the Air Force in the form of a visual flight simulator. • In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality head- mounted display (HMD) system.
  • 15. 1970 – 1990 Also notable among the earlier hypermedia and virtual reality systems was the Aspen Movie Map, which was created at MIT in 1977. The program was a crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs—the researchers actually photographed every possible movement through the city's street grid in both seasons—and the third was a basic 3-D model of the city
  • 16. 1990 – 2000 In 1991 Sega announces the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head.
  • 17. 2000 – present day • In 2001 SAS3 or SAS Cube has been the first PC based cubic room, developed by Z-A Production (Maurice Benayoun, David Nahon), Barco, Clarté, installed in Laval France in April 2001. The SAS library gave birth to Virtools VRPack. • By 2007, Google introduced Street View, a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010.
  • 18. • In 2013 Nintendo files a patent for the concept of using VR technology to produce a more realistic 3D effect on a 2D television. A camera on the TV tracks the viewer's location relative to the TV, and if the viewer moves, everything on the screen reorients itself appropriately. "For example, if you were looking at a forest, you could shift your head to the right to discover someone standing behind a tree. • On March 25, 2014, Facebook purchased a company that makes virtual reality headsets, Oculus VR, for $2 billion
  • 19. • Sony announces Project Morpheus, a virtual reality headset for the PS4. Google announces Cardboard, a do-it-yourself stereoscopic viewer for smartphones. • Around the same time, Google and others invested more than $500m into Magic Leap, a startup company that is working on head- mounted devices which superimpose 3D computer-generated imagery over real world objects, by projecting a digital light field into the user's eye.
  • 20. • Since 2013, there have been several virtual reality devices that seek to enter the market to complement Oculus Rift to enhance the game experience. • One, Virtuix Omni, is based on the ability to move in a three dimensional environment through an omnidirectional tape. And Gloveone, the first glove developed for Pressive sensation to stimulate touch and make it appear that the user has something in his hand.
  • 21. • In February/March 2015, HTC partnered with Valve Corporation announced their virtual reality headset HTC Vive and controllers, along with their tracking technology called Lighthouse, which is indicated on the Steam (software) platform to have a release date of November 2015.
  • 22. Another upcoming VR headset called HTC Vive, developed in co-production between HTC and Valve Corporation. acquired in 2014 for $2 billion
  • 23. A 2013 developer version of Oculus Rift from Oculus VR, a company Facebook acquired in 2014 for $2 billion
  • 24. Impact • Mychilo S. Cline, in his book Power, Madness, and Immortality: The Future of Virtual Reality, argues that virtual reality will lead to a number of important changes in human life and activity. He argues that virtual reality will be integrated into daily life and activity, and will be used in various human ways. • Another such speculation has been written up on how to reach ultimate happiness via virtual reality. He also argues that techniques will be developed to influence human behavior, interpersonal communication, and cognition. As we spend more and more time in virtual space, there would be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture
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  • 26. Heritage and archaeology • 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 This technology can be used to develop virtual replicas of caves, natural environment, old towns, monuments, sculptures and archaeological elements
  • 27. Education •Strides are being made in the realm of education, although much needs to be done. The possibilities of VR and education are endless and bring many advantages to pupils of all ages.
  • 28. Fiction • Many science fiction books and films have imagined characters being "trapped in virtual reality. • An anime called Sword Art Online involves the concept of virtual reality, and the possibility of dying in real life when a player dies in the game. • In 1999, The Matrix and later sequels explored the possibility that our world is actually a vast Virtual Reality (or more precisely, simulated reality) created by artificially intelligent machines. • In the film Avatar (2009) the humans are hooked up to experience what their avatars perform remotely.
  • 29. Video games • The use of graphics, sound and input technology in video games can be incorporated into VR. • Sony announced their rival to the Oculus Rift technology as the prototype Project Morpheus at the Game Developers Conference during March 2014. • In 2015, Valve Corporation announced their own VR technology, SteamVR/OpenVR, partnering with HTC to make a headset called HTC Vive and controllers.
