Virtual Reality

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    07-Dec-2014
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Virtual reality is, plainly speaking, seeing an imaginary world, rather than the real one. Seeing, hearing, smelling, testing, feeling. The imaginary world is a simulation running in a computer. The sense data is fed by some system to our brain.

Transcript of Virtual Reality

  • 1. APRESENTATION ONVIRTUAL REALITY TECHNOLOGYPresented By:Yogesh Kumar KewlaniB. Tech. (CSE)

2. CONTENT WHAT IS VIRTUAL REALITY? WHY WE NEED VIRTUAL REALITY? VIRTUAL REALITY SYSTEMS VIRTUAL REALITY HARDWARE VIRTUAL REALITY DEVELOPINGTOOLS THE FUTURE OF VIRTUAL REALITY 3. WHAT IS VIRTUAL REALITY ? VIRTUAL REALITY IS, PLAINLY SPEAKING, SEEING ANIMAGINARY WORLD, RATHER THAN THE REAL ONE. SEEING,HEARING, SMELLING, TESTING, FEELING. THE IMAGINARYWORLD IS A SIMULATION RUNNING IN A COMPUTER. THESENSE DATA IS FED BY SOME SYSTEM TO OUR BRAIN. A MEDIUM COMPOSED OF INTERACTIVE COMPUTERSIMULATIONS GIVING USERS THE FEELING OF BEINGPRESENT IN THE SIMULATIONS. 4. WHY VIRTUAL REALITY IS NEEDED? Scientific Visualization Scientific Visualization provides theresearcher with immediate graphicalfeedback during the course of thecomputations and gives him/her the ability to'steer' the solution process. Application at NASA Ames Research Centeris the Virtual Planetary Exploration. It helpsplanetary geologists to remotely analyze thesurface of a planet. They use VR techniquesto roam planetary terrains. 5. NASA VR Mars navigationsimulationGeologistsremotely analyzingthe surface of aplanet at NASA 6. WHY VIRTUAL REALITY IS NEEDED? Medicine Until now experimental research andeducation in medicine was mainly based ondissection and study of plastic models.Computerized 3D human models provide anew approach to research and education inmedicine. Experimenting medical researchwith virtual patients will be a reality. We will be able to create not only realisticlooking virtual patients, but also histologicaland bone structures. With the simulation ofthe entire physiology of the human body, 7. REAL 3D ULTRASOUNDEXPERIMENT 8. EXPOSURE THERAPY FORACROPHOBIAVirtual Elevator 9. WHY VIRTUAL REALITY IS NEEDED? Education and trainingThe most common example is the flightsimulator. This type of simulator has shown thebenefits of simulation environments fortraining. They have lower operating costs andare safer to use than real aircraft.They also allow the simulation of dangerousscenarios not allowable with real aircraft. 10. VIRTUAL REALITY SYSTEMSVR SYSTEMS CAN BE DIVIDED INTO THREE GROUPS NON-IMMERSIVE SYSTEMS (LIKEWORKSTATIONS)SEE INFORMATION ABOUT THE REAL WORLD,PRESENTED VIA COMPUTER - LOCATION BASEDSERVICES, GIS . HYBRID SYSTEMS (GRAPHICS ON TOP OFREAL WORLD) ALSO CALLED: AUGMENTEDREALITY SYSTEMSSTAY IN REAL WORLD, BUT SEE SIMULATED OBJECTS IMMERSIVE SYSTEMS (LIKE HMD OR CAVE)SEE SIMULATED WORLD AND "BE" IN THAT SIMULATEDWORLD 11. Non-immersive systemsThrough- the - windowLarge display, butdoesnt surroundthe user. 12. Augmented realityStay in real world, but see simulated objectsInformationVisualization 13. More Augmented realityStay in real world, but see simulated objectsAR Museums 14. More Augmented realityStay in real world, but see simulated objectsAugmented Reality canbe used for training aswell as for assemblypurpose 15. IMMERSIVE SYSTEMS (CAVE)SEE SIMULATED WORLD AND "BE" IN THAT SIMULATED WORLD THE CAVE (CAVE AUTOMATICVIRTUAL ENVIRONMENT)PROVIDES THE ILLUSION OFIMMERSION BY PROJECTINGSTEREO IMAGES ON THE WALLSAND FLOOR OF A ROOM-SIZEDCUBE. SEVERAL PERSONS WEARINGLIGHTWEIGHT STEREO GLASSESCAN ENTER AND WALK FREELYINSIDE THE CAVE. 16. CAVE PicturesSee simulated world and "be" in that simulated worldIllusions of immersion 17. HARDWARE USED IN VR INPUT DEVICES:A VARIETY OF INPUT DEVICES ALLOWTHE USER TO NAVIGATE THROUGH AVIRTUAL ENVIRONMENT AND TOINTERACT WITH VIRTUAL OBJECTS.DIRECTIONAL SOUND, TACTILE ANDFORCE FEEDBACK DEVICES, VOICERECOGNITION AND OTHERTECHNOLOGIES ARE BEING EMPLOYEDTO ENRICH THE IMMERSIVEEXPERIENCE AND TO CREATE MORE"SENSUALIZED" INTERFACES. 