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SEMINAR PRESENTATION
ON
VIRTUAL REALITY
Presented By
Kaishik 1140240
EC-3
NIT Kurukshetra
OVERVIEW
 Introduction
 The history of VR
 Types of VR
 Technologies of VR
 Architecture of VR system
 Applications of VR
 Current problems &
Future work
 Conclusion
 Reference
WHAT 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 allows a user to interact
with a computer-simulated environment, be
it a real or imagined one.
VR is able to immerse you in a
computer-generated world of your
own making: a room, a city, the
interior of human body. With VR,
you can explore any uncharted
territory of the human imagination.
HISTORY OF VIRTUAL REALITY
1950’s-Morton Heilig’s Sensorama.
In 1961, Philco Corporation engineers developed the
first HMD known as the Headsight.
It was in 1965 IVAN SUTHERLAND - “Ultimate Display.”
In 1991, first commercial entertainment VR system
"Virtuality" was released.
TYPES OF VIRTUAL REALITY
Windows on World(WoW):
Windows on World - WoW
Immersive VR
Telepresence:
TELE PRESENCE
Augmented Reality:
•Augumented VR
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.
•Distributed VR:
DEVICES USED IN VIRTUAL REALITY
 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
Binocular Omni-Orientation Monitor
 Head-coupled stereoscopic display device.
 Uses CRT to provide high-resolution display.
 Convenient to use.
 Fast and accurate built-in tracking.
Cave Virtual Environment
 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
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.
Technologies Used in 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.
Technologies Used in 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)
Technologies Used in 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.
Technologies Used in VR-Software
 Aspects of virtual world display,
interaction and internetworking 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.
Architecture of VR
Input Processor, Simulation Processor,
Rendering Processor and World Database.
Components of VR
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.
Components of VR
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.
 World Database (World Description Files)
–Store the objects that inhabit the world,
scripts that describe actions of those
objects.
APPLICATIONS OF VIRTUAL REALITY
Business:
Training:
• Flight simulators, battlefield simulators for
soldiers,paratrooping.
Engineering and Design:
It gives better understanding of the design and
facilitates changes wherever necessary
• It helps to reduce the time and cost factor.
Examples: Building construction, car designing.
Medical:
- Surgery simulation, phobia treatment, robotic
surgery and skills training.
• VR finds its application in nursing, dentistry,
health issues for the disabled.
Entertainment:
• Virtual Museum, e.g. interactive exhibitions
• Gaming
• Virtual theme parks
Current Problems and Future Work
Cyber-sickness / simulator sickness
Low-fidelity
Expensive
Lack of integration between application packages
High-fidelity system
Cost-saving
Collaborative
High-level contact between participants in
distributed VR
Future of Virtual Reality
• 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.
CONCLUSION
• Virtual reality today is no more a fantasy.
• OPERATIONS IN DANGEROUS ENVIRONMENT
• RADIOACTIVE
• SPACE
• TOXIC ENVIRONMENT
Man is a creative specie and only limit to VR
environment is the imagination and the
resources that are available to creator.
REFERENCES
 VIRTUAL REALITY <http://ei.cs.vt.edu/~history/Tate.VR.html>
 Evolution of Virtual Reality
http://www.ec.njit.edu/~gdb1498/Portfolio/CIS350TermPaper2.html
 “Virtual reality (VR)" Encyclopedia Britannica Online. 11 Dec. 2009
<http://www.britannica.com/EBchecked/topic/630181/virtual-reality.html>
 Strickland, Jonathan. "How Virtual Reality Works" Web. 9 Dec.
2009.
<http://electronics.howstuffworks.com/gadgets/other-gadgets/virtual-reality8.html>
THANK YOU
•

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Virtual reality-What you see is what you believe

  • 1.
  • 2. SEMINAR PRESENTATION ON VIRTUAL REALITY Presented By Kaishik 1140240 EC-3 NIT Kurukshetra
  • 3. OVERVIEW  Introduction  The history of VR  Types of VR  Technologies of VR  Architecture of VR system  Applications of VR  Current problems & Future work  Conclusion  Reference
  • 4. WHAT 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 allows a user to interact with a computer-simulated environment, be it a real or imagined one.
  • 5. VR is able to immerse you in a computer-generated world of your own making: a room, a city, the interior of human body. With VR, you can explore any uncharted territory of the human imagination.
  • 6. HISTORY OF VIRTUAL REALITY 1950’s-Morton Heilig’s Sensorama.
  • 7. In 1961, Philco Corporation engineers developed the first HMD known as the Headsight.
  • 8. It was in 1965 IVAN SUTHERLAND - “Ultimate Display.” In 1991, first commercial entertainment VR system "Virtuality" was released.
  • 9. TYPES OF VIRTUAL REALITY Windows on World(WoW): Windows on World - WoW
  • 12.
  • 15. 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.
  • 17. DEVICES USED IN VIRTUAL REALITY  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
  • 18. Binocular Omni-Orientation Monitor  Head-coupled stereoscopic display device.  Uses CRT to provide high-resolution display.  Convenient to use.  Fast and accurate built-in tracking.
  • 19. Cave Virtual Environment  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
  • 20. 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.
  • 21. Technologies Used in 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.
  • 22. Technologies Used in 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)
  • 23. Technologies Used in 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.
  • 24. Technologies Used in VR-Software  Aspects of virtual world display, interaction and internetworking 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.
  • 25. Architecture of VR Input Processor, Simulation Processor, Rendering Processor and World Database.
  • 26. Components of VR 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.
  • 27. Components of VR 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.  World Database (World Description Files) –Store the objects that inhabit the world, scripts that describe actions of those objects.
  • 28. APPLICATIONS OF VIRTUAL REALITY Business:
  • 29. Training: • Flight simulators, battlefield simulators for soldiers,paratrooping.
  • 30. Engineering and Design: It gives better understanding of the design and facilitates changes wherever necessary • It helps to reduce the time and cost factor. Examples: Building construction, car designing.
  • 31. Medical: - Surgery simulation, phobia treatment, robotic surgery and skills training. • VR finds its application in nursing, dentistry, health issues for the disabled.
  • 32. Entertainment: • Virtual Museum, e.g. interactive exhibitions • Gaming • Virtual theme parks
  • 33. Current Problems and Future Work Cyber-sickness / simulator sickness Low-fidelity Expensive Lack of integration between application packages High-fidelity system Cost-saving Collaborative High-level contact between participants in distributed VR
  • 34. Future of Virtual Reality • 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.
  • 35. CONCLUSION • Virtual reality today is no more a fantasy. • OPERATIONS IN DANGEROUS ENVIRONMENT • RADIOACTIVE • SPACE • TOXIC ENVIRONMENT Man is a creative specie and only limit to VR environment is the imagination and the resources that are available to creator.
  • 36. REFERENCES  VIRTUAL REALITY <http://ei.cs.vt.edu/~history/Tate.VR.html>  Evolution of Virtual Reality http://www.ec.njit.edu/~gdb1498/Portfolio/CIS350TermPaper2.html  “Virtual reality (VR)" Encyclopedia Britannica Online. 11 Dec. 2009 <http://www.britannica.com/EBchecked/topic/630181/virtual-reality.html>  Strickland, Jonathan. "How Virtual Reality Works" Web. 9 Dec. 2009. <http://electronics.howstuffworks.com/gadgets/other-gadgets/virtual-reality8.html>