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Presented By
G.Dileep
N.Saikumar
 Introduction
 History
 Principle
 Architecture
 Components
 Types
 Architecture
 Applications
 Advantages & Disadvantages
 Conclusion
 In 1938, French avant-garde playwright Antonin
Artaud described the illusory nature of characters and objects
in the theatre as "la réalité virtuelle" in a collection of
essays, Le Théâtre et son double. The English translation of this
book, published in 1958 as The Theater and its Double, is the
earliest published use of the term "virtual reality". The term
"artificial reality", coined by Myron Krueger, has been in use
since the 1970s. The term "virtual reality" was first used in a
science fiction context in The Judas Mandala, a 1982 novel
by Damien Broderick.
 Widespread adaption of the term "virtual reality" in the
popular media is attributed to Jaron Lanier, who in the late
1980
Virtual Reality means feeling the imaginary(virtual) world,
Rather than real one. The imaginary world is a simulation
running in a computer
Virtual Reality refers to a high-end user interface that
involves real-time simulation and interactions through multiple
sensorial channels.
 Virtual Reality is the term is used for computer
generated 3D environments that allow the user to enter
and interact with the alternate realties.
 The definition of “virtual” is near and “reality” means
what we experience as a human being.
 Why VR?
 VR is able to immerse you in a computer-generated world
of your own making: a room, a city, the interior of human
body. With VR, you can explore any uncharted territory of the
human imagination.
 In 1957 visionary cinematography “Morton Heilig” built a single user
console called Sensorama. This enabled the user watch television in
3 dimensional ways.
The Virtual Reality System works on the following principle - It
tracks the physical movements in the real world, then a
rendering computer redraws the virtual world to reflects those
movements.
The updated virtual world is sent to the output (to the user in
the real world).
 In this case, the output is sent back to a head mounted
display.
Hence, The user feels "immersed" in the virtual world - as if
she was in the virtual world itself as all she can see is her
rendered movements in the virtual world.
 Immersive Virtual Reality
 Fully Immersive VR
 Semi Immersive VR
 Non-Immersive Virtual Reality
 Window On World Virtual Reality
 Desktop based virtual reality involves displaying
a 3 dimensional virtual on regular desktop without any
specialized movement tracking enviroments.
 Large display but doesn’t surround the user.
 It uses the video cameras to track the image of the users in
a virtual world where you can also pick up or move objects.
 Immersion into virtual reality is a perception of being
physically present in a non-physical world.
 Elements of virtual environments that increases the
immersiveness of the experience:
1. Continuity of surroundings
2. Conformance to human vision
3. Freedom of movement
4. Physical interaction
5. Physical feedback
 Input devices
 Output devices
Prio VR Razer hydra Leap motion
Stem Magic wand Control VR
Headset 3D audio
Sensing gloves Helsinki
1. Virtual Reality in the military
2.Virtual Reality in Healthcare
3.Virtual Reality in Education
4.Virtual Reality in Scientific Visualization
5.Virtual Reality in Entertainment
Advantages Disadvantages
 Virtual reality creates a realistic
world.
 It enables user to explore
places.
 Through virtual reality user can
experiment with an artificial
environment.
 Virtual Reality make the
education more easy and
comfortable.
 The equipments used in the
virtual reality and very
expensive.
 It consists of complex
technology
 In Virtual Reality environment
we cant move by our own like in
the real world.
 Virtual Reality is a growing technology.
 PC and specialized hardware are getting better and faster
because of development in VR.
 May be 3D interfaces will replace the windows based ones?
 Huge demand for VRML(Virtual Reality Modeling Language)
Programmers in near future.
 Revolution in gaming industries.
 VR introduces a new way of interacting with computers.
 The best of VR is yet to come.
 Web is very suitable for VR applications, but the proper
technology is not yet there.
VR.pptx

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VR.pptx

  • 1.
  • 3.  Introduction  History  Principle  Architecture  Components  Types  Architecture  Applications  Advantages & Disadvantages  Conclusion
  • 4.  In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double, is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.  Widespread adaption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980
  • 5. Virtual Reality means feeling the imaginary(virtual) world, Rather than real one. The imaginary world is a simulation running in a computer Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels.
  • 6.  Virtual Reality is the term is used for computer generated 3D environments that allow the user to enter and interact with the alternate realties.  The definition of “virtual” is near and “reality” means what we experience as a human being.
  • 7.  Why VR?  VR is able to immerse you in a computer-generated world of your own making: a room, a city, the interior of human body. With VR, you can explore any uncharted territory of the human imagination.
  • 8.  In 1957 visionary cinematography “Morton Heilig” built a single user console called Sensorama. This enabled the user watch television in 3 dimensional ways.
  • 9.
  • 10. The Virtual Reality System works on the following principle - It tracks the physical movements in the real world, then a rendering computer redraws the virtual world to reflects those movements. The updated virtual world is sent to the output (to the user in the real world).  In this case, the output is sent back to a head mounted display. Hence, The user feels "immersed" in the virtual world - as if she was in the virtual world itself as all she can see is her rendered movements in the virtual world.
  • 11.
  • 12.  Immersive Virtual Reality  Fully Immersive VR  Semi Immersive VR  Non-Immersive Virtual Reality  Window On World Virtual Reality
  • 13.  Desktop based virtual reality involves displaying a 3 dimensional virtual on regular desktop without any specialized movement tracking enviroments.
  • 14.  Large display but doesn’t surround the user.  It uses the video cameras to track the image of the users in a virtual world where you can also pick up or move objects.
  • 15.  Immersion into virtual reality is a perception of being physically present in a non-physical world.  Elements of virtual environments that increases the immersiveness of the experience: 1. Continuity of surroundings 2. Conformance to human vision 3. Freedom of movement 4. Physical interaction 5. Physical feedback
  • 16.
  • 17.
  • 18.  Input devices  Output devices
  • 19. Prio VR Razer hydra Leap motion Stem Magic wand Control VR
  • 20. Headset 3D audio Sensing gloves Helsinki
  • 21. 1. Virtual Reality in the military
  • 22. 2.Virtual Reality in Healthcare
  • 23. 3.Virtual Reality in Education
  • 24. 4.Virtual Reality in Scientific Visualization
  • 25. 5.Virtual Reality in Entertainment
  • 26. Advantages Disadvantages  Virtual reality creates a realistic world.  It enables user to explore places.  Through virtual reality user can experiment with an artificial environment.  Virtual Reality make the education more easy and comfortable.  The equipments used in the virtual reality and very expensive.  It consists of complex technology  In Virtual Reality environment we cant move by our own like in the real world.
  • 27.  Virtual Reality is a growing technology.  PC and specialized hardware are getting better and faster because of development in VR.  May be 3D interfaces will replace the windows based ones?  Huge demand for VRML(Virtual Reality Modeling Language) Programmers in near future.  Revolution in gaming industries.
  • 28.
  • 29.  VR introduces a new way of interacting with computers.  The best of VR is yet to come.  Web is very suitable for VR applications, but the proper technology is not yet there.