18. INPUT DEVICES (THE DATA GLOVE)the sensors measure the bending angles of the joints of the thumb andthe lower and middle knuckles of the others fingers, Attached to theback is a Polhemus sensor to measure orientation and position of thegloved hand. Thisinformation, along with the ten flex angles for the knuckles istransmitted through a serial communication line to the host computer. 19. INPUT DEVICES (MOTION TRACKERS)The Motion Tracking system is based on magnetic sensors which areattached to the user. Most common are sensors measuring theintensity of a magnetic field generated at a reference point. The motionof the different segments is tracked using magnetic sensors . Thesesensors return raw data (e.g. positions and orientations) expressed in asingle frame system.. 20. OTHER INPUT DEVICES MIDI KEYBOARDA MIDI KEYBOARD CONTROLLER HAS 88 KEYS, ANY OFWHICH CAN BE STRUCK WITHIN A FRACTION OF SECOND.EACH KEY TRANSMITS VELOCITY OF KEYSTROKE AS WELLAS PRESSURE AFTER THE KEY IS PRESSED. REAL-TIME VIDEO INPUTSIRIUS VIDEO CARD FROM SILICON GRAPHICS. WITHSIRIUS, IMAGES ARE DIGITIZED AT A FREQUENCY OF 25 HZ(PAL) OR 30 HZ (NTSC) AND MAY BE ANALYZED BY THE VRPROGRAM. REAL-TIME AUDIO INPUTSPEECH SYNTHESIS FACILITIES ARE OF CLEAR UTILITY IN AVR ENVIRONMENT ESPECIALLY FOR COMMAND FEEDBACK.ALTHOUGH SPEECH SYNTHESIS SOFTWARE IS AVAILABLEEVEN AT THE PERSONAL COMPUTER LEVEL, SOMEIMPROVEMENT IS STILL NEEDED, PARTICULARLY IN THEQUALITY OF SPEECH. 21. OUTPUT DEVICESHEAD-MOUNTED DISPLAYS (HMDS)The head-mounted display (HMD) was the first device providing itswearer with an immersive experience. A typical HMD houses twominiature display screens and an optical system that channels theimages from the screens to the eyes, thereby, presenting a stereo viewof a virtual world. As a result, the viewer can look around and walkthrough the surrounding virtual environment. 22. BOOM (BINOCULAR OMNI-ORIENTATIONMONITOR)The BOOM (Binocular Omni-Orientation Monitor) from Fake space is ahead-coupled stereoscopic display device. Screens and optical systemare housed in a box that is attached to a multi-link arm. The userlooks into the box through two holes, sees the virtual world, and canguide the box to any position within the operational volume of thedevice. 23. HAPTIC INTERFACES AND TACTILEFEEDBACK FOR VE APPLICATIONSCyberGraspHaptic feedback interface enables user to actually "touch" computer-generatedobjects and experience force feedback via the human hand.The CyberGrasp is a lightweight, unencumbering force-reflectingexoskeleton that fits over aCyberGlove and adds resistive force feedback to each finger. With theCyberGrasp force feedback system, users are able to explore thephysicalproperties of computer-generated 3D objects they manipulate in asimulated 'virtual world.' 24. VIRTUAL REALITY DEVELOPINGTOOLS(VIRTUAL REALITY MODELINGLANGUAGE) IN ADDITION TO HTML (HYPERTEXT MARKUP LANGUAGE),THAT HAS BECOME A STANDARD AUTHORING TOOL FORTHE CREATION OF HOME PAGES, VRML PROVIDES THREE-DIMENSIONALWORLDS WITH INTEGRATED HYPERLINKS ONTHE WEB.. THE VIEWING OF VRML MODELS VIA A VRML PLUG-IN FORWEB BROWSERS IS USUALLY DONE ON A GRAPHICSMONITOR UNDER MOUSE-CONTROL AND, THEREFORE, NOTFULLY IMMERSIVE. HOWEVER THE SYNTAX AND DATA STRUCTURE OF VRMLPROVIDE AN EXCELLENT TOOL FOR THE MODELING OFTHREE-DIMENSIONAL WORLDS THAT ARE FUNCTIONALAND INTERACTIVE AND THAT CAN, ULTIMATELY, BETRANSFERRED INTO FULLY IMMERSIVE VIEWING SYSTEMS. THE CURRENT VERSION VRML 2.0 HAS BECOME ANINTERNATIONAL ISO/IEC STANDARD UNDER THE NAMEVRML97. 25. THE FUTURE OF VIRTUALREALITY VIRTUAL REALITY IS A GROWING INDUSTRY PC AND SPECIALIZED HARDWARE ARE GETTING BETTER,FASTER AND CHEAPER BECAUSE OF DEVELOPMENT IN VR. MAYBE 3D USER INTERFACES WILL REPLACE THE WINDOWSBASED ONES? HUGE DEMAND FOR VRML PROGRAMMERS IN NEARFUTURE. REVOLUTION IN GAMING INDUSTRIES 26. SO A VIRTUAL REALITY IS ASYNTHETIC SENSORY EXPERIENCEWHICH MAY ONE DAY BEINDISTINGUISHABLE FROM THEREAL PHYSICAL WORLD - KALAWSKY, R.S. 27. REFERENCES http://www.vrs.org.uk/ http://electronics.howstuffworks.com/gadgets/other-gadgets/virtual-reality8.htm http://www.cs.uic.edu/~kenyon/conferences/nasa/workshop_noor.html 28. THANKS