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VIRTU

AL
REALI
TY
BY
SATARA COLLEGE OF ENGG. & MGMT, PRASANNA WADEKAR
LIMB ,SATARA AND
SANTOSH SHINGARE
COMPUTER DEPT.
WHAT IS VIRTUAL REALITY?

Is a technology which allows a user to


interact with a computer- simulated
environment, be it a real or imagined one.

Is a technology that allows you to enter


and interact with a world that is
generated by a computer.
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
TOOLS
1. Head Mounted Displays (HMD):

It is a first device providing its wearer


with an immersive Experience. Evans and
Sutherland demonstrated a head-mounted
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:

CAVE is small room where computer


generated world is projected on wall.

4.3D VIDEO Eyewear

5.Input devise, Output Devise

6.Hardware

7.Software
TYPES

 Immersive
A)Desktop (Window on a World)
B)Video Mapping

 Non - immersive
A)Augmented
B)Text-based
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 user’s position
and orientation. These systems may be enhanced by
audio, haptic and sensory interfaces.

Example:

Desktop VR:
Fish Tank VR:
NON – IMMERSIVE TYPES

Text-based VR:
When a reader of a certain text form a mental
model of this virtual world in their head from the
description of people, places and things.

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 human-
computer 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

Satellite
Meteorological
services

trivis

DISPLAY
DEVICES
MEDICINE

using virtual reality


technology to create 3-D
ultrasound images to help
doctors diagnose and treat
congenital heart defects in
children.
CHEMISTRY
students practical:-
1)chemistry
2)biological
ENTERTAINMENT

gaming purpose
TRAINING
National Aeronautics and Space
Administration (NASA)use VR
technology to train astronauts
United States: The military used it as
flight simulators to train pilots.
MODELLING DESIGNING
AND PLANNING
Designer client

Requirement
idea
spec.
VR

VR

mate

REDUCED
COST &
TIME
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 MRI‘s.
 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
CONCLUSION

VR is in its early stages, but is used


commercially, globally. There are 61,400
international commercial companies producing VR.
While VR is at an early stage, it is used educationally
throughout the world. There are approximately
3,600 educational institutions which use VR.
QUESTIONS
?
THANK YOU

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