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VIRTUAL REALITY
THE FUTURE OF HUMAN CIVILIZATION
BY BIBEK GAUTAM
Objectives of this presentation
 To provide some basic concepts about virtual reality
CONTENTS
 What is Virtual Reality?
 History of VR
 Types of virtual reality
 Augmented Reality
 Uses of VR
 Pros and cons of VR
WHAT IS VIRTUAL REALITY?
 Virtual reality (VR) is a computer technology that uses virtual reality headsets or
multi-projected environments, sometimes in combination with physical
environments or props, to generate realistic images, sounds and other sensations
that simulate a user's physical presence in a virtual or imaginary environment.
 Uses a number of devices such as headsets, globes etc with a number of sensors
to simulate a virtual environment for the user
VIRTUAL REALITY
LETS LOOK AT THE PAST
In 1956, Morton Heilig developed sensorama, which was invented to provide an immersive
experience for movie lovers. It can be considered as the world’s first virtual reality device.
sensorama
 In 1961, Comeau & Bryan developed the first precursor to the HMD as we know it today –
the Headsight.
 It incorporated a video screen for each eye and a magnetic motion tracking system, which
was linked to a closed circuit camera.
 In 1968 Ivan Sutherland and his student Bob Sproull created the first VR / AR head
mounted display (Sword of Damocles) that was connected to a computer and not a
camera.
 In 1987, Jaron Lanier,
founder of the visual
programming lab (VPL),
coined the term “virtual
reality”. Through his
company VPL research,
Jaron developed a range
of virtual reality gear
including the Dataglove
(along with Tom
Zimmerman) and the
EyePhone head mounted
display.
eyephone Data glove
 Sega announced the Sega VR headset for the Sega Genesis
console in 1993 at the Consumer Electronics Show in 1993. The
wrap-around protoype glasses had head tracking, stereo sound and LCD screens in the visor.
VR in the 21st century
 2001- SAS cube became the first PC based cubic room
 2007- Google introduced street view
 2010- Palmer Luckey designed the first prototype of the Oculus Rift
 2013- Valve discovered the breakthrough of low-persistence displays which make lag-
free and smear-free display of VR contents possible
 2014- Valve showed off their SteamSight prototype
- Facebook purchased Oculus VR
- Sony announced Project Morpheus
- Google announced cardboard
 2015- HTC and Valve announced HTC Vive and controllers.
Google street view
Google street view car
Oculus rift first prototype
2017 oculus rift with controllers and sensors
Google cardboard
Htc vive and controllers
TYPES OF VIRTUAL REALITY
1. Immersive Virtual Reality:
Affects ALL sensory systems which gives you the ability to immerse fully into the
virtual reality game/application.
Example is CAVE (Cave Assisted Virtual Environment).
2. Non Immersive Virtual reality
the user sees the simulated environment but does not really feel like being there
physically.
Games like GTA 5 can be taken as example.
Images of the CAVE (Immersive VR experience)
Non immersive VR
What is augmented reality??
 Augmented reality is a live direct or indirect view of a physical, real-world
environment whose elements are "augmented" by computer-generated or
extracted real-world sensory input such as sound, video, graphics, haptics or GPS
data.
 In short, it gives the virtual experience of the real world.
 Eg. Pokemon Go.
