Virtual Reality

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VIRTUAL REALITY Akshay Patole

Transcript of Virtual Reality

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VIRTUAL REALITY

Akshay Patole

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DEFINITIONWhat is Virtual Reality? Virtual Reality refers to a high-end user interface

that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.

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BRIEF HISTORY Cinerama Widescreen film format (originally called vitarama) invented in 1939 by

Fred Waller and Ralph Walker. This system was used by The Army Air Corps during WWII for anti aircraft training.

In 1950s, Flight simulators were built by the US Air Force to train student pilots.

• Sesorama simulator was built by Morton Heilig in 1962. Simulation that contained Stereoscopic images, motion chair, audio, temperature changes, odours, and blown air. One could see, hear, feel motion and smell during the simulation.

• In 1965, Ivan Sutherland led a research program for computer graphics and developed a VR system called “The Ultimate Display”. This was a virtual environment seen through an HMD (head-mounted display). Users could manipulate objects in a realistic way.

In 1988, commercial development of VR began.

• In 1991, first commercial entertainment VR system "Virtuality" was released.

• In 1992 a method of the showing and testing of scientific visualizations called the CAVE was created.

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BY VIRTUALITY

Exorex

Dactyl Nightmare

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TYPES OF VR SYSTEMWindows on World(WoW)• Also called Desktop VR.• Using a conventional computer monitor to display the

3D virtual world.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).

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Telepresence• A variation of visualizing complete computer generated worlds.• Links remote sensors in the real world with the senses of a

human operator. The remote sensors might be located on a robot. Useful for performing operations in dangerous environments.

Mixed Reality(Augmented Reality)• The seamless merging of real space and virtual space.• Integrate the computer-generated virtual objects into the physical world

which become in a sense an equal part of our natural environment.

Distributed VR• A simulated world runs on several computers which are connected

over network and the people are able to interact in real time, sharing the same virtual world.

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VR EXAMPLES Telepresence VR

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Distributed VR

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Augmented VR

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TYPES OF VR TECHNOLOGY'SProject Natal Its a new piece of technology that is developed now for the Xbox 360. Project Natal proposes a new way of interacting with games, and indeed with computer systems in general. They propose that there system will not require any keyboards or controller. It will function by the use of the user's voice and motions as the method for interacting with the system.

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CAVE AUTOMATIC VIRTUAL ENVIRONMENT

• The term “CAVE" refers to any virtual reality system that uses multiple walls with multiple projectors to immerse users in a virtual world. The CAVE is used for visualizing data, demonstrating 3D environments, and virtually testing component parts of newly developed engineering projects.

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THE NINTENDO WII• The controller is basically a simplified version

of the "virtual reality glove." Both the Wiimote and the Wii Fit offer users another way of interacting with their virtual environment without having to wear any bulky equipment.

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TECHNOLOGIES OF VR-HARDWARE

Head-Mounted Display (HMD) • A Helmet or a face mask providing the visual

and auditory displays.• Use LCD or CRT to display stereo images.• May include built-in head-tracker and stereo

headphones.

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TECHNOLOGIES OF VR-HARDWARE

Binocular Omni-Orientation Monitor (BOOM)• Head-coupled stereoscopic display device.• Uses CRT to provide high-resolution display.• Convenient to use.• Fast and accurate built-in tracking.

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TECHNOLOGIES OF VR-HARDWARE

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.

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TECHNOLOGIES OF VR--HARDWARE

Data Glove• Outfitted with sensors on the fingers as well as

an overall position/orientation tracking equipment.

• Enables natural interaction with virtual objects by hand gesture recognition.

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TECHNOLOGIES OF VR--HARDWARE

Control Devices • Control virtual objects in 3 dimensions.

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TECHNOLOGIES OF VR-SOFTWARE

Toolkits• Programming libraries. • Provide function libraries (C & C++).

Authoring systems• Complete programs with graphical interfaces for

creating worlds without resorting to detailed programming.

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TECHNOLOGIES OF VR-SOFTWARE

Software packages available in market• Multiverse (Freeware) • Virtual Reality Studio ($100)• Sense8 World Tool Kit (WTK) (over $1000)• Autodesk Cyberspace Development kit (over

$1000)

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TECHNOLOGIES OF VR-SOFTWARE

VRML(Virtual Reality Modeling Language)• Standard language for interactive simulation

within the World Wide Web. • Allows to create "virtual worlds" networked via the

Internet and hyperlinked with the World Wide Web.

• Aspects of virtual world display, interaction and internet working can be specified using VRML without being dependent on special gear like HMD.

• VR models can be viewed by Netscape or IE with a browser plug-in.

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APPLICATIONS• Movies - Virtual reality is applied in 3-D movies to try and

immerse the viewer into the movie and/or virtual setting and environments.

• Video Games - Virtual reality is evident in video games. Now you can physically interact with a game by using your body and motions to control characters and other elements of the game that years ago people would only imagine.

• Education and training – Training and education is done through virtual reality because it can prepare you for many dangerous jobs and put the worker in real scenarios without the risk of them being hurt. Doing this enables them to fully train and educate themselves in almost any situation possible so that they’re ready and well equipped for the job. Virtual reality can give them the experience they need without actually putting them or others in danger.

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APPLICATIONS• Education & Training

• Driving simulator • Flight simulator• Ship simulator• Shooting simulator

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APPLICATIONS Entertainment

• More vivid• Move exciting• More attractive

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24APPLICATIONS Medicine

• Practice performing surgery.• Perform surgery on a remote patient.• Teach new skills in a safe, controlled

environment.

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APPLICATIONS Manufacturing

• Easy to modify• Low cost• High efficient

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APPLICATIONS Education & Training

• Driving simulators.• Flight simulators.• Ship simulators.• Tank simulators.

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VIRTUAL REALITY EXPERIENCE IN ROME

• http://www.youtube.com/watch?v=A9B7MOOf2XU

POKEMON GO • https://www.youtube.com/watch?v=SWtDeeXtMZM • https://www.youtube.com/watch?v=2sj2iQyBTQs

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SUMMARY• Virtual reality is the creation of a virtual environment

presented to our senses in such a way that we experience it as if we were really there. It uses a host of technologies to achieve this goal and is a technically complex feat that has to account for our perception and cognition. It has both entertainment and serious uses. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and perhaps a fundamental way in which we communicate and work thanks to the possibilities of virtual reality.

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FUTURE OF VIRTUAL REALITYCONCLUSION

• The future of virtual reality is hard to predict but one thing’s for sure the world of entertainment is going to see a lot more of it. Virtual reality is starting to evolve into video games and movies. The Nintendo Wii and Project Natal are great examples because the user is performing physical movements to interact with the game. Also many more 3-D movies are being made and maybe in the near future they will all become more immersive than the “Experience in Rome” movie. Only time will tell.

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OCULUS VR, LLC• Oculus VR, LLC, or simply known as Oculus, is an

American virtual reality technology company founded by Palmer Luckey and Brendan Iribe, founded in June 2012 at Irvine, California.

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REFERENCE• What is Virtual Reality?, http://

vr.isdale.com/WhatIsVR/frames/WhatIsVR4.1.html www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html • Augmented and Mixed Reality,

http://www.mic.atr.co.jp/~poup/research/ar/.• Virtual Reality Applications,

http://vresources.jump-gate.com/applications/applications.shtml.

• K.-P. Beier. Virtual Reality: A short Introduction. http://www-vrl.umich.edu/intro/

• Franchi,J. Vertual Reality: An Overview. ERIC Digest, June 1995

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THANK YOU!

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