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VIRTUAL REALITY

HARSHIT SANKHLA 7 MINUTE SCIENCE

WHAT IS VIRTUAL REALITY


Virtual
realityorvirtual
realities(VR),
which
can
be
referred
to
asimmersive
multimediaorcomput
er-simulated
reality,
replicates
an
environment
that
simulates
a
physical
presence in places in the
real
world
or
an
imagined world, allowing
the user to interact in

DEVELOPMENT
VR came about as an idea from a cinematographer named Morton Heilig in 1960
Ivan Sutherland continued when Heilig ran out of money.
Military liked Sutherlands idea and helped him develop it. (around 1966)
NASA really liked it, poured in tons of money. (late 60s / early 70s)
By the 1980s the term "virtual reality" was popularized byJaron Lanier, one of the
modern pioneers of the field. Lanier had founded the companyVPL Researchin 1985. In
2010,Palmer Luckey, who later went on to foundOculus VR, designed the first
prototype of theOculus Rift.
On March 25, 2014,Facebookpurchased a company that makes virtual reality
headsets,Oculus VR, for $2 billion.Sonyannounces Project Morpheus (its code name
forPlayStation VR), a virtual reality headset for thePlayStation 4.Google
announcesCardboard, a do-it-yourself stereoscopic viewer for smartphones.
In July 2015,OnePlusbecame the first company to launch a product using virtual
reality.They used VR as the platform to launch their second flagship device the OnePlus
2, first viewable using an app on the Google Play Store,then on YouTube

WHATS SO UNIQUE ?
Wearable tech make you think you're standing on Mars when
you're actually about to bump into the kitchen counter.
Total
immersion
is
what
everyone
making
a
VR
headset, game or app is
aiming towards - making the
virtual reality experience so
real that we forget the
computer,
headgear
and
accessories and act exactly as
wesense,
would VR
in the
real world.
Like Earphones control you audio
headsets
control the vision immersion is the best part

2 TYPES YOU COME ACROSS HMD


ACCESSORY ON
SMARTPHONE

GOOGLE CARDBOARD

SAMSUNG GEAR VR

STANDAONE

OCULUS RIFT

HTC VIVE

CATEGORIES OF VR
HMD Integrated: A virtual reality head-mounted display with the screen integrated into the unit. This
segment (obviously) includesOculus VR, as well as companies such asVRelia,Gameface Labs,Avegant,Sony
andANTVR.
HMD With Mobile Device:A virtual reality head-mounted display using a third-party mobile device as
the screen. Companies in this segment includeDurovis,Seebright,Altergaze,VrizzmoandSamsung.
Controller Hand Device / Glove / Body Unit: An input device using hands and/or body movement for
tracking via sensors.PrioVR,STEM,Control VRandLeap Motionare all included in this element of the
market.
Controller Treadmill / Foot Control: An input device that tracks leg/foot movements. In this category
we includeVirtuix Omni,InfinAdeck, theCyberith VirtualizerandStompz.
Controller Haptics: An input device for hands and body that also provides tactile feedback by force or
vibration. TheKOR-FX Gaming Vest,iMotionand theReactive Gripare three of the products included here.
3D Camera: A video or image recording device that captures 3D stereoscopic views.Jaunt,Giropticand
Matterportare within this grouping.
End-to-End Platform:A company that provides HMD systems coupled with input devices and motion
capture. This category brings together companies that are creating VR experiencesencompassing HMDs,
input devices, games and other elements.SurviosandVRCadeare two examples.
Misc: Products not fitting into other categories. Well keep a close eye on this category to see if its worth
keeping, but in the meantime weve allocatedPetal, a VR fan into it.

THE BASICS OF WORKING

HEAD
TRACKING

Head tracking means that when you wear a


VR headset, the picture in front of you shifts
as you look up, down and side to side or angle
your head. A system called 6DoF (six degrees
of freedom) plots your head in terms of your x,
y and z axis to measure head movements
forward and backwards, side to side and
shoulder to shoulder, otherwise known as
pitch, yaw and roll.

MOTION
TRACKING

But the big VR players are still working out


motion tracking. When you look down with a
VR headset on the first thing you want to do is
see your hands in a virtual space.
Leap Motion accessory - which uses an
infrared sensor to track hand movements strapped to the front of Oculus dev kits. We've
also tried a few experiments with Kinect 2
cameras tracking our flailing bodies. But now
we have exciting input options from Oculus,
Valve and Sony.

HEAD
TRACKING

An infrared sensor monitor's your eyes inside


the headset so FOVE knows where your eyes
are looking in virtual reality. The main
advantage of this - apart from allowing ingame characters to more precisely react to
where you're looking - is to make depth of
field more realistic.
The main advantage of this - apart from
allowing in-game characters to more precisely
react to where you're looking - is to make
depth of field more realistic.

ARCHITECTURE OF A VR
SYSTEM

Input Processor, Simulation Processor,


Rendering Processor and World
Database.
visual,
auditory,
haptic,
touch

Position &
Orientation

Input
Processor

Rendering
Processor

Simulation
Processor

World Database

ARCHITECTURE- COMPONENTS
Input Processor
Control the devices used to input information to the

computer. The object is to get the coordinate data to the


rest of the system with minimal lag time.
Keyboard, mouse, 3D position trackers, a voice
recognition system, etc.

ARCHITECTURE- COMPONENTS
Simulation Processor
Core of a VR system.
Takes the user inputs along with any tasks programmed into the
world and determine the actions that will take place in the virtual
world.

ARCHITECTURE- COMPONENTS
Rendering Processor
Create the sensations that are output to the user.
Separate rendering processes are used for visual, auditory,
haptic and other sensory systems. Each renderer take a
description of the world stat from the simulation process or derive
it directly from the World Database for each time step.

APPLICATIONS

ENTERTAINMENT

EDUCATION &
TRAINING
MEDICINE
(SURGERY)

Cybersickness
PROBLEMS

Low-fidelity
Expensive
Lack

of integration between application packages

High-fidelity
FUTURE
WORK

/ simulator sickness

system

Cost-saving
Collaborative
High-level

contact between participants in distributed VR

AUGMENTED REALITY MAYBE


NEXT TIME

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