APPLICATIONS OF VR
 Education and training(medicine, astronomy)
 Entertainment(movies, games, virtual museums, galleries)
 Engineering(prototyping, simulation)
 Telecommunications(video conferencing)
 Scientific visualizations
 Construction
 Healthcare(surgery simulation, skills training)
 Sports
 Military(flight simulation, battlefield simulation, medic training)
Flight simulator
VR in engineering
Video conference
ADVANTAGES OF VR
 User intended experience(user can modify the environment)
 Large number of uses
 Can help to save time and money for prototyping
 Gives detailed and clear information
 More effective in education and trainings than other methods
 More effective communication(eg. Video conferencing)
DISADVANTAGES OF VR
 Cost is high
 Not accessible to all the people
 Technology is still experimental
 Users can get addicted
 However real it may seem, it is still not real
Conclusion
 The technology of VR can be the future of human civilization
 We can achieve a number of things which are thought to be impossible using VR
BIBLIOGRAPHY
 https://en.wikipedia.org/wiki/Virtual_reality
 https://www.vrs.org.uk/virtual-reality/history.html
 https://www.vrs.org.uk/virtual-reality-applications.html
THANK YOU

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Virtual reality

  • 1. VIRTUAL REALITY THE FUTURE OF HUMAN CIVILIZATION BY BIBEK GAUTAM
  • 2. Objectives of this presentation  To provide some basic concepts about virtual reality
  • 3. CONTENTS  What is Virtual Reality?  History of VR  Types of virtual reality  Augmented Reality  Uses of VR  Pros and cons of VR
  • 4. WHAT IS VIRTUAL REALITY?  Virtual reality (VR) is a computer technology that uses virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment.  Uses a number of devices such as headsets, globes etc with a number of sensors to simulate a virtual environment for the user
  • 6. In 1956, Morton Heilig developed sensorama, which was invented to provide an immersive experience for movie lovers. It can be considered as the world’s first virtual reality device. sensorama
  • 7.  In 1961, Comeau & Bryan developed the first precursor to the HMD as we know it today – the Headsight.  It incorporated a video screen for each eye and a magnetic motion tracking system, which was linked to a closed circuit camera.
  • 8.  In 1968 Ivan Sutherland and his student Bob Sproull created the first VR / AR head mounted display (Sword of Damocles) that was connected to a computer and not a camera.
  • 9.  In 1987, Jaron Lanier, founder of the visual programming lab (VPL), coined the term “virtual reality”. Through his company VPL research, Jaron developed a range of virtual reality gear including the Dataglove (along with Tom Zimmerman) and the EyePhone head mounted display. eyephone Data glove
  • 10.  Sega announced the Sega VR headset for the Sega Genesis console in 1993 at the Consumer Electronics Show in 1993. The wrap-around protoype glasses had head tracking, stereo sound and LCD screens in the visor.
  • 11. VR in the 21st century  2001- SAS cube became the first PC based cubic room  2007- Google introduced street view  2010- Palmer Luckey designed the first prototype of the Oculus Rift  2013- Valve discovered the breakthrough of low-persistence displays which make lag- free and smear-free display of VR contents possible  2014- Valve showed off their SteamSight prototype - Facebook purchased Oculus VR - Sony announced Project Morpheus - Google announced cardboard  2015- HTC and Valve announced HTC Vive and controllers.
  • 12. Google street view Google street view car
  • 13. Oculus rift first prototype 2017 oculus rift with controllers and sensors
  • 14. Google cardboard Htc vive and controllers
  • 15. TYPES OF VIRTUAL REALITY 1. Immersive Virtual Reality: Affects ALL sensory systems which gives you the ability to immerse fully into the virtual reality game/application. Example is CAVE (Cave Assisted Virtual Environment). 2. Non Immersive Virtual reality the user sees the simulated environment but does not really feel like being there physically. Games like GTA 5 can be taken as example.
  • 16. Images of the CAVE (Immersive VR experience)
  • 18. What is augmented reality??  Augmented reality is a live direct or indirect view of a physical, real-world environment whose elements are "augmented" by computer-generated or extracted real-world sensory input such as sound, video, graphics, haptics or GPS data.  In short, it gives the virtual experience of the real world.  Eg. Pokemon Go.
  • 19. APPLICATIONS OF VR  Education and training(medicine, astronomy)  Entertainment(movies, games, virtual museums, galleries)  Engineering(prototyping, simulation)  Telecommunications(video conferencing)  Scientific visualizations  Construction  Healthcare(surgery simulation, skills training)  Sports  Military(flight simulation, battlefield simulation, medic training)
  • 20. Flight simulator VR in engineering
  • 22. ADVANTAGES OF VR  User intended experience(user can modify the environment)  Large number of uses  Can help to save time and money for prototyping  Gives detailed and clear information  More effective in education and trainings than other methods  More effective communication(eg. Video conferencing)
  • 23. DISADVANTAGES OF VR  Cost is high  Not accessible to all the people  Technology is still experimental  Users can get addicted  However real it may seem, it is still not real
  • 24. Conclusion  The technology of VR can be the future of human civilization  We can achieve a number of things which are thought to be impossible using VR