  • 30. Fine arts Canadian artist Char Davies created immersive VR art pieces Osmose (1995) and Ephémère (1998)
  • 31. Music Immersive virtual musical instruments build on the trend in electronic musical instruments to develop new ways to control sound and perform music such as evidenced by conferences like NIME (New Interfaces for Musical Expression)
  • 32. Therapy The primary use of VR in a therapeutic role is its application to various forms of exposure therapy, ranging from phobia treatments to newer approaches to treating PTSD
  • 33. Training • The usage of VR in a training perspective is to allow professionals to conduct training in a virtual environment where they can improve upon their skills without the consequence of failing the operation. e.g VR is also used in flight simulation for the Air Force where people are trained to be pilots
  • 34. Marines training with the Future Immersive Training Environment (FITE)
  • 36. Manufacturing • Virtual reality can serve to new product design, helping as an ancillary tool for engineering in manufacturing processes, new product prototypes, and simulation. Among other examples, electronic design automation, CAD, Finite Element Analysis, and computer-aided manufacturing are widely utilized programs NB: Beyond modeling assembly parts, 3D computer graphics techniques are currently used in the research and development of medical devices for therapies, treatments, patient monitoring and early diagnoses of complex diseases.
  • 37. Urban design • In 2007 development began on a virtual reality software which took design coordinate geometry used by land surveyors and civil engineers and incorporated precision spatial information created automatically by the lines and curves typically shown on subdivision plats and land surveying plans. • In 2010, 3D virtual reality was becoming widely used for urban regeneration and planning and transport projects
  • 38. Concerns and challenges • Virtual reality technology faces a number of challenges, most of which involve motion sickness and technical matters. Users might become disoriented in a purely virtual environment, causing balance issues; • computer latency might affect the simulation, providing a less-than-satisfactory end-user experience; • the complicated nature of head-mounted displays and input systems such as specialized gloves and boots may require specialized training to operate,
  • 39. • and navigating the non-virtual environment (if the user is not confined to a limited area) might prove dangerous without external sensory information. • Recently, there are rising concerns that with the advent of virtual reality, that some users may experience Virtual Reality Addiction.
  • 41. Frederick PhillipsBrooks, Jr. (born April 19, 1931) is an American computer architect, software engineer, and computer scientist, best known for managing the development of IBM's System/360 family of computers and the OS/360 software support package, then later writing candidly about the process in his seminal book The Mythical Man- Month. Brooks has received many awards, including the National Medal of Technology in 1985 and the Turing Award in 1999.
  • 42. MauriceBenayoun (born 29 March 1957 in Mascara, Algeria) is a French pioneer new- media artist and theorist based in Paris and Hong Kong. His work employs various media, including (and often combining) video, immersive virtual reality, the Web, wireless technology, performance, large-scale urban art installations and interactive exhibitions.
  • 43. James Henry Clark (born March 23, 1944) is an American entrepreneur and computer scientist. He founded several notable Silicon Valley technology companies, including Silicon Graphics, Inc., Netscape Communications Corporation, myCFO and Healtheon. His research work in computer graphics led to the development of systems for the fast rendering of three-dimensional computer images.
  • 44. Industry use The companies working in the virtual reality sector fall broadly into three categories of involvement: hardware (that is, making headsets and input devices specific to VR), software (that is, producing software for interfacing with the hardware or for delivering content to users) and content creation (that is, producing content, whether interactive or passive, for consumption with VR hardware.
  • 45. Headsets: (Hardwares) • Carl Zeiss (Carl Zeiss Cinemizer) • Facebook (Oculus Rift) • HTC (HTC Vive) • Razer (OSVR) • Google (Google Cardboard) • Samsung (Samsung Gear VR) • Sony Computer Entertainment (Project Morpheus) • Microsoft (Microsoft HoloLens) • Homido