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MSPVL POLYTECHNIC
college.
POOVCHATRAM.
BY
J.JONES
P.RAMA SUBBU
I.T. DEPT.
HISTORY
1960 - The beginnings of VR
1962 - Morton Heilig created a multi-sensory
simulator
1977 - Interaction through body movement
1982 - The first computer- generated movie
1983 - First virtual Environment
1992 - A look at the possible negative side of
VR
1995 - Virtual Reality Modeling Language
1999 - Virtual Reality movie grosses $750M
TOOLS
1. Head Mounted Displays (HMD):
It is a first device providing its wearer
with an immersive Experience. Evans
and Sutherland demonstrated a headmounted stereo display already in
1965.
2.BOOM:
BOOM
is
a
head
coupled
stereoscopic display device. Screens
and optical system are housed in a box
that is attached to a multi-link arm.
3.CAVE:
It is a device providing its wearer
with an immersive Experience. Evans
and Sutherland demonstrated a headmounted stereo display already in
1965.
4.3D VIDEO Eyewear
5.Input devise, Output Devise
6.Hardware
7.Software
TYPES
Immersive
Non - immersive
Augmented
Text-based
Desktop (Window on a World)
Video Mapping
IMMERSIVE TYPES
The ultimate version of VR systems they
let the user totally immerse in computer
generated world with the help of HMD that
supports a stereoscopic view of the scene
accordingly to the users position and
orientation. These systems may be enhanced by
audio, haptic and sensory interfaces.
Example:
Desktop VR:
Fish Tank VR:
Augmented VR:
The idea of taking what is real and adding to
it in some way so that user obtains more
information from their environment.
APPLICATION
It is a new paradigm of user interface it
offers great benefits in many application areas. It
provides an easy, powerful, intuitive way of humancomputer interaction. The user can watch and
manipulate the simulated environment in the same
way we act in the real world, without any need to
learn how the complicated (and often clumsy) user
interface works.
ARCHITECTURAL
Desktop computers equipped
with visualization packages and
simple interface devices are far
from being an optimal solution
for
data
presentation
and
manipulation.
Virtual
reality
promises a more intuitive way of
interaction . The first attempts
to apply VR as a visualization
tool
were
architectural
walkthrough systems.
WEATHER SIMULATION
TriVis accepts data from
meteorological services such as
satellite
data,
statistically
corrected
forecast
data
,
precipitation data and fronts
information.
Using
TriVis
to
visualize
artificial
clouds,
meteorologists
can
predict
weather
with
increased
accuracy . The data gathered and
analyzed by the TriVis system is
used
by
television
weather
reporters
to
show
their
audiences storm system.
MEDICINE
using
virtual
reality technology
to
create
3-D
ultrasound images
to help doctors
diagnose
and
treat
congenital
heart defects in
children.
CHEMISTRY
Real Mol is a program
that uses virtual reality to
show molecular models in an
interactive
,
immersive
environment. Using RealMol
scientists can move molecule
or protein chains to create
new molecules. This is useful
in fields such as drug design.
RealMol displays molecules
ways:
Ball and stick model,
Stick model
CPK model .
in
three
ENTERTAINMENT
TRAINING
National Aeronautics and Space
Administration (NASA) use VR
technology to construct a model of
the HST. In September, 1993,
approximately 100 members of the
NASA HST flight team received
over 200 hours of training using
the VR.
MODELLING DESIGNING
AND PLANNING
ADVANTAGE
Interaction with the environment.
User interface.
user can see and even feel the shaped surface under
his/her fingertips.
Flight simulators and games.
CAD/CAE
Biomedical Engineering the projects mentioned are
use of virtual reality for viewing of X-RAY's and MRIs.
Rendering and 3-D lighting, modeling for resource
management.
DISADVANTAGE
New technologies have also revealed new problems.
VR in medical treatment is going through some growing
pains.
There are limitations with VR devices as well in regards
to usability.
lack of standardization of hardware and protocols
Most troublesome are the side effects it can induce, like
disorientation, dizziness and nausea.
People often find navigating in 3-D spaces and
performing actions in free space extremely difficult.
practical problems in spatial cognition research
FEATURES
Research directions in VR
Ergonomics of visual displays
Tracking technologies
Computing power and rendering architectures
User interfaces
Seamless" virtual environments
Biomedical research
Social aspects
Expectations
Education
Information retrieval, processing and searching
Augmented reality, New senses # Passive
entertainment, Active entertainment
CONCLUSION
THANK YOU